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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
@@ -350,54 +350,54 @@
2: {
totalBricks: 66,
hitpoints: 3,
gridSize: 200,
- pattern: 'staggered'
+ pattern: 'grid'
},
3: {
totalBricks: 84,
- hitpoints: 5,
+ hitpoints: 6,
gridSize: 320,
pattern: 'staggered'
},
4: {
- totalBricks: 96,
- hitpoints: 8,
- gridSize: 280,
- pattern: 'grid'
+ totalBricks: 102,
+ hitpoints: 10,
+ gridSize: 500,
+ pattern: 'clustered'
},
5: {
totalBricks: 96,
hitpoints: 12,
gridSize: 240,
pattern: 'grid'
},
6: {
- totalBricks: 100,
+ totalBricks: 106,
hitpoints: 15,
gridSize: 220,
pattern: 'grid'
},
7: {
- totalBricks: 110,
+ totalBricks: 106,
hitpoints: 20,
gridSize: 200,
pattern: 'grid'
},
8: {
- totalBricks: 120,
+ totalBricks: 106,
hitpoints: 99,
gridSize: 180,
pattern: 'grid'
},
9: {
- totalBricks: 130,
+ totalBricks: 106,
hitpoints: 9999,
gridSize: 160,
pattern: 'grid'
},
10: {
- totalBricks: 140,
+ totalBricks: 106,
hitpoints: 999999,
gridSize: 140,
pattern: 'grid'
}
@@ -828,19 +828,43 @@
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), baseHitpoints, gridSize);
- brickCount++;
+ // Clustered pattern: fill from outside in
+ var centerRow = Math.floor(rows / 2);
+ var centerCol = Math.floor(cols / 2);
+ var maxDistance = Math.max(centerRow, centerCol);
+ // Create a list of all possible grid positions with their distances
+ var positions = [];
+ for (var i = 0; i < rows; i++) {
+ for (var j = 0; j < cols; j++) {
+ var rowDistance = Math.abs(i - centerRow);
+ var colDistance = Math.abs(j - centerCol);
+ var distance = Math.max(rowDistance, colDistance);
+ positions.push({
+ i: i,
+ j: j,
+ distance: distance
+ });
}
}
+ // Sort positions by distance (descending) to fill from outside in
+ positions.sort(function (a, b) {
+ return b.distance - a.distance;
+ });
+ // Place bricks up to totalBricks limit
+ for (var k = 0; k < positions.length && brickCount < totalBricks; k++) {
+ var pos = positions[k];
+ var i = pos.i;
+ var j = pos.j;
+ var distance = pos.distance;
+ var x = startX + j * (BRICK_WIDTH + spacingX);
+ var y = startY + i * (BRICK_HEIGHT + spacingY);
+ // Optional: HP can still vary if desired, higher on edges here
+ var hitpoints = Math.max(1, Math.round(baseHitpoints * (distance / maxDistance)));
+ addBrick(x, y, hitpoints, 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);
@@ -849,17 +873,33 @@
addBrick(startX + i * stepX + offsetX, startY + i * stepY, baseHitpoints, gridSize);
brickCount++;
}
} else if (pattern === 'sparse') {
- // [Unchanged sparse pattern code]
+ // Sparse pattern: groups of 3 rows with 2-row gaps
+ var groupSize = 3; // 3 rows per group
+ var gapSize = 2; // 2 rows gap
+ var cycleLength = groupSize + gapSize; // Total rows in one cycle (3 + 2 = 5)
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, baseHitpoints, gridSize);
- brickCount++;
+ // Pick a random column
+ var col = Math.floor(Math.random() * cols);
+ var x = startX + col * (BRICK_WIDTH + spacingX);
+ // Pick a random group start row, ensuring space for 3 rows
+ var maxGroupStart = rows - groupSize; // Leave room for 3 rows
+ var groupStart = Math.floor(Math.random() * Math.floor(maxGroupStart / cycleLength)) * cycleLength;
+ // Place bricks in the 3 rows of the group
+ for (var rowOffset = 0; rowOffset < groupSize && brickCount < totalBricks; rowOffset++) {
+ var row = groupStart + rowOffset;
+ if (row >= rows) {
+ continue;
+ } // Skip if beyond grid bounds
+ var y = startY + row * (BRICK_HEIGHT + spacingY);
+ // Check for collision to maintain sparsity
+ if (!bricks.some(function (b) {
+ return b.x === x && b.y === y;
+ })) {
+ addBrick(x, y, baseHitpoints, gridSize);
+ brickCount++;
+ }
}
}
}
brickGridBounds = {