Code edit (2 edits merged)
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play bounce sound when ball bounces
Code edit (3 edits merged)
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change creatUpgradeButton position, have them have 10 pixels between each other
Code edit (1 edits merged)
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add a little more space between the buttons for the power ups int he bottom of the screen
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add a little more space between the buttons for the power ups int he bottom of the screen
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upgrade buttons should have a little moroe space between them
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powerups should use powerup asset
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Powerup are using an asset for their background button. create a new asset to be used by all of them. should be powerupbutton
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create a new button for powerup buttons
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increase the size parameter of the buttons for the upgrades to be the same as the buy balls ones
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rename buyball50 to button
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upgrade buttons and text should be the same size as ball purchase buttons, and have the same space between each ther
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normal ball should start unlocked
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move points 50 pixels to the right
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move points and level 200 pixles ot the right
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sorry I meant to the right
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move level 100 pixels to the left
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move level below points
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move points to 200 pixels to the right
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use a new asset for particle effect, not splash ball
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lets add somoe particle effect when a block is destroyed
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal'; var asset = type === 'splash' ? 'splashBall' : 'ball'; var ballGraphics = self.attachAsset(asset, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.speed = type === 'splash' ? upgrades.splashSpeed : upgrades.normalSpeed; self.power = type === 'splash' ? upgrades.splashPower : upgrades.normalPower; self.direction = { x: 1, y: -1 }; self.update = function () { var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200; var stepSize = self.speed; var dx = self.direction.x * stepSize; var dy = self.direction.y * stepSize; self.x += dx; self.y += dy; if (self.x <= BALL_RADIUS || self.x >= GAME_WIDTH - BALL_RADIUS) { self.direction.x *= -1; self.x = Math.max(BALL_RADIUS, Math.min(GAME_WIDTH - BALL_RADIUS, self.x)); } if (self.y <= BALL_RADIUS || self.y >= GAME_HEIGHT - BALL_RADIUS) { self.direction.y *= -1; self.y = Math.max(BALL_RADIUS, Math.min(GAME_HEIGHT - BALL_RADIUS, self.y)); } if (!isNearBricks(self.x, self.y)) { return; } var gridXMin = Math.floor((self.x - BALL_RADIUS) / gridSize); var gridXMax = Math.floor((self.x + BALL_RADIUS) / gridSize); var gridYMin = Math.floor((self.y - BALL_RADIUS) / gridSize); var gridYMax = Math.floor((self.y + BALL_RADIUS) / gridSize); var hasCollided = false; for (var gx = gridXMin; gx <= gridXMax && !hasCollided; gx++) { for (var gy = gridYMin; gy <= gridYMax && !hasCollided; gy++) { var gridKey = "".concat(gx, ",").concat(gy); var cellBricks = brickGrid[gridKey]; if (!cellBricks || cellBricks.length === 0) { continue; } for (var j = cellBricks.length - 1; j >= 0; j--) { var brick = cellBricks[j]; if (!brick || brick.health <= 0 || !self.intersects(brick)) { continue; } handleBallBrickCollision(self, brick); brick.hit(self.power); if (self.type === 'splash' && brick.health > 0) { applySplashDamage(brick, gridSize); } if (brick.health <= 0) { cellBricks.splice(j, 1); } hasCollided = true; break; } } } }; }); var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.healthText = new Text2(self.health.toString(), { size: 50, fill: 0xFFFFFF }); self.healthText.anchor.set(0.5, 0.5); self.addChild(self.healthText); self.updateTint = function () { var healthPercent = self.health / self.maxHealth; var colorIndex = Math.min(Math.floor((1 - healthPercent) * LEVEL_COLORS.length), LEVEL_COLORS.length - 1); brickGraphics.tint = LEVEL_COLORS[colorIndex]; }; self.updateTint(); self.hit = function () { var damage = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; self.health -= damage; if (self.health <= 0) { score += Math.max(1, Math.floor(self.maxHealth * 0.5)); scoreTxt.setText('$' + score.toString()); storage.score = score; // Persist score to storage var brickIndex = bricks.indexOf(self); if (brickIndex !== -1) { bricks.splice(brickIndex, 1); } // Create particle effect at the brick's position before destroying createParticleEffect(self.x, self.y); self.destroy(); } else { self.healthText.setText(self.health.toString()); self.updateTint(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3b9c9c }); /**** * Game Code ****/ function createParticleEffect(x, y) { // Create a container for the particle effect var particleContainer = new Container(); game.addChild(particleContainer); // Create particles for (var i = 0; i < 20; i++) { var particle = LK.getAsset('splashBall', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2 }); particle.x = x; particle.y = y; particle.direction = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; particle.speed = Math.random() * 5 + 2; particleContainer.addChild(particle); } // Update particles particleContainer.update = function () { for (var i = particleContainer.children.length - 1; i >= 0; i--) { var p = particleContainer.children[i]; p.x += p.direction.x * p.speed; p.y += p.direction.y * p.speed; p.alpha -= 0.02; if (p.alpha <= 0) { particleContainer.removeChild(p); } } if (particleContainer.children.length === 0) { game.removeChild(particleContainer); } }; } // Constants function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var GAME_WIDTH = 2048; var GAME_HEIGHT = 2632; var BALL_RADIUS = 50; var BRICK_WIDTH = 300; var BRICK_HEIGHT = 99; // Adjusted to match asset definition var BALL_COST = 50; var LEVEL_COLORS = [0xff00ff, 0x00ffcc, 0xccff00, 0xff6600, 0x66ffff, 0xff3366, 0xffcc00, 0x9966ff, 0x33cc33, 0xff0000]; // Game Variables var levelConfig = { 1: { totalBricks: 30, // Fewer bricks for mobile visibility hitpoints: 1, gridSize: 400, // Larger grid for simpler collision pattern: 'grid' // Standard grid layout }, 2: { totalBricks: 50, hitpoints: 2, gridSize: 360, pattern: 'staggered' // Offset rows for a "zigzag" feel }, 3: { totalBricks: 70, hitpoints: 3, gridSize: 320, pattern: 'clustered' // Tighter clusters of bricks }, 4: { totalBricks: 90, hitpoints: 4, gridSize: 280, pattern: 'diagonal' // Diagonal line pattern }, 5: { totalBricks: 110, hitpoints: 5, gridSize: 240, pattern: 'sparse' // Spread out with gaps } }; var upgrades = { normalSpeed: 1, normalPower: 1, splashSpeed: 1, splashPower: 1, clickDamage: 1, normalSpeedCost: 50, normalPowerCost: 75, splashSpeedCost: 50, splashPowerCost: 75, clickCost: 25, splashBallCost: 100 }; var balls = []; var bricks = []; var brickGrid = {}; var score = storage.score || 0; // Retrieve score from storage or set to 0 var level = storage.level || 1; // Retrieve level from storage or set to 1 var brickGridBounds = null; // Function to clear local storage function clearLocalStorage() { storage.score = 0; storage.level = 1; score = 0; level = 1; scoreTxt.setText('$' + score.toString()); levelTxt.setText('Level: ' + level); } // HUD Setup var hud = new Container(); LK.gui.top.addChild(hud); // Upper-Left: Score, Level, Ball Purchases var scoreTxt = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.3, 0); scoreTxt.x += 200; hud.addChild(scoreTxt); var levelTxt = new Text2('Level: ' + level, { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = scoreTxt.width + 20; hud.addChild(levelTxt); var buyNormalButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, y: 0, x: -400 }); var normalCostText = new Text2('$' + BALL_COST.toString(), { size: 50, fill: 0xFFFFFF }); normalCostText.anchor.set(0.5, 0); normalCostText.y = 100; buyNormalButton.addChild(normalCostText); buyNormalButton.addChild(buyNormalButton.attachAsset('ball', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); buyNormalButton.down = function () { if (score >= BALL_COST) { score -= BALL_COST; scoreTxt.setText('$' + score.toString()); createBall('normal'); } }; hud.addChild(buyNormalButton); var buySplashButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, y: 0, x: -280 }); var splashCostText = new Text2('$' + upgrades.splashBallCost.toString(), { size: 50, fill: 0xFFFFFF }); splashCostText.anchor.set(0.5, 0); splashCostText.y = 100; buySplashButton.addChild(splashCostText); buySplashButton.addChild(buySplashButton.attachAsset('splashBall', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); buySplashButton.down = function () { if (score >= upgrades.splashBallCost) { score -= upgrades.splashBallCost; scoreTxt.setText('$' + score.toString()); createBall('splash'); } }; hud.addChild(buySplashButton); // Button to clear local storage var clearStorageButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, x: scoreTxt.width + 200, y: 0 }); var clearStorageText = new Text2('Reset', { size: 50, fill: 0xFFFFFF }); clearStorageText.anchor.set(0.5, 0); clearStorageText.y = 100; clearStorageButton.addChild(clearStorageText); clearStorageButton.down = function () { clearLocalStorage(); }; hud.addChild(clearStorageButton); // Bottom: Upgrade Buttons var bottomHud = new Container(); bottomHud.y = GAME_HEIGHT - 150; game.addChild(bottomHud); function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost, iconType) { var button = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, x: x, y: 0 }); var costText = new Text2((baseCost * upgrades[upgradeKey]).toString(), { size: 50, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0); costText.y = 100; button.addChild(costText); var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), { size: 20, fill: 0xFFFFFF }); labelText.anchor.set(0.5, -0.5); button.addChild(labelText); if (iconType) { button.addChild(button.attachAsset(iconType, { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); } button.down = function () { var cost = baseCost * upgrades[upgradeKey]; if (score >= cost) { score -= cost; upgrades[upgradeKey]++; costText.setText('$' + (baseCost * upgrades[upgradeKey]).toString()); labelText.setText("".concat(labelPrefix, " x").concat(upgrades[upgradeKey])); scoreTxt.setText('$' + score.toString()); balls.forEach(function (b) { if (b.type === 'normal' && upgradeKey.includes('normal')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if (b.type === 'splash' && upgradeKey.includes('splash')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } }); } }; bottomHud.addChild(button); } // Upgrade buttons with icons for ball-specific upgrades createUpgradeButton('Speed', GAME_WIDTH / 2 - 480, 'normalSpeedCost', 'normalSpeed', 50, 'ball'); createUpgradeButton('Power', GAME_WIDTH / 2 - 360, 'normalPowerCost', 'normalPower', 75, 'ball'); createUpgradeButton('Speed', GAME_WIDTH / 2 - 240, 'splashSpeedCost', 'splashSpeed', 50, 'splashBall'); createUpgradeButton('Power', GAME_WIDTH / 2 - 120, 'splashPowerCost', 'splashPower', 75, 'splashBall'); createUpgradeButton('Click', GAME_WIDTH / 2, 'clickCost', 'clickDamage', 25, null); // No icon for Click // Helper Functions function handleBallBrickCollision(ball, brick) { var relativeX = (ball.x - brick.x) / (brick.width / 2); var relativeY = (ball.y - brick.y) / (brick.height / 2); if (Math.abs(relativeX) > Math.abs(relativeY)) { ball.direction.x = -ball.direction.x + relativeX * 0.5; ball.x = brick.x + (relativeX > 0 ? brick.width / 2 + BALL_RADIUS : -brick.width / 2 - BALL_RADIUS); } else { ball.direction.y = -ball.direction.y; ball.y = brick.y + (relativeY > 0 ? brick.height / 2 + BALL_RADIUS : -brick.height / 2 - BALL_RADIUS); } ball.direction.x += (Math.random() - 0.5) * 0.1; var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y); ball.direction.x /= magnitude; ball.direction.y /= magnitude; } function applySplashDamage(brick, gridSize) { var gridX = Math.floor(brick.x / gridSize); var gridY = Math.floor(brick.y / gridSize); var adjacentKeys = ["".concat(gridX - 1, ",").concat(gridY), "".concat(gridX + 1, ",").concat(gridY), "".concat(gridX, ",").concat(gridY - 1), "".concat(gridX, ",").concat(gridY + 1)]; adjacentKeys.forEach(function (key) { if (brickGrid[key]) { brickGrid[key].forEach(function (adjBrick) { if (adjBrick && adjBrick.health > 0) { adjBrick.hit(Math.floor(upgrades.splashPower * 0.25)); } }); } }); } function isNearBricks(x, y) { if (!brickGridBounds) { return true; } var buffer = BALL_RADIUS * 2; return x >= brickGridBounds.minX - buffer && x <= brickGridBounds.maxX + buffer && y >= brickGridBounds.minY - buffer && y <= brickGridBounds.maxY + buffer; } function createBricks() { var config = levelConfig[level] || {}; var totalBricks = config.totalBricks || 50; var hitpoints = config.hitpoints || 1; var gridSize = config.gridSize || 200; var pattern = config.pattern || 'grid'; var spacingX = 2; var spacingY = 2; brickGrid = {}; bricks = []; var cols = Math.floor(GAME_WIDTH / (BRICK_WIDTH + spacingX)); var rows = Math.ceil(totalBricks / cols); var totalWidth = cols * BRICK_WIDTH + (cols - 1) * spacingX; var totalHeight = rows * BRICK_HEIGHT + (rows - 1) * spacingY; var startX = (GAME_WIDTH - totalWidth) / 2 + BRICK_WIDTH / 2; var startY = (GAME_HEIGHT - totalHeight) / 3 + BRICK_HEIGHT / 2; var brickCount = 0; if (pattern === 'grid') { for (var i = 0; i < rows && brickCount < totalBricks; i++) { for (var j = 0; j < cols && brickCount < totalBricks; j++) { addBrick(startX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize); brickCount++; } } } else if (pattern === 'staggered') { for (var i = 0; i < rows && brickCount < totalBricks; i++) { var offsetX = i % 2 === 0 ? 0 : BRICK_WIDTH / 2; for (var j = 0; j < cols && brickCount < totalBricks; j++) { addBrick(startX + offsetX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize); brickCount++; } } } else if (pattern === 'clustered') { var clusterCols = Math.floor(cols / 2); var clusterRows = Math.floor(rows / 2); var clusterStartX = GAME_WIDTH / 2 - clusterCols * BRICK_WIDTH / 2; var clusterStartY = GAME_HEIGHT / 3 - clusterRows * BRICK_HEIGHT / 2; for (var i = 0; i < clusterRows && brickCount < totalBricks; i++) { for (var j = 0; j < clusterCols && brickCount < totalBricks; j++) { addBrick(clusterStartX + j * (BRICK_WIDTH + spacingX), clusterStartY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize); brickCount++; } } } else if (pattern === 'diagonal') { var stepX = (GAME_WIDTH - BRICK_WIDTH) / (totalBricks - 1); var stepY = GAME_HEIGHT / 3 / (totalBricks - 1); for (var i = 0; i < totalBricks; i++) { addBrick(startX + i * stepX, startY + i * stepY, hitpoints, gridSize); brickCount++; } } else if (pattern === 'sparse') { while (brickCount < totalBricks) { var x = startX + Math.floor(Math.random() * cols) * (BRICK_WIDTH + spacingX); var y = startY + Math.floor(Math.random() * rows) * (BRICK_HEIGHT + spacingY); if (!bricks.some(function (b) { return b.x === x && b.y === y; })) { addBrick(x, y, hitpoints, gridSize); brickCount++; } } } brickGridBounds = { minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.x - BRICK_WIDTH / 2; }))), maxX: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.x + BRICK_WIDTH / 2; }))), minY: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.y - BRICK_HEIGHT / 2; }))), maxY: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.y + BRICK_HEIGHT / 2; }))) }; } function addBrick(x, y, hitpoints, gridSize) { var brick = new Brick(); brick.x = x; brick.y = y; brick.health = hitpoints; brick.maxHealth = hitpoints; brick.healthText.setText(brick.health.toString()); brick.updateTint(); bricks.push(brick); game.addChild(brick); var gridX = Math.floor(brick.x / gridSize); var gridY = Math.floor(brick.y / gridSize); var gridKey = "".concat(gridX, ",").concat(gridY); if (!brickGrid[gridKey]) { brickGrid[gridKey] = []; } brickGrid[gridKey].push(brick); } function createBall() { var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal'; var ball = new Ball(type); var gridBottom = brickGridBounds ? brickGridBounds.maxY + 150 : GAME_HEIGHT * 0.7; ball.x = GAME_WIDTH / 2 + (Math.random() * 200 - 100); ball.y = Math.min(gridBottom + 100, GAME_HEIGHT - BALL_RADIUS * 2); var angle = (Math.random() * 0.5 + 0.25) * Math.PI; ball.direction.x = Math.cos(angle); ball.direction.y = -Math.sin(angle); var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y); ball.direction.x /= magnitude; ball.direction.y /= magnitude; for (var i = 0; i < bricks.length; i++) { if (ball.intersects(bricks[i])) { ball.y = brickGridBounds.maxY + BALL_RADIUS + 10; break; } } balls.push(ball); game.addChild(ball); } game.update = function () { for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; ball.update(); if (ball.y > GAME_HEIGHT + BALL_RADIUS) { ball.destroy(); balls.splice(i, 1); } } if (bricks.length === 0) { if (level === Object.keys(levelConfig).length) { LK.showGameOver(); } else { level += 1; storage.level = level; // Persist level to storage levelTxt.setText('Level: ' + level); createBricks(); } } if (balls.length === 0 && score >= BALL_COST) { score -= BALL_COST; scoreTxt.setText('$' + score.toString()); createBall(); } }; game.down = function (x, y, obj) { if (!bricks || !Array.isArray(bricks)) { return; } x = Number(x); y = Number(y); for (var i = 0; i < bricks.length; i++) { var brick = bricks[i]; if (!brick.x || !brick.y || !brick.width || !brick.height) { continue; } if (x >= brick.x - brick.width / 2 && x <= brick.x + brick.width / 2 && y >= brick.y - brick.height / 2 && y <= brick.y + brick.height / 2) { brick.hit(upgrades.clickDamage); return; } } }; // Initialize game elements createBricks(); createBall();
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal';
var asset = type === 'splash' ? 'splashBall' : 'ball';
var ballGraphics = self.attachAsset(asset, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
self.speed = type === 'splash' ? upgrades.splashSpeed : upgrades.normalSpeed;
self.power = type === 'splash' ? upgrades.splashPower : upgrades.normalPower;
self.direction = {
x: 1,
y: -1
};
self.update = function () {
var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200;
var stepSize = self.speed;
var dx = self.direction.x * stepSize;
var dy = self.direction.y * stepSize;
self.x += dx;
self.y += dy;
if (self.x <= BALL_RADIUS || self.x >= GAME_WIDTH - BALL_RADIUS) {
self.direction.x *= -1;
self.x = Math.max(BALL_RADIUS, Math.min(GAME_WIDTH - BALL_RADIUS, self.x));
}
if (self.y <= BALL_RADIUS || self.y >= GAME_HEIGHT - BALL_RADIUS) {
self.direction.y *= -1;
self.y = Math.max(BALL_RADIUS, Math.min(GAME_HEIGHT - BALL_RADIUS, self.y));
}
if (!isNearBricks(self.x, self.y)) {
return;
}
var gridXMin = Math.floor((self.x - BALL_RADIUS) / gridSize);
var gridXMax = Math.floor((self.x + BALL_RADIUS) / gridSize);
var gridYMin = Math.floor((self.y - BALL_RADIUS) / gridSize);
var gridYMax = Math.floor((self.y + BALL_RADIUS) / gridSize);
var hasCollided = false;
for (var gx = gridXMin; gx <= gridXMax && !hasCollided; gx++) {
for (var gy = gridYMin; gy <= gridYMax && !hasCollided; gy++) {
var gridKey = "".concat(gx, ",").concat(gy);
var cellBricks = brickGrid[gridKey];
if (!cellBricks || cellBricks.length === 0) {
continue;
}
for (var j = cellBricks.length - 1; j >= 0; j--) {
var brick = cellBricks[j];
if (!brick || brick.health <= 0 || !self.intersects(brick)) {
continue;
}
handleBallBrickCollision(self, brick);
brick.hit(self.power);
if (self.type === 'splash' && brick.health > 0) {
applySplashDamage(brick, gridSize);
}
if (brick.health <= 0) {
cellBricks.splice(j, 1);
}
hasCollided = true;
break;
}
}
}
};
});
var Brick = Container.expand(function () {
var self = Container.call(this);
var brickGraphics = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.maxHealth = 1;
self.healthText = new Text2(self.health.toString(), {
size: 50,
fill: 0xFFFFFF
});
self.healthText.anchor.set(0.5, 0.5);
self.addChild(self.healthText);
self.updateTint = function () {
var healthPercent = self.health / self.maxHealth;
var colorIndex = Math.min(Math.floor((1 - healthPercent) * LEVEL_COLORS.length), LEVEL_COLORS.length - 1);
brickGraphics.tint = LEVEL_COLORS[colorIndex];
};
self.updateTint();
self.hit = function () {
var damage = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
self.health -= damage;
if (self.health <= 0) {
score += Math.max(1, Math.floor(self.maxHealth * 0.5));
scoreTxt.setText('$' + score.toString());
storage.score = score; // Persist score to storage
var brickIndex = bricks.indexOf(self);
if (brickIndex !== -1) {
bricks.splice(brickIndex, 1);
}
// Create particle effect at the brick's position before destroying
createParticleEffect(self.x, self.y);
self.destroy();
} else {
self.healthText.setText(self.health.toString());
self.updateTint();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x3b9c9c
});
/****
* Game Code
****/
function createParticleEffect(x, y) {
// Create a container for the particle effect
var particleContainer = new Container();
game.addChild(particleContainer);
// Create particles
for (var i = 0; i < 20; i++) {
var particle = LK.getAsset('splashBall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2
