User prompt
Make sure ball icons in ball purchase button are visible in the button and, not covered by it.
User prompt
delete icons for ball buy button
User prompt
Buy ball buttons should have an icon on top of them
User prompt
move ball icon in buttons 50 pixels down
User prompt
change button and turn them just into clickable blocks
User prompt
make all text black in the game
User prompt
normal ball should be white
User prompt
normal ball icon should be white
User prompt
normal ball power up icon should be white
User prompt
add icon to normal ball upgrade button
Code edit (1 edits merged)
Please save this source code
User prompt
add particles flying in the background of the game, use tweens, make it cool ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
flying particles hsould be white, smaller, more, and continuous movemnt
User prompt
can we add movins start ins the background of the game. should be behind buttons and blocks and balls
User prompt
create a start button and do not start the game until the start button is pressed
User prompt
shore reset button below the start button
User prompt
reset button should also be hidden when start button is hidden
User prompt
untill game starts hid upgraade button and all element on the top of the screen
User prompt
move reset button down
User prompt
only keep reset button that appear below start button
User prompt
create a startbutton asset and use that for start button
User prompt
create a resetbutton asset an use that for reset button
User prompt
move reset buttonn 500 pixels down
User prompt
move start and reste butoon 400 pixels down
User prompt
move reste button 200 pixels up
/****
* 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 ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
ballGraphics.tint = type === 'splash' ? 0xff0066 :
// Neon Pink
type === 'sniper' ? 0x00ff99 :
// Neon Mint
type === 'scatter' ? 0xffff00 :
// Neon Yellow
type === 'smallScatter' ? 0xffff00 :
// Neon Yellow
0x00ffff; // Neon Cyan
self.type = type;
self.speed = type === 'splash' ? upgrades.splashSpeed : type === 'sniper' ? upgrades.sniperSpeed : type === 'scatter' ? upgrades.scatterSpeed : type === 'smallScatter' ? upgrades.scatterSpeed * 0.8 : upgrades.normalSpeed;
self.power = type === 'splash' ? upgrades.splashPower : type === 'sniper' ? upgrades.sniperPower : type === 'scatter' ? upgrades.scatterPower : type === 'smallScatter' ? Math.max(1, Math.floor(upgrades.scatterPower * 0.5)) : upgrades.normalPower;
self.direction = {
x: 1,
y: -1
};
self.update = function () {
var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200;
var stepSize = self.speed;
if (self.type === 'sniper') {
var nearestBrick = findNearestBrick(self.x, self.y);
if (nearestBrick) {
var dx = nearestBrick.x - self.x;
var dy = nearestBrick.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
self.direction.x = dx / magnitude;
self.direction.y = dy / magnitude;
}
}
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);
} else if (self.type === 'scatter') {
scatterOnImpact(self);
self.destroy();
balls.splice(balls.indexOf(self), 1);
hasCollided = true;
break;
}
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 // White for neon contrast
});
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('$' + score.toString());
storage.score = score;
var brickIndex = bricks.indexOf(self);
if (brickIndex !== -1) {
bricks.splice(brickIndex, 1);
}
self.destroy();
} else {
self.healthText.setText(self.health.toString());
self.updateTint();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e // Dark neon-friendly background
});
/****
* Game Code
****/
function _toConsumableArray2(r) {
return _arrayWithoutHoles2(r) || _iterableToArray2(r) || _unsupportedIterableToArray2(r) || _nonIterableSpread2();
}
function _nonIterableSpread2() {
throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray2(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray2(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0;
}
}
function _iterableToArray2(r) {
if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
return Array.from(r);
}
}
function _arrayWithoutHoles2(r) {
if (Array.isArray(r)) {
return _arrayLikeToArray2(r);
}
}
function _arrayLikeToArray2(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;
}
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;
var BALL_COST = 50;
var LEVEL_COLORS = [0xff00ff,
// Neon Magenta
0x00ffff,
// Neon Cyan
0xffff00,
// Neon Yellow
0xff0066,
// Neon Pink
0x00ff99,
// Neon Mint
0xff33cc,
// Neon Hot Pink
0x66ff33,
// Neon Lime
0xcc00ff,
// Neon Purple
0x33ffcc,
// Neon Turquoise
0xff3300 // Neon Orange
];
var levelConfig = {
1: {
totalBricks: 30,
hitpoints: 1,
gridSize: 400,
