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add 4 new levels
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when you click on restart, delete from local storage the current level
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remove the comments form the custom patternsan put them in one line
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balls should start a little faster just a little, but do not change anyvalue of the buttons or price
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When a level is compelted apply a tween effect to the balls, and have them explode into the edges of the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When a the level ends, balls need to be pushed very fast to either the top or the bottom of the screen, in the same x position they currently were
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Please fix the bug: 'c is not defined' in or related to this line: 'c;' Line Number: 336
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upgrades cost are not reflecing the price they have, can you fix that
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increase in cost of upgrades should increase te same way the balls cost increase. make sure to update also the visual references and not only the logic
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for the cost of the upgrades, instead of just adding the original cost, make them duplicate their current cost
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powerups cost should be double each time, not 1.5. Make sure to udpate the price in the button as well.
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Can we also multiply that for the level of the upgrade. Say if the button was upgraded twice, its level 2, so do, 1.5 x 2
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Make sure the formula is used on every new price of the powerupda
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Make sure to also update the display of the cost in the powerup button with the new formula
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Lets change how the cost of powerups is calculated. Use this formula but make sure results have not decimals: baseCost * Math.pow(1.15, upgrades[upgradeKey])
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/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal'; var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); ballGraphics.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : type === 'smallScatter' ? 0xffff00 : 0xffffff; self.type = type; self.speed = type === 'splash' ? upgrades.splashSpeed : type === 'sniper' ? upgrades.sniperSpeed : type === 'scatter' ? upgrades.scatterSpeed : type === 'smallScatter' ? upgrades.scatterSpeed * 0.8 : upgrades.normalSpeed; self.power = type === 'splash' ? upgrades.splashPower : type === 'sniper' ? upgrades.sniperPower : type === 'scatter' ? upgrades.scatterPower : type === 'smallScatter' ? Math.max(1, Math.floor(upgrades.scatterPower * 0.5)) : upgrades.normalPower; self.direction = { x: 1, y: -1 }; self.sniperCooldown = 0; self.sniperCooldownMax = 60; self.interactive = true; self.down = function (x, y, obj) { var angle = Math.random() * 2 * Math.PI; self.direction.x = Math.cos(angle); self.direction.y = Math.sin(angle); var magnitude = Math.sqrt(self.direction.x * self.direction.x + self.direction.y * self.direction.y); self.direction.x /= magnitude; self.direction.y /= magnitude; }; self.update = function () { var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200; var stepSize = self.speed; if (self.type === 'sniper') { self.sniperCooldown--; if (self.sniperCooldown <= 0) { var nearestBrick = findNearestBrick(self.x, self.y); if (nearestBrick) { var dx = nearestBrick.x - self.x; var dy = nearestBrick.y - self.y; var magnitude = Math.sqrt(dx * dx + dy * dy); self.direction.x = dx / magnitude; self.direction.y = dy / magnitude; self.sniperCooldown = self.sniperCooldownMax; } } } // Move in smaller steps to catch collisions accurately var steps = Math.ceil(stepSize / BALL_RADIUS); // Break movement into smaller chunks var dx = self.direction.x * stepSize / steps; var dy = self.direction.y * stepSize / steps; for (var step = 0; step < steps; step++) { self.x += dx; self.y += dy; // Wall collisions if (self.x <= BALL_RADIUS || self.x >= GAME_WIDTH - BALL_RADIUS) { self.direction.x *= -1; self.x = Math.max(BALL_RADIUS, Math.min(GAME_WIDTH - BALL_RADIUS, self.x)); self.direction.y += (Math.random() - 0.5) * 0.1; LK.getSound('bounce').play(); } if (self.y <= BALL_RADIUS || self.y >= GAME_HEIGHT - BALL_RADIUS) { self.direction.y *= -1; self.y = Math.max(BALL_RADIUS, Math.min(GAME_HEIGHT - BALL_RADIUS, self.y)); self.direction.x += (Math.random() - 