});
particle.x = x;
particle.y = y;
particle.direction = {
x: (Math.random() - 0.5) * 2,
y: (Math.random() - 0.5) * 2
};
particle.speed = Math.random() * 5 + 2;
particleContainer.addChild(particle);
}
// Update particles
particleContainer.update = function () {
for (var i = particleContainer.children.length - 1; i >= 0; i--) {
var p = particleContainer.children[i];
p.x += p.direction.x * p.speed;
p.y += p.direction.y * p.speed;
p.alpha -= 0.02;
if (p.alpha <= 0) {
particleContainer.removeChild(p);
}
}
if (particleContainer.children.length === 0) {
game.removeChild(particleContainer);
}
};
}
// Constants
function _toConsumableArray(r) {
return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
}
function _nonIterableSpread() {
throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _iterableToArray(r) {
if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
return Array.from(r);
}
}
function _arrayWithoutHoles(r) {
if (Array.isArray(r)) {
return _arrayLikeToArray(r);
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2632;
var BALL_RADIUS = 50;
var BRICK_WIDTH = 300;
var BRICK_HEIGHT = 99; // Adjusted to match asset definition
var BALL_COST = 50;
var LEVEL_COLORS = [0xff00ff, 0x00ffcc, 0xccff00, 0xff6600, 0x66ffff, 0xff3366, 0xffcc00, 0x9966ff, 0x33cc33, 0xff0000];
// Game Variables
var levelConfig = {
1: {
totalBricks: 30,
// Fewer bricks for mobile visibility
hitpoints: 1,
gridSize: 400,
// Larger grid for simpler collision
pattern: 'grid' // Standard grid layout
},
2: {
totalBricks: 50,
hitpoints: 2,
gridSize: 360,
pattern: 'staggered' // Offset rows for a "zigzag" feel
},
3: {
totalBricks: 70,
hitpoints: 3,
gridSize: 320,
pattern: 'clustered' // Tighter clusters of bricks
},
4: {
totalBricks: 90,
hitpoints: 4,
gridSize: 280,
pattern: 'diagonal' // Diagonal line pattern
},
5: {
totalBricks: 110,
hitpoints: 5,
gridSize: 240,
pattern: 'sparse' // Spread out with gaps
}
};
var upgrades = {
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
splashPower: 1,
clickDamage: 1,
normalSpeedCost: 50,
normalPowerCost: 75,
splashSpeedCost: 50,
splashPowerCost: 75,
clickCost: 25,
splashBallCost: 100
};
var balls = [];
var bricks = [];
var brickGrid = {};
var score = storage.score || 0; // Retrieve score from storage or set to 0
var level = storage.level || 1; // Retrieve level from storage or set to 1
var brickGridBounds = null;
// Function to clear local storage
function clearLocalStorage() {
storage.score = 0;
storage.level = 1;
score = 0;
level = 1;
scoreTxt.setText('$' + score.toString());
levelTxt.setText('Level: ' + level);
}
// HUD Setup
var hud = new Container();
LK.gui.top.addChild(hud);
// Upper-Left: Score, Level, Ball Purchases
var scoreTxt = new Text2('0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.3, 0);
scoreTxt.x += 200;
hud.addChild(scoreTxt);
var levelTxt = new Text2('Level: ' + level, {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(1, 0);
levelTxt.x = scoreTxt.width + 20;
hud.addChild(levelTxt);
var buyNormalButton = LK.getAsset('BuyBall50', {
size: 80,
fill: 0xFFFFFF,
anchorX: 0.5,
anchorY: 0,
y: 0,
x: -400
});
var normalCostText = new Text2('$' + BALL_COST.toString(), {
size: 50,
fill: 0xFFFFFF
});
normalCostText.anchor.set(0.5, 0);
normalCostText.y = 100;
buyNormalButton.addChild(normalCostText);
buyNormalButton.addChild(buyNormalButton.attachAsset('ball', {
anchorX: 0.5,
anchorY: -0.5,
scaleX: 0.5,
scaleY: 0.5
}));
buyNormalButton.down = function () {
if (score >= BALL_COST) {
score -= BALL_COST;
scoreTxt.setText('$' + score.toString());
createBall('normal');
}
};
hud.addChild(buyNormalButton);
var buySplashButton = LK.getAsset('BuyBall50', {
size: 80,
fill: 0xFFFFFF,
anchorX: 0.5,
anchorY: 0,
y: 0,
x: -280
});
var splashCostText = new Text2('$' + upgrades.splashBallCost.toString(), {
size: 50,
fill: 0xFFFFFF
});
splashCostText.anchor.set(0.5, 0);
splashCostText.y = 100;
buySplashButton.addChild(splashCostText);
buySplashButton.addChild(buySplashButton.attachAsset('splashBall', {
anchorX: 0.5,
anchorY: -0.5,
scaleX: 0.5,
scaleY: 0.5
}));
buySplashButton.down = function () {
if (score >= upgrades.splashBallCost) {
score -= upgrades.splashBallCost;
scoreTxt.setText('$' + score.toString());
createBall('splash');
}
};
hud.addChild(buySplashButton);
// Button to clear local storage
var clearStorageButton = LK.getAsset('BuyBall50', {