pattern: 'grid'
},
2: {
totalBricks: 50,
hitpoints: 2,
gridSize: 360,
pattern: 'staggered'
},
3: {
totalBricks: 70,
hitpoints: 3,
gridSize: 320,
pattern: 'clustered'
},
4: {
totalBricks: 90,
hitpoints: 4,
gridSize: 280,
pattern: 'diagonal'
},
5: {
totalBricks: 110,
hitpoints: 5,
gridSize: 240,
pattern: 'sparse'
}
};
var upgrades = {
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
splashPower: 1,
sniperSpeed: 1.5,
sniperPower: 2,
scatterSpeed: 1,
scatterPower: 1,
clickDamage: 1,
normalSpeedCost: 50,
normalPowerCost: 75,
splashSpeedCost: 50,
splashPowerCost: 75,
sniperSpeedCost: 75,
sniperPowerCost: 100,
scatterSpeedCost: 50,
scatterPowerCost: 75,
clickCost: 25,
splashBallCost: 100,
sniperBallCost: 150,
scatterBallCost: 125
};
var balls = [];
var bricks = [];
var brickGrid = {};
var score = 10000;
var level = storage.level || 1;
var brickGridBounds = null;
var unlockedTiers = storage.unlockedTiers || {
normal: true,
splash: false,
sniper: false,
scatter: false
};
function clearLocalStorage() {
storage.score = 0;
storage.level = 1;
storage.unlockedTiers = {
normal: true,
splash: false,
sniper: false,
scatter: false
};
score = 0;
level = 1;
unlockedTiers = Object.assign({}, storage.unlockedTiers);
scoreTxt.setText('$' + score.toString());
levelTxt.setText('Level: ' + level);
updateButtonStates();
}
// HUD Setup
var hud = new Container();
LK.gui.top.addChild(hud);
var scoreTxt = new Text2('0', {
size: 60,
fill: 0x00ffff
}); // Neon Cyan
scoreTxt.anchor.set(0.3, 0);
scoreTxt.x += 450;
hud.addChild(scoreTxt);
var levelTxt = new Text2('Level: ' + level, {
size: 60,
fill: 0x00ffff
}); // Neon Cyan
levelTxt.anchor.set(1, 0);
levelTxt.x = scoreTxt.x + 100;
levelTxt.y = scoreTxt.height + 10;
hud.addChild(levelTxt);
var ballButtons = {};
function createBallButton(type, x, cost, asset, prevTier) {
var button = LK.getAsset('button', {
size: 80,
fill: 0x1a1a2e,
// Dark base
anchorX: 0.5,
anchorY: 0,
y: 50,
x: x
});
var contentContainer = new Container();
button.addChild(contentContainer);
var ballIcon = button.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6,
y: 20,
tint: type === 'splash' ? 0xff0066 :
// Neon Pink
type === 'sniper' ? 0x00ff99 :
// Neon Mint
type === 'scatter' ? 0xffff00 :
// Neon Yellow
0x00ffff // Neon Cyan
});
contentContainer.addChild(ballIcon);
var typeText = new Text2(type.charAt(0).toUpperCase() + type.slice(1), {
size: 30,
fill: 0xffffff // White for contrast
});
typeText.anchor.set(0.5, 0);
typeText.y = -50;
button.addChild(typeText);
var costText = new Text2('$' + cost, {
size: 50,
fill: 0x00ffff // Neon Cyan
});
costText.anchor.set(0.5, 0);
costText.y = 100;
button.addChild(costText);
button.interactive = true;
button.down = function () {
if (score < cost) {
return;
}
score -= cost;
scoreTxt.setText('$' + score.toString());
createBall(type);
if (!unlockedTiers[type]) {
unlockedTiers[type] = true;
storage.unlockedTiers = Object.assign({}, unlockedTiers);
updateButtonStates();
}
};
button.updateState = function () {
var isEnabled = (prevTier ? unlockedTiers[prevTier] : true) && score >= cost;
button.tint = isEnabled ? 0x00ffff : 0x666666; // Neon Cyan when enabled
button.interactive = isEnabled;
};
hud.addChild(button);
ballButtons[type] = button;
}
createBallButton('normal', -400, BALL_COST, 'ball', null);
createBallButton('splash', -280, upgrades.splashBallCost, 'splashBall', 'normal');
createBallButton('sniper', -160, upgrades.sniperBallCost, 'sniperBall', 'splash');
createBallButton('scatter', -40, upgrades.scatterBallCost, 'scatterBall', 'sniper');
var clearStorageButton = LK.getAsset('button', {
size: 80,
fill: 0x1a1a2e,
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 = clearLocalStorage;
hud.addChild(clearStorageButton);
var powerupContainer = new Container();
powerupContainer.y = 1800;
powerupContainer.visible = false;
game.addChild(powerupContainer);
var bottomHud = new Container();
bottomHud.y = GAME_HEIGHT - 200;
game.addChild(bottomHud);
var upgradeButtons = {};
function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost, iconType, prevTier) {
var button = LK.getAsset('powerupbutton', {
size: 150,
fill: 0x1a1a2e,
anchorX: 0.5,
anchorY: 0,
x: x,
y: 0
});
var contentContainer = new Container();
button.addChild(contentContainer);
if (iconType) {
var icon = button.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
y: 40,
tint: iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : 0x00ffff
});
contentContainer.addChild(icon);
}
var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), {
size: 30,
fill: 0xffffff
});
labelText.anchor.set(0.5, 0);
labelText.y = 100;
button.addChild(labelText);
var costText = new Text2('$' + (baseCost * upgrades[upgradeKey]).toString(), {