0.5) * 0.1; LK.getSound('bounce').play(); } // Skip brick collision check if not near bricks if (!isNearBricks(self.x, self.y)) { continue; } // Check collisions with bricks in nearby grid cells var gridXMin = Math.floor((self.x - BALL_RADIUS) / gridSize); var gridXMax = Math.floor((self.x + BALL_RADIUS) / gridSize); var gridYMin = Math.floor((self.y - BALL_RADIUS) / gridSize); var gridYMax = Math.floor((self.y + BALL_RADIUS) / gridSize); var hasCollided = false; for (var gx = gridXMin; gx <= gridXMax && !hasCollided; gx++) { for (var gy = gridYMin; gy <= gridYMax && !hasCollided; gy++) { var gridKey = "".concat(gx, ",").concat(gy); var cellBricks = brickGrid[gridKey]; if (!cellBricks || cellBricks.length === 0) { continue; } for (var j = cellBricks.length - 1; j >= 0; j--) { var brick = cellBricks[j]; if (!brick || brick.health <= 0) { continue; } // Precise circle vs. rectangle collision var collision = checkCollision(self, brick); if (!collision) { continue; } // Resolve collision resolveCollision(self, brick, collision); brick.hit(self.power); if (self.type === 'splash' && brick.health > 0) { applySplashDamage(brick, gridSize); } else if (self.type === 'scatter') { scatterOnImpact(self); self.destroy(); balls.splice(balls.indexOf(self), 1); hasCollided = true; break; } if (brick.health <= 0) { cellBricks.splice(j, 1); } hasCollided = true; break; } } } if (hasCollided) { break; } // Stop stepping after a collision } // Normalize direction to maintain consistent speed var magnitude = Math.sqrt(self.direction.x * self.direction.x + self.direction.y * self.direction.y); if (magnitude > 0) { self.direction.x /= magnitude; self.direction.y /= magnitude; } }; // Precise collision check: Circle (ball) vs. Rectangle (brick) function checkCollision(ball, brick) { var closestX = Math.max(brick.x - BRICK_WIDTH / 2, Math.min(ball.x, brick.x + BRICK_WIDTH / 2)); var closestY = Math.max(brick.y - BRICK_HEIGHT / 2, Math.min(ball.y, brick.y + BRICK_HEIGHT / 2)); var dx = ball.x - closestX; var dy = ball.y - closestY; var distanceSquared = dx * dx + dy * dy; if (distanceSquared <= BALL_RADIUS * BALL_RADIUS) { // Determine collision side var relX = ball.x - brick.x; var relY = ball.y - brick.y; var absX = Math.abs(relX); var absY = Math.abs(relY); var halfW = BRICK_WIDTH / 2 + BALL_RADIUS; var halfH = BRICK_HEIGHT / 2 + BALL_RADIUS; if (absX > halfW || absY > halfH) { return null; } // Outside bounding box if (absX / halfW > absY / halfH) { return { side: relX > 0 ? 'right' : 'left', normalX: relX > 0 ? 1 : -1, normalY: 0 }; } else { return { side: relY > 0 ? 'bottom' : 'top', normalX: 0, normalY: relY > 0 ? 1 : -1 }; } } return null; } // Resolve collision: Adjust position and reflect direction function resolveCollision(ball, brick, collision) { // Move ball out of brick based on collision normal var overlapX = BALL_RADIUS - Math.abs(ball.x - (brick.x + collision.normalX * BRICK_WIDTH / 2)); var overlapY = BALL_RADIUS - Math.abs(ball.y - (brick.y + collision.normalY * BRICK_HEIGHT / 2)); if (collision.normalX !== 0) { ball.x += collision.normalX * overlapX; ball.direction.x = -ball.direction.x; } else if (collision.normalY !== 0) { ball.y += collision.normalY * overlapY; ball.direction.y = -ball.direction.y; } // Add slight randomness to prevent sticking or straight bounces ball.direction.x += (Math.random() - 0.5) * 0.2; ball.direction.y += (Math.random() - 0.5) * 0.2; LK.getSound('bounce').play(); } }); var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.healthText = new Text2(self.health.toString(), { size: 50, fill: 0x000000, fontWeight: 'bold' }); 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 baseColors = LEVEL_COLORS; var colorCount = baseColors.length; // 10 colors if (self.health <= colorCount) { // For HP 1-10, use the direct color from LEVEL_COLORS brickGraphics.tint = baseColors[self.health - 1]; } else { // For HP > 10, use the last digit to determine the color var lastDigit = self.health % 10; // Get the last digit (0-9) // Map last digit 0 to index 9 (HP 10), 1 to index 0 (HP 1), etc. var colorIndex = lastDigit === 0 ? 9 : lastDigit - 1; brickGraphics.tint = baseColors[colorIndex]; } }; self.updateTint(); self.hit = function () { var damage = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; self.health -= damage; if (self.health <= 0) { LK.getSound('explosion').play(); score += self.maxHealth === 1 ? 1 : self.maxHealth; scoreTxt.setText('$' + score.toString()); storage.score = score; var brickIndex = bricks.indexOf(self); if (brickIndex !