size: 80,
fill: 0xFFFFFF,
anchorX: 0.5,
anchorY: 0,
x: scoreTxt.width + 200,
y: 0
});
var clearStorageText = new Text2('Reset', {
size: 50,
fill: 0xFFFFFF
});
clearStorageText.anchor.set(0.5, 0);
clearStorageText.y = 100;
clearStorageButton.addChild(clearStorageText);
clearStorageButton.down = function () {
clearLocalStorage();
};
hud.addChild(clearStorageButton);
// Bottom: Upgrade Buttons
var bottomHud = new Container();
bottomHud.y = GAME_HEIGHT - 150;
game.addChild(bottomHud);
function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost, iconType) {
var button = LK.getAsset('BuyBall50', {
size: 80,
fill: 0xFFFFFF,
anchorX: 0.5,
anchorY: 0,
x: x,
y: 0
});
var costText = new Text2((baseCost * upgrades[upgradeKey]).toString(), {
size: 50,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0);
costText.y = 100;
button.addChild(costText);
var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), {
size: 20,
fill: 0xFFFFFF
});
labelText.anchor.set(0.5, -0.5);
button.addChild(labelText);
if (iconType) {
button.addChild(button.attachAsset(iconType, {
anchorX: 0.5,
anchorY: -0.5,
scaleX: 0.5,
scaleY: 0.5
}));
}
button.down = function () {
var cost = baseCost * upgrades[upgradeKey];
if (score >= cost) {
score -= cost;
upgrades[upgradeKey]++;
costText.setText('$' + (baseCost * upgrades[upgradeKey]).toString());
labelText.setText("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]));
scoreTxt.setText('$' + score.toString());
balls.forEach(function (b) {
if (b.type === 'normal' && upgradeKey.includes('normal')) {
b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey];
} else if (b.type === 'splash' && upgradeKey.includes('splash')) {
b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey];
}
});
}
};
bottomHud.addChild(button);
}
// Upgrade buttons with icons for ball-specific upgrades
createUpgradeButton('Speed', GAME_WIDTH / 2 - 480, 'normalSpeedCost', 'normalSpeed', 50, 'ball');
createUpgradeButton('Power', GAME_WIDTH / 2 - 360, 'normalPowerCost', 'normalPower', 75, 'ball');
createUpgradeButton('Speed', GAME_WIDTH / 2 - 240, 'splashSpeedCost', 'splashSpeed', 50, 'splashBall');
createUpgradeButton('Power', GAME_WIDTH / 2 - 120, 'splashPowerCost', 'splashPower', 75, 'splashBall');
createUpgradeButton('Click', GAME_WIDTH / 2, 'clickCost', 'clickDamage', 25, null); // No icon for Click
// Helper Functions
function handleBallBrickCollision(ball, brick) {
var relativeX = (ball.x - brick.x) / (brick.width / 2);
var relativeY = (ball.y - brick.y) / (brick.height / 2);
if (Math.abs(relativeX) > Math.abs(relativeY)) {
ball.direction.x = -ball.direction.x + relativeX * 0.5;
ball.x = brick.x + (relativeX > 0 ? brick.width / 2 + BALL_RADIUS : -brick.width / 2 - BALL_RADIUS);
} else {
ball.direction.y = -ball.direction.y;
ball.y = brick.y + (relativeY > 0 ? brick.height / 2 + BALL_RADIUS : -brick.height / 2 - BALL_RADIUS);
}
ball.direction.x += (Math.random() - 0.5) * 0.1;
var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y);
ball.direction.x /= magnitude;
ball.direction.y /= magnitude;
}
function applySplashDamage(brick, gridSize) {
var gridX = Math.floor(brick.x / gridSize);
var gridY = Math.floor(brick.y / gridSize);
var adjacentKeys = ["".concat(gridX - 1, ",").concat(gridY), "".concat(gridX + 1, ",").concat(gridY), "".concat(gridX, ",").concat(gridY - 1), "".concat(gridX, ",").concat(gridY + 1)];
adjacentKeys.forEach(function (key) {
if (brickGrid[key]) {
brickGrid[key].forEach(function (adjBrick) {
if (adjBrick && adjBrick.health > 0) {
adjBrick.hit(Math.floor(upgrades.splashPower * 0.25));
}
});
}
});
}
function isNearBricks(x, y) {
if (!brickGridBounds) {
return true;
}
var buffer = BALL_RADIUS * 2;
return x >= brickGridBounds.minX - buffer && x <= brickGridBounds.maxX + buffer && y >= brickGridBounds.minY - buffer && y <= brickGridBounds.maxY + buffer;
}
function createBricks() {
var config = levelConfig[level] || {};
var totalBricks = config.totalBricks || 50;
var hitpoints = config.hitpoints || 1;
var gridSize = config.gridSize || 200;
var pattern = config.pattern || 'grid';
var spacingX = 2;
var spacingY = 2;
brickGrid = {};
bricks = [];
var cols = Math.floor(GAME_WIDTH / (BRICK_WIDTH + spacingX));
var rows = Math.ceil(totalBricks / cols);
var totalWidth = cols * BRICK_WIDTH + (cols - 1) * spacingX;
var totalHeight = rows * BRICK_HEIGHT + (rows - 1) * spacingY;
