User prompt
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
User prompt
upgrades cost are not reflecing the price they have, can you fix that
Code edit (23 edits merged)
Please save this source code
Code edit (10 edits merged)
Please save this source code
User prompt
Please fix the bug: 'c is not defined' in or related to this line: 'c;' Line Number: 336
Code edit (13 edits merged)
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User prompt
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
Code edit (10 edits merged)
Please save this source code
User prompt
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
Code edit (6 edits merged)
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User prompt
balls should start a little faster just a little, but do not change anyvalue of the buttons or price
Code edit (7 edits merged)
Please save this source code
User prompt
remove the comments form the custom patternsan put them in one line
Code edit (2 edits merged)
Please save this source code
User prompt
when you click on restart, delete from local storage the current level
User prompt
add 4 new levels
Code edit (16 edits merged)
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User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getLocalPosition')' in or related to this line: 'tween(p, arguments[0]);' Line Number: 1470 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getLocalPosition')' in or related to this line: 'tween(p, arguments[0]);' Line Number: 1470
Code edit (1 edits merged)
Please save this source code
User prompt
Make game title bigger font an container
User prompt
make the container 10% less wide
User prompt
move game title and container 100 pixels up
User prompt
move start button 100 pixels down and increase it size
User prompt
increase font of start
===================================================================
--- original.js
+++ change.js
@@ -17,169 +17,139 @@
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 = {
+ self.velocity = {
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.velocity.x = Math.cos(angle);
+ self.velocity.y = Math.sin(angle);
+ var magnitude = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
+ self.velocity.x /= magnitude;
+ self.velocity.y /= magnitude;
};
self.update = function () {
- var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200;
- var stepSize = self.speed;
+ var SHIELD_BUFFER = 5;
+ var MAX_STEP = BALL_RADIUS / 2; // Smaller steps to prevent tunneling
+ var totalDistance = self.speed;
+ var steps = Math.ceil(totalDistance / MAX_STEP);
+ var stepDistance = totalDistance / steps;
+ var splashApplied = false;
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.velocity.x = dx / magnitude;
+ self.velocity.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;
+ var dx = self.velocity.x * stepDistance;
+ var dy = self.velocity.y * stepDistance;
+ // Move and check collisions in sub-steps
+ var nextX = self.x + dx;
+ var nextY = 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;
+ if (nextX < BALL_RADIUS + SHIELD_BUFFER) {
+ nextX = BALL_RADIUS + SHIELD_BUFFER;
+ self.velocity.x = -self.velocity.x;
+ self.velocity.y += (Math.random() - 0.5) * 0.1;
LK.getSound('bounce').play();
+ } else if (nextX > GAME_WIDTH - BALL_RADIUS - SHIELD_BUFFER) {
+ nextX = GAME_WIDTH - BALL_RADIUS - SHIELD_BUFFER;
+ self.velocity.x = -self.velocity.x;
+ self.velocity.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;
+ if (nextY < BALL_RADIUS + SHIELD_BUFFER) {
+ nextY = BALL_RADIUS + SHIELD_BUFFER;
+ self.velocity.y = -self.velocity.y;
+ self.velocity.x += (Math.random() - 0.5) * 0.1;
LK.getSound('bounce').play();
+ } else if (nextY > GAME_HEIGHT - BALL_RADIUS - SHIELD_BUFFER) {
+ nextY = GAME_HEIGHT - BALL_RADIUS - SHIELD_BUFFER;
+ self.velocity.y = -self.velocity.y;
+ self.velocity.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;
+ // Brick collisions
+ var ballLeft = nextX - BALL_RADIUS - SHIELD_BUFFER;
+ var ballRight = nextX + BALL_RADIUS + SHIELD_BUFFER;
+ var ballTop = nextY - BALL_RADIUS - SHIELD_BUFFER;
+ var ballBottom = nextY + BALL_RADIUS + SHIELD_BUFFER;
+ var collided = false;
+ for (var i = bricks.length - 1; i >= 0; i--) {
+ var brick = bricks[i];
+ if (brick.health <= 0) {
+ continue;
+ }
+ var brickLeft = brick.x - BRICK_WIDTH / 2;
+ var brickRight = brick.x + BRICK_WIDTH / 2;
+ var brickTop = brick.y - BRICK_HEIGHT / 2;