== -1) { bricks.splice(brickIndex, 1); } var explosionColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff]; var randomColor = explosionColors[Math.floor(Math.random() * explosionColors.length)]; var randomScale = Math.random() * 1.5 + 1.5; var randomDuration = Math.random() * 300 + 400; tween(self, { tint: randomColor, scaleX: randomScale, scaleY: randomScale, alpha: 0 }, { duration: randomDuration, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); } else { self.healthText.setText(self.health.toString()); self.updateTint(); } }; }); var GameTitle = Container.expand(function () { var self = Container.call(this); var titleGraphics = self.attachAsset('gametitle', { anchorX: 0.5, anchorY: 0.5 }); var titleText = new Text2('Idle BrickBreaker', { size: 150, fill: 0x000000 }); titleText.anchor.set(0.5, 0.5); self.addChild(titleText); }); var ResetButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('resetButton', { anchorX: 0.5, anchorY: 0.5, tint: 0xff6666 }); var buttonText = new Text2('RESET', { size: 50, fill: 0x000000, fontWeight: 'bold' }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.interactive = true; self.down = function () { LK.getSound('click').play(); clearLocalStorage(); playTime = 0; storage.playTime = playTime; LK.showGameOver(); // Show game over when reset is pressed }; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; self.update = function () { self.y += self.speed; if (self.y > GAME_HEIGHT) { self.y = 0; self.x = Math.random() * GAME_WIDTH; } }; }); var StartButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2('START', { size: 80, fill: 0x000000, fontWeight: 'bold' }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.interactive = true; self.down = function () { LK.getSound('click').play(); startGame(); }; }); var UpgradeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('upgrade', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ffff }); var buttonText = new Text2('UPGRADES', { size: 50, fill: 0x000000, fontWeight: 'bold' }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.interactive = true; self.down = function () { LK.getSound('click').play(); powerupContainer.visible = !powerupContainer.visible; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ function tintEndScreenTitle() { // This function will tint the end screen game title container // You can customize the tint logic here if needed gameTitleContainer.children.forEach(function (child) { child.tint = 0xff33cc; // Example tint color }); } // Create a frame around the screen using a custom 'frame' asset var frameThickness = 10; // Thickness of the frame // Top frame var topFrame = new Container(); var topFrameGraphics = topFrame.attachAsset('frame', { anchorX: 0, anchorY: 0, width: GAME_WIDTH, height: frameThickness }); topFrame.x = 0; topFrame.y = 0; game.addChild(topFrame); function animateTopFrameTint() { tween(topFrameGraphics, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(topFrameGraphics, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateTopFrameTint }); } }); } animateTopFrameTint(); // Bottom frame var bottomFrame = new Container(); var bottomFrameGraphics = bottomFrame.attachAsset('frame', { anchorX: 0, anchorY: 0, width: GAME_WIDTH, height: frameThickness }); bottomFrame.x = 0; bottomFrame.y = 2720; game.addChild(bottomFrame); function animateBottomFrameTint() { tween(bottomFrameGraphics, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(bottomFrameGraphics, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateBottomFrameTint }); } }); } animateBottomFrameTint(); // Left frame var leftFrame = new Container(); var leftFrameGraphics = leftFrame.attachAsset('frame', { anchorX: 0, anchorY: 0, width: frameThickness, height: GAME_HEIGHT }); leftFrame.x = 0; leftFrame.y = 0; game.addChild(leftFrame); function animateLeftFrameTint() { tween(leftFrameGraphics, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(leftFrameGraphics, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateLeftFrameTint }); } }); } animateLeftFrameTint(); // Right frame var rightFrame = new Container(); var rightFrameGraphics = rightFrame.attachAsset('frame', { anchorX: 0, anchorY: 0, width: frameThickness, height: GAME_HEIGHT }); rightFrame.x = 2035; rightFrame.y = 0; game.addChild(rightFrame); function animateRightFrameTint() { tween(rightFrameGraphics, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(rightFrameGraphics, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateRightFrameTint }); } }); } animateRightFrameTint(); var welcomeText = null; function showEndScreen() { game.isGameOver = true; // Set the flag to indicate the end screen is up // Hide all game elements hud.visible = false; powerupContainer.visible = false; upgradeButton.visible = false; balls.forEach(function (ball) { return ball.visible = true; }); bricks.forEach(function (brick) { return brick.visible = false; }); var congratsText = new Text2('Congratulations! You broke them ALL!', { size: 100, fill: 