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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
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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
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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
@@ -349,10 +349,10 @@
},
2: {
totalBricks: 66,
hitpoints: 3,
- gridSize: 360,
- pattern: 'grid'
+ gridSize: 200,
+ pattern: 'staggered'
},
3: {
totalBricks: 84,
hitpoints: 5,
@@ -785,9 +785,9 @@
}
function createBricks() {
var config = levelConfig[level] || {};
var totalBricks = config.totalBricks || 50;
- var hitpoints = config.hitpoints || 1;
+ var baseHitpoints = config.hitpoints || 1; // Base HP from level config
var gridSize = config.gridSize || 200;
var pattern = config.pattern || 'grid';
var spacingX = 2;
var spacingY = 2;
@@ -802,47 +802,63 @@
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);
+ addBrick(startX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), baseHitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'staggered') {
+ // Staggered pattern with HP gradient from center
+ var centerRow = Math.floor(rows / 2); // Approximate center row
+ var centerCol = Math.floor(cols / 2); // Approximate center column
for (var i = 0; i < rows && brickCount < totalBricks; i++) {
- var offsetX = i % 2 === 0 ? 0 : BRICK_WIDTH / 2;
+ var offsetX = 0; // No offset for staggered grid
for (var j = 0; j < cols && brickCount < totalBricks; j++) {
- addBrick(startX + offsetX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize);
+ var x = startX + offsetX + j * (BRICK_WIDTH + spacingX);
+ var y = startY + i * (BRICK_HEIGHT + spacingY);
+ // Calculate distance from center (Manhattan distance for simplicity)
+ var rowDistance = Math.abs(i - centerRow);
+ var colDistance = Math.abs(j - centerCol);
+ var maxDistance = Math.max(centerRow, centerCol); // Max possible distance to edge
+ var distance = Math.max(rowDistance, colDistance);
+ // HP decreases linearly from center to edge
+ // Center gets baseHitpoints, edges get at least 1 HP
+ var hitpoints = Math.max(1, Math.round(baseHitpoints * (1 - distance / maxDistance)));
+ addBrick(x, y, hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'clustered') {
+ // [Unchanged clustered pattern code]
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);
+ addBrick(clusterStartX + j * (BRICK_WIDTH + spacingX), clusterStartY + i * (BRICK_HEIGHT + spacingY), baseHitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'diagonal') {
+ // [Unchanged diagonal pattern code]
var stepX = (GAME_WIDTH - BRICK_WIDTH) / (totalBricks - 1);
var stepY = GAME_HEIGHT / 3 / (totalBricks - 1);
for (var i = 0; i < totalBricks; i++) {
var offsetX = i % 2 === 0 ? BRICK_WIDTH / 4 : 0;
- addBrick(startX + i * stepX + offsetX, startY + i * stepY, hitpoints, gridSize);
+ addBrick(startX + i * stepX + offsetX, startY + i * stepY, baseHitpoints, gridSize);
brickCount++;
}
} else if (pattern === 'sparse') {
+ // [Unchanged sparse pattern code]
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);
+ addBrick(x, y, baseHitpoints, gridSize);
brickCount++;
}
}
}