+ var brickBottom = brick.y + BRICK_HEIGHT / 2;
+ // AABB overlap check
+ if (ballLeft < brickRight && ballRight > brickLeft && ballTop < brickBottom && ballBottom > brickTop) {
+ // Determine collision side
+ var overlapLeft = ballRight - brickLeft;
+ var overlapRight = brickRight - ballLeft;
+ var overlapTop = ballBottom - brickTop;
+ var overlapBottom = brickBottom - ballTop;
+ var minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom);
+ if (minOverlap === overlapLeft) {
+ nextX = brickLeft - BALL_RADIUS - SHIELD_BUFFER;
+ self.velocity.x = -self.velocity.x;
+ } else if (minOverlap === overlapRight) {
+ nextX = brickRight + BALL_RADIUS + SHIELD_BUFFER;
+ self.velocity.x = -self.velocity.x;
+ } else if (minOverlap === overlapTop) {
+ nextY = brickTop - BALL_RADIUS - SHIELD_BUFFER;
+ self.velocity.y = -self.velocity.y;
+ } else {
+ nextY = brickBottom + BALL_RADIUS + SHIELD_BUFFER;
+ self.velocity.y = -self.velocity.y;
}
- 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;
+ self.velocity.x += (Math.random() - 0.5) * 0.2;
+ self.velocity.y += (Math.random() - 0.5) * 0.2;
+ LK.getSound('bounce').play();
+ brick.hit(self.power);
+ if (self.type === 'splash' && !splashApplied) {
+ applySplashDamage(brick);
+ splashApplied = true;
+ } else if (self.type === 'scatter') {
+ scatterOnImpact(self);
+ self.destroy();
+ balls.splice(balls.indexOf(self), 1);
+ return;
}
+ collided = true;
+ break; // Only handle one collision per sub-step
}
}
- if (hasCollided) {
+ self.x = nextX;
+ self.y = nextY;
+ if (collided) {
break;
- } // Stop stepping after a collision
+ } // Stop sub-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);
+ // Normalize velocity
+ var magnitude = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
if (magnitude > 0) {
- self.direction.x /= magnitude;
- self.direction.y /= magnitude;
+ self.velocity.x /= magnitude;
+ self.velocity.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', {
@@ -194,31 +164,15 @@
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
+ var colorCount = baseColors.length;
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 lastDigit = self.health % 10;
var colorIndex = lastDigit === 0 ? 9 : lastDigit - 1;
brickGraphics.tint = baseColors[colorIndex];
}
};
@@ -289,9 +243,9 @@
LK.getSound('click').play();
clearLocalStorage();
playTime = 0;
storage.playTime = playTime;
- LK.showGameOver(); // Show game over when reset is pressed
+ LK.showGameOver();
};
});
var Star = Container.expand(function () {
var self = Container.call(this);
@@ -357,18 +311,46 @@
/****
* Game Code
****/
+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;
+}
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
+ child.tint = 0xff33cc;
});
}
-// Create a frame around the screen using a custom 'frame' asset
-var frameThickness = 10; // Thickness of the frame
-// Top frame
+var frameThickness = 10;
var topFrame = new Container();
var topFrameGraphics = topFrame.attachAsset('frame', {
anchorX: 0,
anchorY: 0,
@@ -395,18 +377,17 @@
}
});
}
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;
+bottomFrame.y = 2760;
game.addChild(bottomFrame);
function animateBottomFrameTint() {
tween(bottomFrameGraphics, {
tint: 0xff33cc
@@ -424,9 +405,8 @@
}
});
}
animateBottomFrameTint();
-// Left frame
var leftFrame = new Container();
var leftFrameGraphics = leftFrame.attachAsset('frame', {
anchorX: 0,
anchorY: 0,
@@ -453,17 +433,16 @@
}
});
}
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.x = GAME_WIDTH - frameThickness;
rightFrame.y = 0;
game.addChild(rightFrame);
function animateRightFrameTint() {
tween(rightFrameGraphics, {
@@ -484,10 +463,9 @@
}
animateRightFrameTint();
var welcomeText = null;
function showEndScreen() {
- game.isGameOver = true; // Set the flag to indicate the end screen is up
- // Hide all game elements
+ game.isGameOver = true;
hud.visible = false;
powerupContainer.visible = false;
upgradeButton.visible = false;
balls.forEach(function (ball) {
@@ -503,9 +481,8 @@
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);
@@ -527,32 +504,29 @@
}
});
}
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
+ tint: 0x00ffff
});
var buttonText = new Text2('RESTART!', {
size: 50,
fill: 0x000000,
@@ -566,161 +540,84 @@
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
+ playTimeInterval = 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 GAME_HEIGHT = 2720;