0xffffff }); congratsText.anchor.set(0.5, 0); congratsText.x = GAME_WIDTH / 2; congratsText.y = GAME_HEIGHT / 2 - 500 + 550; game.addChild(congratsText); // Add game title with color switching var gameTitle = new GameTitle(); gameTitle.x = GAME_WIDTH / 2; gameTitle.y = congratsText.y - 400; gameTitleContainer.addChild(gameTitle); function animateEndTitleColor() { tintEndScreenTitle(); tween(gameTitle, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(gameTitle, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateEndTitleColor }); } }); } animateEndTitleColor(); // Add play time text var playTimeText = new Text2('Time Played: ' + playTime + ' seconds', { size: 80, fill: 0xffffff }); playTimeText.anchor.set(0.5, 0); playTimeText.x = GAME_WIDTH / 2; playTimeText.y = congratsText.y + 300; game.addChild(playTimeText); // Add a note below the time played var noteText = new Text2('Start over with all your upgrades, or reset for a fresh new run! Your choice!', { size: 50, fill: 0xffffff }); noteText.anchor.set(0.5, 0); noteText.x = GAME_WIDTH / 2; noteText.y = playTimeText.y + 400; game.addChild(noteText); // Add end game button var endGameButton = new Container(); var buttonGraphics = endGameButton.attachAsset('endGameButton', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ffff // Match the upgrade button tint }); var buttonText = new Text2('RESTART!', { size: 50, fill: 0x000000, fontWeight: 'bold' }); buttonText.anchor.set(0.5, 0.5); endGameButton.addChild(buttonText); endGameButton.x = GAME_WIDTH / 2; endGameButton.y = GAME_HEIGHT - 240; endGameButton.interactive = true; endGameButton.down = function () { LK.showGameOver(); }; game.addChild(endGameButton); // Add reset button var resetButton = new ResetButton(); resetButton.x = GAME_WIDTH / 2; resetButton.y = endGameButton.y + 160; game.addChild(resetButton); // Debugging: Log to ensure animations are triggered LK.clearInterval(playTimeInterval); playTimeInterval = null; // Reset the interval variable to null playTimeInterval = null; // Reset the interval variable to null } function _toConsumableArray2(r) { return _arrayWithoutHoles2(r) || _iterableToArray2(r) || _unsupportedIterableToArray2(r) || _nonIterableSpread2(); } function _nonIterableSpread2() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _iterableToArray2(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles2(r) { if (Array.isArray(r)) { return _arrayLikeToArray2(r); } } function _arrayLikeToArray2(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var GAME_WIDTH = 2048; var GAME_HEIGHT = 2720; // Adjusted to match bottom frame position var BALL_RADIUS = 50; var BRICK_WIDTH = 300; var BRICK_HEIGHT = 99; var LEVEL_COLORS = [0xff00ff, 0x00ffff, 0xffff00, 0xff0066, 0x00ff99, 0xff33cc, 0x66ff33, 0xcc00ff, 0x33ffcc, 0xff3300]; var levelConfig = { 1: { totalBricks: 63, hitpoints: 2, gridSize: 400, pattern: 'clustered' }, 2: { totalBricks: 77, hitpoints: 3, gridSize: 400, pattern: 'clustered' }, 3: { totalBricks: 91, hitpoints: 6, gridSize: 320, pattern: 'staggered' }, 4: { totalBricks: 90, hitpoints: 10, gridSize: 500, pattern: 'clustered' }, 5: { totalBricks: 96, hitpoints: 12, gridSize: 240, pattern: 'staggered' }, 6: { totalBricks: 112, hitpoints: 15, gridSize: 220, pattern: 'clustered' }, 7: { totalBricks: 112, hitpoints: 20, gridSize: 200, pattern: 'staggered' }, 8: { totalBricks: 112, hitpoints: 99, gridSize: 180, pattern: 'clustered' }, 9: { totalBricks: 112, hitpoints: 997, gridSize: 160, pattern: 'staggered' }, 10: { totalBricks: 112, hitpoints: 9998, gridSize: 140, pattern: 'clustered' } }; var upgrades = storage.upgrades || { normalSpeed: 1, normalPower: 1, splashSpeed: 1, splashPower: 1, sniperSpeed: 1, sniperPower: 1, scatterSpeed: 1, scatterPower: 1, clickDamage: 1, normalSpeedCost: 50, normalPowerCost: 50, splashSpeedCost: 75, splashPowerCost: 75, sniperSpeedCost: 100, sniperPowerCost: 100, scatterSpeedCost: 125, scatterPowerCost: 125, clickCost: 25, normalBallCost: 25, splashBallCost: 100, sniperBallCost: 500, scatterBallCost: 2000 }; var balls = []; var ballQuantities = storage.ballQuantities || { normal: 0, splash: 0, sniper: 0, scatter: 0 }; var bricks = []; var brickGrid = {}; var score = storage.score || 0; var level = storage.level || 1; var brickGridBounds = null; var unlockedTiers = storage.unlockedTiers || { normal: true, splash: false, sniper: false, scatter: false }; var playTime = storage.playTime || 0; playTimeInterval = LK.setInterval(function () { if (!game.isGameOver) { // Check if the game is not over playTime += 1; storage.playTime = playTime; console.log('Time Played2:', playTime, 'seconds'); } }, 1000); var playTimeInterval = null; game.isGameOver = false; // Initialize the flag to indicate the end screen is