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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < bricks.length; i++) {' Line Number: 917
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < bricks.length; i++) {' Line Number: 917
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Please fix the bug: 'storage.balls.map is not a function' in or related to this line: 'var balls = storage.balls ? storage.balls.map(function (type) {' Line Number: 448
Code edit (5 edits merged)
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when balls are loaded from storage, their position should not matter
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Please fix the bug: 'Script error.' in or related to this line: 'return {' Line Number: 573
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Please fix the bug: 'Uncaught TypeError: storage.balls.forEach is not a function' in or related to this line: 'storage.balls.forEach(function (ballData) {' Line Number: 1118
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when balls are loaded from sotarte spawn them all in random positions
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for bought balls, only save in storage the ball type and the amount, not the quantity
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when player taps in any brick close upgrade display
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if all upgrades are greyed out, then grey out upgrade button too
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click x1 should also be greyed out disabled if player cant afford it
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upgrade button should be greyed out when player don't have money for any upgrade
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make numbers in bricks bold
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mkae text in buttons bold
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can we reduce the distancebetween ech column in the grid
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Add a 7th column for the grid
Code edit (2 edits merged)
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can you create a new patter that is column
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Code edit (8 edits merged)
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staggered grid, should have more higher hp block than lowe ones
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remove offset for staggered grid
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Code edit (6 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -103,12 +103,43 @@
fill: 0x000000
});
self.healthText.anchor.set(0.5, 0.5);
self.addChild(self.healthText);
+ // Helper function to convert hex color to RGB
+ function hexToRGB(hex) {
+ return {
+ r: hex >> 16 & 0xff,
+ g: hex >> 8 & 0xff,
+ b: hex & 0xff
+ };
+ }
+ // Helper function to convert RGB back to hex
+ function rgbToHex(r, g, b) {
+ return (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
+ }
+ // Update brick tint based on health
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];
+ var baseColors = LEVEL_COLORS;
+ var colorCount = baseColors.length;
+ if (self.health <= colorCount) {
+ // For HP <= number of colors, use the direct mapping
+ brickGraphics.tint = baseColors[self.health - 1];
+ } else {
+ // For higher HP, generate a tone variation
+ var baseIndex = (self.health - 1) % colorCount; // Cycle through base colors
+ var baseColor = hexToRGB(baseColors[baseIndex]);
+ var factor = Math.floor((self.health - 1) / colorCount); // How many cycles past base colors
+ // Adjust brightness (darken progressively with higher HP)
+ var darkenFactor = Math.max(0, 1 - factor * 0.1); // Reduce by 10% per cycle, clamp at 0
+ var r = baseColor.r * darkenFactor;
+ var g = baseColor.g * darkenFactor;
+ var b = baseColor.b * darkenFactor;
+ // Ensure values stay within valid range (0-255)
+ r = Math.max(0, Math.min(255, r));
+ g = Math.max(0, Math.min(255, g));
+ b = Math.max(0, Math.min(255, b));
+ brickGraphics.tint = rgbToHex(r, g, b);
+ }
};
self.updateTint();
self.hit = function () {
var damage = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;