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
Code edit (1 edits merged)
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Code edit (6 edits merged)
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also update the actual cost of sniper to 500
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on reset also deletet ulocked tiers for ball typer
Code edit (1 edits merged)
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when splash ball hits a brick, bricks that also take damage shoudl blink
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only rename scatter name on button to Multi
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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: 1021 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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balls are not being loaded
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Balls quantity should be stored per ball type. So better create 4 ball storeages, one for each type.
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on reset reset the balls too
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disregard the balls positions in storage, only the type and the quantity. then they can spawn anywhere in the screen ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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store the ball and the ball type in storage. so store them as individual things, not all together
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Also make sure to store the type of ball not only the quanitty
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Make sure to correclty store the ball type
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for storing balls, just stor the quantity of those that have been bought, when the game retarst they can spawn from any position in the screen
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storage balls is still failing...can you try a different approach?
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Why are the balls not saved in storage
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add a splash animation to the spash ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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close powerups display when a brick is clicked
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How can I do for ballicons not to inherit the color of the button their are int
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ballicon shouldnot be a child of the button
===================================================================
--- 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++;
}
}
}