not up function clearLocalStorage() { storage.score = 0; storage.level = 1; storage.unlockedTiers = { normal: true, splash: false, sniper: false, scatter: false }; unlockedTiers = Object.assign({}, storage.unlockedTiers); storage.upgrades = { normalSpeed: 1, normalPower: 1, splashSpeed: 1, splashPower: 1, sniperSpeed: 1, sniperPower: 1, scatterSpeed: 1, scatterPower: 1, clickDamage: 1, normalSpeedCost: 50, normalPowerCost: 50, splashSpeedCost: 75, splashPowerCost: 75, sniperSpeedCost: 100, sniperPowerCost: 100, scatterSpeedCost: 125, scatterPowerCost: 125, clickCost: 25, normalBallCost: 25, splashBallCost: 150, sniperBallCost: 500, scatterBallCost: 2000 }; score = 0; storage.ballQuantities = { normal: 0, splash: 0, sniper: 0, scatter: 0 }; storage.firstLoad = false; ballQuantities = Object.assign({}, storage.ballQuantities); level = 1; unlockedTiers = Object.assign({}, storage.unlockedTiers); scoreTxt.setText('$' + score.toString()); levelTxt.setText('Level: ' + level); updateButtonStates(); } // HUD Setup var hud = new Container(); LK.gui.top.addChild(hud); var scoreTxt = new Text2('$0', { size: 60, fill: 0x39ff14 // Neon green color }); scoreTxt.anchor.set(0.3, 0); scoreTxt.x += 570; hud.addChild(scoreTxt); var levelTxt = new Text2('Level: ' + level, { size: 50, fill: 0xffffff }); levelTxt.anchor.set(1, 0); levelTxt.x = scoreTxt.x + 100; levelTxt.y = scoreTxt.height + 10; hud.addChild(levelTxt); var ballButtons = {}; function createBallButton(type, x, cost, asset, prevTier) { var button = new Container(); var buttonGraphics = button.attachAsset('button', { anchorX: 0.5, anchorY: 0, tint: 0x1a1a2e }); button.y = 50; button.x = x + 20; var contentContainer = new Container(); button.addChild(contentContainer); var ballIcon = button.attachAsset('ball', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.6, scaleY: 0.6, y: -10 }); // Set initial tint ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Normal ball contentContainer.addChild(ballIcon); var displayType = type === 'scatter' ? 'Multi' : type.charAt(0).toUpperCase() + type.slice(1); var typeText = new Text2(displayType, { size: 30, fill: 0xffffff, // Initial white color fontWeight: 'bold' }); typeText.anchor.set(0.5, 0); typeText.y = -50; button.addChild(typeText); var costText = new Text2('$' + (type === 'sniper' ? 500 : type === 'splash' ? 150 : type === 'scatter' ? 2000 : upgrades[type + 'BallCost']), { size: 40, fill: 0xffffff // Change to white color }); costText.anchor.set(0.5, 0); costText.y = 100; button.addChild(costText); button.interactive = true; button.down = function () { if (score < upgrades[type + 'BallCost']) { return; } // Remove welcome message if it exists if (welcomeText && welcomeText.parent) { welcomeText.parent.removeChild(welcomeText); } score -= upgrades[type + 'BallCost']; scoreTxt.setText('$' + score.toString()); createBall(type); ballQuantities[type] = (ballQuantities[type] || 0) + 1; storage.ballQuantities = Object.assign({}, ballQuantities); upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 2); storage.upgrades = Object.assign({}, upgrades); costText.setText('$' + upgrades[type + 'BallCost']); if (!unlockedTiers[type]) { unlockedTiers[type] = true; storage.unlockedTiers = Object.assign({}, unlockedTiers); updateButtonStates(); } }; button.updateState = function () { var isEnabled = (prevTier ? unlockedTiers[prevTier] : true) && score >= upgrades[type + 'BallCost']; buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666; // Button background tint 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 } }; hud.addChild(button); ballButtons[type] = button; } createBallButton('normal', -450, 25, 'ball', null); createBallButton('splash', -300, upgrades.splashBallCost, 'splashBall', 'normal'); createBallButton('sniper', -150, upgrades.sniperBallCost, 'sniperBall', 'splash'); createBallButton('scatter', 0, upgrades.scatterBallCost, 'scatterBall', 'sniper'); var clearStorageButton = LK.getAsset('button', { size: 0, fill: 0x1a1a2e, anchorX: 0.5, anchorY: 0, x: scoreTxt.width + 12000, y: 0 }); var clearStorageText = new Text2('', { size: 0, fill: 0xffffff }); clearStorageText.anchor.set(0.5, 0); clearStorageText.y = 100; clearStorageButton.addChild(clearStorageText); clearStorageButton.down = clearLocalStorage; hud.addChild(clearStorageButton); var powerupContainer = new Container(); powerupContainer.y = 1800; powerupContainer.visible = false; game.addChild(powerupContainer); var bottomHud = new Container(); bottomHud.y = GAME_HEIGHT - 200; game.addChild(bottomHud); var upgradeButtons = {}; function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost, iconType, prevTier) { var button = new Container(); var buttonGraphics = button.attachAsset('powerupbutton', { anchorX: 0.5, anchorY: 0, tint: 0x1a1a2e }); button.x = x + 60; button.y = 350; button.addChild(buttonGraphics); var contentContainer = new Container(); button.addChild(contentContainer); var icon = null; if (iconType) { icon = button.attachAsset('ball', { anchorX: 0.5, 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 }); contentContainer.addChild(icon); } var labelText = new Text2("".concat(labelPrefix.replace('Speed', 'SPD').replace('Power', 'DMG'), " +").concat(upgrades[upgradeKey]), { size: upgradeKey === 'clickDamage' ? 