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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
@@ -121,21 +121,17 @@
self.updateTint = function () {
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 baseIndex = (self.health - 1) % colorCount;
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 factor = Math.floor((self.health - 1) / colorCount);
+ var darkenFactor = Math.max(0, 1 - factor * 0.1);
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);
@@ -429,9 +425,11 @@
splashBallCost: 100,
sniperBallCost: 500,
scatterBallCost: 2000
};
-var balls = [];
+var balls = storage.balls ? storage.balls.map(function (type) {
+ return createBall(type, true);
+}) : [];
var bricks = [];
var brickGrid = {};
var score = storage.score || 0;
var level = storage.level || 1;
@@ -450,9 +448,9 @@
splash: false,
sniper: false,
scatter: false
};
- unlockedTiers = Object.assign({}, storage.unlockedTiers);
+ storage.balls = []; // Clear stored balls
storage.upgrades = {
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
@@ -477,8 +475,12 @@
scatterBallCost: 2000
};
score = 0;
level = 1;
+ balls.forEach(function (ball) {
+ return ball.destroy();
+ }); // Destroy existing balls
+ balls = [];
unlockedTiers = Object.assign({}, storage.unlockedTiers);
scoreTxt.setText('$' + score.toString());
levelTxt.setText('Level: ' + level);
updateButtonStates();
@@ -519,24 +521,22 @@
scaleX: 0.6,
scaleY: 0.6,
y: -10
});
- // Set initial tint
- ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Normal ball
+ ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff;
contentContainer.addChild(ballIcon);
var displayType = type === 'scatter' ? 'Multi' : type.charAt(0).toUpperCase() + type.slice(1);
var typeText = new Text2(displayType, {
size: 30,
fill: 0xffffff,
- // Initial white color
fontWeight: 'bold'
});
typeText.anchor.set(0.5, 0);
typeText.y = -50;
button.addChild(typeText);
- var costText = new Text2('$' + (type === 'sniper' ? 500 : type === 'splash' ? 150 : type === 'scatter' ? 2000 : upgrades[type + 'BallCost']), {
+ var costText = new Text2('$' + upgrades[type + 'BallCost'], {
size: 50,
- fill: 0x00ffff // Initial cyan color
+ fill: 0x00ffff
});
costText.anchor.set(0.5, 0);
costText.y = 100;
button.addChild(costText);
@@ -558,20 +558,13 @@
}
};
button.updateState = function () {
var isEnabled = (prevTier ? unlockedTiers[prevTier] : true) && score >= upgrades[type + 'BallCost'];
- buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666; // Button background tint
+ buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666;
button.interactive = isEnabled;
- // Update ballIcon tint based on enabled state
- if (isEnabled) {
- ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Restore original ball color
- typeText.fill = 0xffffff; // White for ball name
- costText.fill = 0x00ffff; // Cyan for price
- } else {
- ballIcon.tint = 0x666666; // Grey out ball icon
- typeText.fill = 0x666666; // Grey out ball name
- costText.fill = 0x666666; // Grey out price
- }
+ ballIcon.tint = isEnabled ? type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff : 0x666666;
+ typeText.fill = isEnabled ? 0xffffff : 0x666666;
+ costText.fill = isEnabled ? 0x00ffff : 0x666666;
};
hud.addChild(button);
ballButtons[type] = button;
}
@@ -623,9 +616,9 @@
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
y: 40,
- tint: iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff // Fallback
+ tint: iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff
});
contentContainer.addChild(icon);
}
var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), {
@@ -681,19 +674,12 @@
};
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];
- buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666; // Button background tint
+ buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666;
button.interactive = isEnabled;
- // Update icon tint based on enabled state
if (icon) {
- if (isEnabled) {
- // Restore original ball color when enabled
- icon.tint = iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff;
- } else {
- // Grey out when disabled
- icon.tint = 0x666666;
- }
+ icon.tint = isEnabled ? iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff : 0x666666;
}
};
powerupContainer.addChild(button);
upgradeButtons[upgradeKey] = button;
@@ -792,16 +778,16 @@
}
function createBricks() {
var config = levelConfig[level] || {};
var totalBricks = config.totalBricks || 50;
- var baseHitpoints = config.hitpoints || 1; // Base HP from level config
+ var baseHitpoints = config.hitpoints || 1;
var gridSize = config.gridSize || 200;
var pattern = config.pattern || 'grid';
- var spacingX = 1; // Reduced spacing between columns
+ var spacingX = 1;
var spacingY = 2;
brickGrid = {};
bricks = [];
- var cols = 7; // Set to 7 columns
+ var cols = 7;
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;
@@ -814,34 +800,28 @@
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
+ var centerRow = Math.floor(rows / 2);
+ var centerCol = Math.floor(cols / 2);
for (var i = 0; i < rows && brickCount < totalBricks; i++) {
- var offsetX = 0; // No offset for staggered grid
+ var offsetX = 0;
for (var j = 0; j < cols && brickCount < totalBricks; j++) {
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 maxDistance = Math.max(centerRow, centerCol);
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') {
- // 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);
@@ -853,62 +833,22 @@
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);
- for (var i = 0; i < totalBricks; i++) {
- var offsetX = i % 2 === 0 ? BRICK_WIDTH / 4 : 0;
- addBrick(startX + i * stepX + offsetX, startY + i * stepY, baseHitpoints, gridSize);
- brickCount++;
- }
- } else if (pattern === 'sparse') {
- // 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) {
- // 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 = {
minX: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;
@@ -943,12 +883,10 @@
brickGrid[gridKey].push(brick);
}
function createBall() {
var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal';
+ var isLoading = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false;
var ball = new Ball(type);
- // Reset ball position to ensure it doesn't matter when loaded from storage
- ball.x = GAME_WIDTH / 2;
- ball.y = GAME_HEIGHT - BALL_RADIUS * 2;
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;
@@ -964,8 +902,14 @@
}
}
balls.push(ball);
game.addChild(ball);
+ if (!isLoading) {
+ storage.balls = balls.map(function (b) {
+ return b.type;
+ });
+ }
+ return ball;
}
game.update = function () {
for (var i = 0; i < stars.length; i++) {
stars[i].update();
@@ -975,8 +919,11 @@
ball.update();
if (ball.y > GAME_HEIGHT + BALL_RADIUS) {
ball.destroy();
balls.splice(i, 1);
+ storage.balls = balls.map(function (b) {
+ return b.type;
+ }); // Update storage when a ball is removed
}
}
if (bricks.length === 0) {
if (level === Object.keys(levelConfig).length) {
@@ -1090,8 +1037,11 @@
resetButton.visible = false;
upgradeButton.visible = true;
hud.visible = true;
createBricks();
+ balls.forEach(function (ball) {
+ return game.addChild(ball);
+ });
updateButtonStates();
game.update = function () {
for (var i = 0; i < stars.length; i++) {
stars[i].update();
@@ -1101,8 +1051,11 @@
ball.update();
if (ball.y > GAME_HEIGHT + BALL_RADIUS) {
ball.destroy();
balls.splice(i, 1);
+ storage.balls = balls.map(function (b) {
+ return b.type;
+ });
}
}
if (bricks.length === 0) {
if (level === Object.keys(levelConfig).length) {