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,
+ splashPower: 2,
sniperSpeed: 1,
sniperPower: 1,
scatterSpeed: 1,
scatterPower: 1,
clickDamage: 1,
- normalSpeedCost: 50,
+ normalSpeedCost: 25,
normalPowerCost: 50,
splashSpeedCost: 75,
splashPowerCost: 75,
sniperSpeedCost: 100,
@@ -728,9 +625,9 @@
scatterSpeedCost: 125,
scatterPowerCost: 125,
clickCost: 25,
normalBallCost: 25,
- splashBallCost: 100,
+ splashBallCost: 150,
sniperBallCost: 500,
scatterBallCost: 2000
};
var balls = [];
@@ -740,9 +637,8 @@
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 || {
@@ -751,18 +647,16 @@
sniper: false,
scatter: false
};
var playTime = storage.playTime || 0;
-playTimeInterval = LK.setInterval(function () {
+var 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
+game.isGameOver = false;
function clearLocalStorage() {
storage.score = 0;
storage.level = 1;
storage.unlockedTiers = {
@@ -775,9 +669,9 @@
storage.upgrades = {
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
- splashPower: 1,
+ splashPower: 2,
sniperSpeed: 1,
sniperPower: 1,
scatterSpeed: 1,
scatterPower: 1,
@@ -810,14 +704,13 @@
scoreTxt.setText('$' + score.toString());
levelTxt.setText('Level: ' + level);
updateButtonStates();
}
-// HUD Setup
var hud = new Container();
LK.gui.top.addChild(hud);
var scoreTxt = new Text2('$0', {
size: 60,
- fill: 0x39ff14 // Neon green color
+ fill: 0x39ff14
});
scoreTxt.anchor.set(0.3, 0);
scoreTxt.x += 570;
hud.addChild(scoreTxt);
@@ -847,24 +740,22 @@
scaleX: 0.6,
scaleY: 0.6,
y: -10
});
- // Set initial tint
- ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Normal ball
+ ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff;
contentContainer.addChild(ballIcon);
var displayType = type === 'scatter' ? 'Multi' : type.charAt(0).toUpperCase() + type.slice(1);
var typeText = new Text2(displayType, {
size: 30,
fill: 0xffffff,
- // Initial white color
fontWeight: 'bold'
});
typeText.anchor.set(0.5, 0);
typeText.y = -50;
button.addChild(typeText);
- var costText = new Text2('$' + (type === 'sniper' ? 500 : type === 'splash' ? 150 : type === 'scatter' ? 2000 : upgrades[type + 'BallCost']), {
+ var costText = new Text2('$' + upgrades[type + 'BallCost'], {
size: 40,
- fill: 0xffffff // Change to white color
+ fill: 0xffffff
});
costText.anchor.set(0.5, 0);
costText.y = 100;
button.addChild(costText);
@@ -872,18 +763,17 @@
button.down = function () {
if (score < upgrades[type + 'BallCost']) {
return;
}
- // Remove welcome message if it exists
if (welcomeText && welcomeText.parent) {
welcomeText.parent.removeChild(welcomeText);
}
score -= upgrades[type + 'BallCost'];
scoreTxt.setText('$' + score.toString());
createBall(type);
ballQuantities[type] = (ballQuantities[type] || 0) + 1;
storage.ballQuantities = Object.assign({}, ballQuantities);
- upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 1.5);
+ upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 2);
storage.upgrades = Object.assign({}, upgrades);
costText.setText('$' + upgrades[type + 'BallCost']);
if (!unlockedTiers[type]) {
unlockedTiers[type] = true;
@@ -892,19 +782,18 @@
}
};
button.updateState = function () {
var isEnabled = (prevTier ? unlockedTiers[prevTier] : true) && score >= upgrades[type + 'BallCost'];
- buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666; // Button background tint
+ buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666;
button.interactive = isEnabled;
- // Update ballIcon tint based on enabled state
if (isEnabled) {
- ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Restore original ball color
- typeText.fill = 0xffffff; // White for ball name
- costText.fill = 0x00ffff; // Cyan for price
+ ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff;
+ typeText.fill = 0xffffff;
+ costText.fill = 0x00ffff;
} else {
- ballIcon.tint = 0x666666; // Grey out ball icon
- typeText.fill = 0x666666; // Grey out ball name
- costText.fill = 0x666666; // Grey out price
+ ballIcon.tint = 0x666666;
+ typeText.fill = 0x666666;
+ costText.fill = 0x666666;
}
};
hud.addChild(button);
ballButtons[type] = button;
@@ -957,9 +846,9 @@
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
y: 40,
- tint: iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff // Fallback
+ tint: iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff
});
contentContainer.addChild(icon);
}
var labelText = new Text2("".concat(labelPrefix.replace('Speed', 'SPD').replace('Power', 'DMG'), " +").concat(upgrades[upgradeKey]), {