40 : 40, fill: 0x000000, fontWeight: 'bold' }); labelText.anchor.set(0.5, 0); labelText.y = 80; contentContainer.addChild(labelText); var costText = new Text2('$' + (baseCost * upgrades[upgradeKey]).toString(), { size: 40, fill: 0x000000 }); costText.anchor.set(0.5, 0); costText.y = 140; contentContainer.addChild(costText); button.interactive = true; button.down = function () { // Remove welcome message if it exists if (welcomeText && welcomeText.parent) { welcomeText.parent.removeChild(welcomeText); } var cost = baseCost * upgrades[upgradeKey]; var ballType = upgradeKey.split('Speed')[0].split('Power')[0]; if (upgradeKey === 'clickDamage') { if (score < cost) { return; } } else { if (!unlockedTiers[ballType] || score < cost) { return; } } score -= cost; LK.getSound('click').play(); upgrades[upgradeKey]++; storage.upgrades = Object.assign({}, upgrades); costText.setText('$' + (baseCost * upgrades[upgradeKey]).toString()); labelText.setText("".concat(labelPrefix, " +").concat(upgrades[upgradeKey])); scoreTxt.setText('$' + score.toString()); balls.forEach(function (b) { if (b.type === 'normal' && upgradeKey.includes('normal')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if (b.type === 'splash' && upgradeKey.includes('splash')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if (b.type === 'sniper' && upgradeKey.includes('sniper')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if ((b.type === 'scatter' || b.type === 'smallScatter') && upgradeKey.includes('scatter')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } }); if (upgradeKey === 'clickDamage') { upgrades.clickDamage = upgrades[upgradeKey]; storage.upgrades = Object.assign({}, upgrades); } }; 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 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; } } // Update text color based on enabled state labelText.fill = isEnabled ? 0x000000 : 0x666666; // Grey out label text when disabled costText.fill = isEnabled ? 0x000000 : 0x666666; // Grey out cost text when disabled }; powerupContainer.addChild(button); upgradeButtons[upgradeKey] = button; } var buttonWidth = 150; var spacing = 70; var totalButtons = 9; var totalWidth = totalButtons * buttonWidth + (totalButtons - 1) * spacing; var startX = (GAME_WIDTH - totalWidth) / 2; createUpgradeButton('Speed', startX, 'normalSpeedCost', 'normalSpeed', 25, 'ball', null); createUpgradeButton('Power', startX + (buttonWidth + spacing), 'normalPowerCost', 'normalPower', 50, 'ball', null); createUpgradeButton('Speed', startX + 2 * (buttonWidth + spacing), 'splashSpeedCost', 'splashSpeed', 75, 'splashBall', 'normal'); createUpgradeButton('Power', startX + 3 * (buttonWidth + spacing), 'splashPowerCost', 'splashPower', 75, 'splashBall', 'normal'); createUpgradeButton('Speed', startX + 4 * (buttonWidth + spacing), 'sniperSpeedCost', 'sniperSpeed', 100, 'sniperBall', 'splash'); createUpgradeButton('Power', startX + 5 * (buttonWidth + spacing), 'sniperPowerCost', 'sniperPower', 100, 'sniperBall', 'splash'); createUpgradeButton('Speed', startX + 6 * (buttonWidth + spacing), 'scatterSpeedCost', 'scatterSpeed', 125, 'scatterBall', 'sniper'); createUpgradeButton('Power', startX + 7 * (buttonWidth + spacing), 'scatterPowerCost', 'scatterPower', 125, 'scatterBall', 'sniper'); createUpgradeButton('Click', startX + 8 * (buttonWidth + spacing), 'clickCost', 'clickDamage', 25, null, null); var upgradeButton = new UpgradeButton(); upgradeButton.x = GAME_WIDTH / 2; upgradeButton.y = GAME_HEIGHT - 100; upgradeButton.visible = false; game.addChild(upgradeButton); game.setChildIndex(upgradeButton, game.children.length - 1); hud.visible = false; function updateButtonStates() { for (var type in ballButtons) { ballButtons[type].updateState(); } var canPurchaseAny = false; for (var key in upgradeButtons) { upgradeButtons[key].updateState(); if (upgradeButtons[key].interactive) { canPurchaseAny = true; } } upgradeButton.tint = canPurchaseAny ? 0x00ffff : 0x666666; // Grey out if no power-ups can be purchased upgradeButton.interactive = canPurchaseAny; } function handleBallBrickCollision(ball, brick) { // No need for position/direction logic here; handled in Ball.update // Just handle special effects if needed } function applySplashDamage(brick, gridSize) { var gridX = Math.floor(brick.x / gridSize); var gridY = Math.floor(brick.y / gridSize); for (var key in brickGrid) { brickGrid[key].forEach(function (adjBrick) { if (adjBrick && adjBrick.health > 0) { var dx = adjBrick.x - brick.x; var dy = adjBrick.y - brick.