size: 40,
fill: 0x00ffff
});
costText.anchor.set(0.5, 0);
costText.y = 140;
button.addChild(costText);
button.interactive = true;
button.down = function () {
var cost = baseCost * upgrades[upgradeKey];
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
// Special handling for clickDamage - no tier dependency
if (upgradeKey === 'clickDamage') {
if (score < cost) {
return;
}
} else {
if (!unlockedTiers[ballType] || score < cost) {
return;
}
}
score -= cost;
upgrades[upgradeKey]++;
costText.setText('$' + (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];
} else if (b.type === 'sniper' && upgradeKey.includes('sniper')) {
b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey];
} else if ((b.type === 'scatter' || b.type === 'smallScatter') && upgradeKey.includes('scatter')) {
b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey];
}
});
if (upgradeKey === 'clickDamage') {
upgrades.clickDamage = upgrades[upgradeKey];
}
};
button.updateState = function () {
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
var isEnabled = upgradeKey === 'clickDamage' ? score >= baseCost * upgrades[upgradeKey] : unlockedTiers[ballType] && (prevTier ? unlockedTiers[prevTier] : true) && score >= baseCost * upgrades[upgradeKey];
button.tint = isEnabled ? 0x00ffff : 0x666666;
button.interactive = isEnabled;
};
powerupContainer.addChild(button);
upgradeButtons[upgradeKey] = button;
}
var buttonWidth = 150;
var spacing = 50;
var totalButtons = 9;
var totalWidth = totalButtons * buttonWidth + (totalButtons - 1) * spacing;
var startX = (GAME_WIDTH - totalWidth) / 2;
createUpgradeButton('Speed', startX, 'normalSpeedCost', 'normalSpeed', 50, 'ball', null);
createUpgradeButton('Power', startX + (buttonWidth + spacing), 'normalPowerCost', 'normalPower', 75, 'ball', null);
createUpgradeButton('Speed', startX + 2 * (buttonWidth + spacing), 'splashSpeedCost', 'splashSpeed', 50, 'splashBall', 'normal');
createUpgradeButton('Power', startX + 3 * (buttonWidth + spacing), 'splashPowerCost', 'splashPower', 75, 'splashBall', 'normal');
createUpgradeButton('Speed', startX + 4 * (buttonWidth + spacing), 'sniperSpeedCost', 'sniperSpeed', 75, 'sniperBall', 'splash');
createUpgradeButton('Power', startX + 5 * (buttonWidth + spacing), 'sniperPowerCost', 'sniperPower', 100, 'sniperBall', 'splash');
createUpgradeButton('Speed', startX + 6 * (buttonWidth + spacing), 'scatterSpeedCost', 'scatterSpeed', 50, 'scatterBall', 'sniper');
createUpgradeButton('Power', startX + 7 * (buttonWidth + spacing), 'scatterPowerCost', 'scatterPower', 75, 'scatterBall', 'sniper');
createUpgradeButton('Click', startX + 8 * (buttonWidth + spacing), 'clickCost', 'clickDamage', 25, null, null);
var upgradeButton = LK.getAsset('upgrade', {
anchorX: 0.5,
anchorY: 0.5,
x: GAME_WIDTH / 2,
y: GAME_HEIGHT - 100,
tint: 0x00ffff
});
var upgradeText = new Text2('UPGRADE', {
size: 50,
fill: 0xffffff
});
upgradeText.anchor.set(0.5, 0.5);
upgradeButton.addChild(upgradeText);
upgradeButton.down = function () {
powerupContainer.visible = !powerupContainer.visible;
};
game.addChild(upgradeButton);
// Helper Functions
function updateButtonStates() {
for (var type in ballButtons) {
ballButtons[type].updateState();
}
for (var key in upgradeButtons) {
upgradeButtons[key].updateState();
}
}
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 scatterOnImpact(ball) {
for (var i = 0; i < 4; i++) {
var smallBall = new Ball('smallScatter');
smallBall.x = ball.x;
smallBall.y = ball.y;
var angle = i / 4 * 2 * Math.PI;
smallBall.direction.x = Math.cos(angle);
smallBall.direction.y = Math.sin(angle);
balls.push(smallBall);
game.addChild(smallBall);
}
}
function findNearestBrick(x, y) {
if (bricks.length === 0) {
return null;
}
return bricks.reduce(function (closest, brick) {
var dx = brick.x - x;
var dy = brick.y - y;
var distance = Math.sqrt(dx * dx + dy * dy);
return !closest || distance < closest.distance ? {
brick: brick,
distance: distance
} : closest;
}, null).brick;
}
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, _toConsumableArray2(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;
}))),
maxX: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.x + BRICK_WIDTH / 2;
}))),
minY: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.y - BRICK_HEIGHT / 2;
}))),
maxY: Math.max.apply(Math, _toConsumableArray2(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;
levelTxt.setText('Level: ' + level);
createBricks();
}
}
updateButtonStates();
};
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);
score += upgrades.clickDamage;
scoreTxt.setText('$' + score.toString());
storage.score = score;
return;
}
}
};
// Initialize game elements
createBricks();
updateButtonStates();