var startX = (GAME_WIDTH - totalWidth) / 2 + BRICK_WIDTH / 2;
var startY = (GAME_HEIGHT - totalHeight) / 3 + BRICK_HEIGHT / 2;
var brickCount = 0;
if (pattern === 'grid') {
for (var i = 0; i < rows && brickCount < totalBricks; i++) {
for (var j = 0; j < cols && brickCount < totalBricks; j++) {
addBrick(startX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'staggered') {
for (var i = 0; i < rows && brickCount < totalBricks; i++) {
var offsetX = i % 2 === 0 ? 0 : BRICK_WIDTH / 2;
for (var j = 0; j < cols && brickCount < totalBricks; j++) {
addBrick(startX + offsetX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'clustered') {
var clusterCols = Math.floor(cols / 2);
var clusterRows = Math.floor(rows / 2);
var clusterStartX = GAME_WIDTH / 2 - clusterCols * BRICK_WIDTH / 2;
var clusterStartY = GAME_HEIGHT / 3 - clusterRows * BRICK_HEIGHT / 2;
for (var i = 0; i < clusterRows && brickCount < totalBricks; i++) {
for (var j = 0; j < clusterCols && brickCount < totalBricks; j++) {
addBrick(clusterStartX + j * (BRICK_WIDTH + spacingX), clusterStartY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'diagonal') {
var stepX = (GAME_WIDTH - BRICK_WIDTH) / (totalBricks - 1);
var stepY = GAME_HEIGHT / 3 / (totalBricks - 1);
for (var i = 0; i < totalBricks; i++) {
addBrick(startX + i * stepX, startY + i * stepY, hitpoints, gridSize);
brickCount++;
}
} else if (pattern === 'sparse') {
while (brickCount < totalBricks) {
var x = startX + Math.floor(Math.random() * cols) * (BRICK_WIDTH + spacingX);
var y = startY + Math.floor(Math.random() * rows) * (BRICK_HEIGHT + spacingY);
if (!bricks.some(function (b) {
return b.x === x && b.y === y;
})) {
addBrick(x, y, hitpoints, gridSize);
brickCount++;
}
}
}
brickGridBounds = {
minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;
}))),
maxX: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.x + BRICK_WIDTH / 2;
}))),
minY: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.y - BRICK_HEIGHT / 2;
}))),
maxY: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.y + BRICK_HEIGHT / 2;
})))
};
}
function addBrick(x, y, hitpoints, gridSize) {
var brick = new Brick();
brick.x = x;
brick.y = y;
brick.health = hitpoints;
brick.maxHealth = hitpoints;
brick.healthText.setText(brick.health.toString());
brick.updateTint();
bricks.push(brick);
game.addChild(brick);
var gridX = Math.floor(brick.x / gridSize);
var gridY = Math.floor(brick.y / gridSize);
var gridKey = "".concat(gridX, ",").concat(gridY);
if (!brickGrid[gridKey]) {
brickGrid[gridKey] = [];
}
brickGrid[gridKey].push(brick);
}
function createBall() {
var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal';
var ball = new Ball(type);
var gridBottom = brickGridBounds ? brickGridBounds.maxY + 150 : GAME_HEIGHT * 0.7;
ball.x = GAME_WIDTH / 2 + (Math.random() * 200 - 100);
ball.y = Math.min(gridBottom + 100, GAME_HEIGHT - BALL_RADIUS * 2);
var angle = (Math.random() * 0.5 + 0.25) * Math.PI;
ball.direction.x = Math.cos(angle);
ball.direction.y = -Math.sin(angle);
var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y);
ball.direction.x /= magnitude;
ball.direction.y /= magnitude;
for (var i = 0; i < bricks.length; i++) {
if (ball.intersects(bricks[i])) {
ball.y = brickGridBounds.maxY + BALL_RADIUS + 10;
break;
}
}
balls.push(ball);
game.addChild(ball);
}
game.update = function () {
for (var i = balls.length - 1; i >= 0; i--) {
var ball = balls[i];
ball.update();
if (ball.y > GAME_HEIGHT + BALL_RADIUS) {
ball.destroy();
balls.splice(i, 1);
}
}
if (bricks.length === 0) {
if (level === Object.keys(levelConfig).length) {
LK.showGameOver();
} else {
level += 1;
storage.level = level; // Persist level to storage
levelTxt.setText('Level: ' + level);
createBricks();
}
}
if (balls.length === 0 && score >= BALL_COST) {
score -= BALL_COST;
scoreTxt.setText('$' + score.toString());
createBall();
}
};
game.down = function (x, y, obj) {
if (!bricks || !Array.isArray(bricks)) {
return;
}
x = Number(x);
y = Number(y);
for (var i = 0; i < bricks.length; i++) {
var brick = bricks[i];
if (!brick.x || !brick.y || !brick.width || !brick.height) {
continue;
}
if (x >= brick.x - brick.width / 2 && x <= brick.x + brick.width / 2 && y >= brick.y - brick.height / 2 && y <= brick.y + brick.height / 2) {
brick.hit(upgrades.clickDamage);
return;
}
}
};
// Initialize game elements
createBricks();
createBall();