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= 200) { adjBrick.hit(brick.health > 0 ? brick.health : upgrades.splashPower); } } }); } } function scatterOnImpact(ball) { for (var i = 0; i < 4; i++) { var smallBall = new Ball('smallScatter'); smallBall.x = ball.x; smallBall.y = ball.y; var angle = i / 4 * 2 * Math.PI; smallBall.direction.x = Math.cos(angle); smallBall.direction.y = Math.sin(angle); balls.push(smallBall); game.addChild(smallBall); } } function findNearestBrick(x, y) { if (bricks.length === 0) { return null; } return bricks.reduce(function (closest, brick) { var dx = brick.x - x; var dy = brick.y - y; var distance = Math.sqrt(dx * dx + dy * dy); return !closest || distance < closest.distance ? { brick: brick, distance: distance } : closest; }, null).brick; } function isNearBricks(x, y) { if (!brickGridBounds) { return true; } var buffer = BALL_RADIUS * 2; return x >= brickGridBounds.minX - buffer && x <= brickGridBounds.maxX + buffer && y >= brickGridBounds.minY - buffer && y <= brickGridBounds.maxY + buffer; } function createBricks() { var config = levelConfig[level] || {}; var totalBricks = config.totalBricks || 50; var baseHitpoints = config.hitpoints || 1; // Base HP from level config var gridSize = config.gridSize || 200; var pattern = config.pattern || 'grid'; var spacingX = -15; // Reduced spacing between columns var spacingY = 0; brickGrid = {}; bricks = []; var cols = 7; // Set to 7 columns 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; var startY = (GAME_HEIGHT - totalHeight) / 2 + BRICK_HEIGHT / 2; 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), 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 = 0; // No offset for staggered grid 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 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); 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); 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; }))), maxX: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) { return b.x + BRICK_WIDTH / 2; }))), minY: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) { return b.y - BRICK_HEIGHT / 2; }))), maxY: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) { return b.y + BRICK_HEIGHT / 2; }))) }; } function addBrick(x, y, hitpoints, gridSize) { var brick = new Brick(); brick.x = x; brick.y = y; brick.health = hitpoints; brick.maxHealth = hitpoints; brick.healthText.setText(brick.health.toString()); brick.updateTint(); bricks.push(brick); game.addChild(brick); var gridX = Math.floor(brick.x / gridSize); var gridY = Math.floor(brick.y / gridSize); var gridKey = "".concat(gridX, ",").concat(gridY); if (!brickGrid[gridKey]) { brickGrid[gridKey] = []; } brickGrid[gridKey].push(brick); } function createBall() { var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal'; var ball = new Ball(type); var gridBottom = brickGridBounds ? brickGridBounds.maxY + 150 : GAME_HEIGHT * 0.7; var spawnFromTop = balls.length % 2 === 0; ball.x = GAME_WIDTH / 2 + (Math.random() * 200 - 100); ball.y = spawnFromTop ? BALL_RADIUS : GAME_HEIGHT - BALL_RADIUS; for (var i = 0; i < bricks.length; i++) { if (ball.intersects(bricks[i])) { ball.y = spawnFromTop ? BALL_RADIUS : GAME_HEIGHT - BALL_RADIUS; break; } } var angle = (Math.random() * 0.5 + 0.25) * Math.PI; ball.direction.x = Math.cos(angle); ball.direction.y = -Math.sin(angle); var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y); ball.direction.x /= magnitude; ball.direction.y /= magnitude; for (var i = 0; i < bricks.length; i++) { if (ball.intersects(bricks[i])) { ball.y = brickGridBounds.maxY + BALL_RADIUS + 10; break; } } balls.push(ball); game.addChild(ball); } game.update = function () { for (var i = 0; i < stars.length; i++) { stars[i].update(); } for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; ball.update(); if (ball.y > GAME_HEIGHT + BALL_RADIUS) { ball.destroy(); balls.splice(i, 1); } } if (bricks.length === 0) { if (level === Object.keys(levelConfig).length) { showEndScreen(); } else { level += 1; storage.level = level; levelTxt.setText('Level: ' + level); createBricks(); // Respawn balls from top or bottom balls.forEach(function (ball, index) { ball.x = GAME_WIDTH / 2 + (Math.random() * 200 - 100); ball.y = index % 2 === 0 ? BALL_RADIUS : GAME_HEIGHT - BALL_RADIUS; var angle = (Math.random() * 0.5 + 0.25) * Math.PI; ball.direction.x = Math.cos(angle); ball.direction.y = index % 2 === 0 ? Math.sin(angle) : -Math.sin(angle); var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y); ball.direction.x /= magnitude; ball.direction.y /= magnitude; }); } } updateButtonStates(); // Increment playTime by 1 second (assuming update is called 60 times per second) // Removed playTime increment to ensure it only prints once }; game.down = function (x, y, obj) { if (!bricks || !Array.isArray(bricks)) { return; } x = Number(x); y = Number(y); for (var i = 0; i < bricks.length; i++) { var brick = bricks[i]; if (!brick.x || !brick.y || !brick.width || !brick.height) { continue; } if (x >= brick.x - brick.width / 2 && x <= brick.x + brick.width / 2 && y >= brick.y - brick.height / 2 && y <= brick.y + brick.height / 2) { brick.hit(upgrades.clickDamage); powerupContainer.visible = false; LK.getSound('click').play(); scoreTxt.setText('$' + score.toString()); storage.score = score; return; } } }; var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * GAME_WIDTH; star.y = Math.random() * GAME_HEIGHT; stars.push(star); game.addChildAt(star, 0); } var gameTitleContainer = new Container(); game.addChild(gameTitleContainer); var gameTitle = new GameTitle(); gameTitle.x = GAME_WIDTH / 2; gameTitle.y = GAME_HEIGHT / 2 - 600; gameTitleContainer.addChild(gameTitle); function animateTitleColor() { tween(gameTitle, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(gameTitle, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateTitleColor }); } }); } animateTitleColor(); tween(gameTitle, { y: GAME_HEIGHT / 2 - 500 }, { duration: 1000, easing: tween.bounceOut }); var startButton = new StartButton(); startButton.x = GAME_WIDTH / 2; startButton.y = GAME_HEIGHT / 2 + 300; startButton.tint = 0x00ff99; game.addChild(startButton); tween(startButton, { y: startButton.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(startButton, { y: startButton.y + 20 }, { duration: 1000, easing: tween.easeInOut }); } }); var resetButton = new ResetButton(); resetButton.x = GAME_WIDTH / 2; resetButton.y = startButton.y + 900; game.addChild(resetButton); tween(resetButton, { y: resetButton.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(resetButton, { y: resetButton.y + 20 }, { duration: 1000, easing: tween.easeInOut }); } }); LK.playMusic('backgroundmusic'); function startGame() { startButton.destroy(); gameTitle.destroy(); resetButton.visible = false; upgradeButton.visible = true; hud.visible = true; createBricks(); createBall('normal'); // Add a normal ball to the game on start if (score > 0) { scoreTxt.setText('$' + score.toString()); } // Check if it's the first time the game is loaded if (storage.firstLoad !== true) { // Display welcome message welcomeText = new Text2('Welcome! Click to cash in and power up!', { size: 90, fill: 0xffffff }); welcomeText.anchor.set(0.5, 0); welcomeText.x = GAME_WIDTH / 2; welcomeText.y = GAME_HEIGHT / 2 + 650; game.addChild(welcomeText); // Set firstLoad to true to prevent showing the message again storage.firstLoad = true; } playTimeInterval = LK.setInterval(function () { playTime += 1; // Ensure playTime is printed once console.log('Time Played:', playTime, 'seconds'); }, 1000); // Load balls from storage for (var type in ballQuantities) { for (var i = 0; i < ballQuantities[type]; i++) { createBall(type); } } updateButtonStates(); game.update = function () { for (var i = 0; i < stars.length; i++) { stars[i].update(); } for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; ball.update(); if (ball.y > GAME_HEIGHT + BALL_RADIUS) { ball.destroy(); balls.splice(i, 1); } } if (bricks.length === 0) { if (level === Object.keys(levelConfig).length) { showEndScreen(); } else { level += 1; storage.level = level; levelTxt.setText('Level: ' + level); createBricks(); } } updateButtonStates(); }; } game.update = function () { for (var i = 0; i < stars.length; i++) { stars[i].update(); } };
===================================================================
--- original.js
+++ change.js
@@ -881,9 +881,9 @@
scoreTxt.setText('$' + score.toString());
createBall(type);
ballQuantities[type] = (ballQuantities[type] || 0) + 1;
storage.ballQuantities = Object.assign({}, ballQuantities);
- upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 1.5);
+ upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 2);
storage.upgrades = Object.assign({}, upgrades);
costText.setText('$' + upgrades[type + 'BallCost']);
if (!unlockedTiers[type]) {
unlockedTiers[type] = true;
@@ -982,9 +982,9 @@
// Remove welcome message if it exists
if (welcomeText && welcomeText.parent) {
welcomeText.parent.removeChild(welcomeText);
}
- var cost = baseCost * upgrades[upgradeKey] * 1.5;
+ var cost = baseCost * upgrades[upgradeKey];
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
if (upgradeKey === 'clickDamage') {
if (score < cost) {
return;