@@ -969,22 +858,22 @@
});
labelText.anchor.set(0.5, 0);
labelText.y = 80;
contentContainer.addChild(labelText);
- var costText = new Text2('$' + (baseCost * upgrades[upgradeKey]).toString(), {
+ var currentCost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1);
+ var costText = new Text2("$".concat(currentCost), {
size: 40,
fill: 0x000000
});
costText.anchor.set(0.5, 0);
costText.y = 140;
contentContainer.addChild(costText);
button.interactive = true;
button.down = function () {
- // Remove welcome message if it exists
if (welcomeText && welcomeText.parent) {
welcomeText.parent.removeChild(welcomeText);
}
- var cost = Math.floor(baseCost * Math.pow(1.5, upgrades[upgradeKey] - 1));
+ var cost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1);
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
if (upgradeKey === 'clickDamage') {
if (score < cost) {
return;
@@ -997,9 +886,10 @@
score -= cost;
LK.getSound('click').play();
upgrades[upgradeKey]++;
storage.upgrades = Object.assign({}, upgrades);
- costText.setText('$' + Math.floor(baseCost * Math.pow(1.5, upgrades[upgradeKey])).toString());
+ var newCost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1);
+ costText.setText("$".concat(newCost));
labelText.setText("".concat(labelPrefix, " +").concat(upgrades[upgradeKey]));
scoreTxt.setText('$' + score.toString());
balls.forEach(function (b) {
if (b.type === 'normal' && upgradeKey.includes('normal')) {
@@ -1015,27 +905,22 @@
if (upgradeKey === 'clickDamage') {
upgrades.clickDamage = upgrades[upgradeKey];
storage.upgrades = Object.assign({}, upgrades);
}
+ updateButtonStates();
};
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
+ var currentCost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1);
+ var isEnabled = upgradeKey === 'clickDamage' ? score >= currentCost : unlockedTiers[ballType] && (prevTier ? unlockedTiers[prevTier] : true) && score >= currentCost;
+ 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;
}
- // 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
+ labelText.fill = isEnabled ? 0x000000 : 0x666666;
+ costText.fill = isEnabled ? 0x000000 : 0x666666;
+ costText.setText("$".concat(currentCost));
};
powerupContainer.addChild(button);
upgradeButtons[upgradeKey] = button;
}
@@ -1070,39 +955,36 @@
if (upgradeButtons[key].interactive) {
canPurchaseAny = true;
}
}
- upgradeButton.tint = canPurchaseAny ? 0x00ffff : 0x666666; // Grey out if no power-ups can be purchased
+ upgradeButton.tint = canPurchaseAny ? 0x00ffff : 0x666666;
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) {
+ var splashDamage = Math.floor(upgrades.splashPower / 2);
+ var horizontalMaxDistance = BRICK_WIDTH + 15;
+ var verticalMaxDistance = BRICK_HEIGHT + 15;
+ bricks.forEach(function (adjBrick) {
+ if (adjBrick === brick || adjBrick.health <= 0) {
+ return;
+ }
+ var dx = Math.abs(adjBrick.x - brick.x);
+ var dy = Math.abs(adjBrick.y - brick.y);
+ var isHorizontalAdjacent = dx <= horizontalMaxDistance && dy <= BRICK_HEIGHT / 2;
+ var isVerticalAdjacent = dy <= verticalMaxDistance && dx <= BRICK_WIDTH / 2;
+ if (isHorizontalAdjacent || isVerticalAdjacent) {
+ adjBrick.hit(splashDamage);
+ }
+ });
}
-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);
+ smallBall.velocity.x = Math.cos(angle);
+ smallBall.velocity.y = Math.sin(angle);
balls.push(smallBall);
game.addChild(smallBall);
}
}
@@ -1119,26 +1001,17 @@
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 baseHitpoints = config.hitpoints || 1;
var pattern = config.pattern || 'grid';
- var spacingX = -15; // Reduced spacing between columns
+ var spacingX = -15;
var spacingY = 0;
- 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;
@@ -1146,39 +1019,33 @@
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);
+ addBrick(startX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), baseHitpoints);
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);
+ addBrick(x, y, hitpoints);
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);
@@ -1190,79 +1057,39 @@
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);
+ addBrick(x, y, hitpoints);
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) {
+ minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;
}))),
- maxX: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
+ maxX: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.x + BRICK_WIDTH / 2;
}))),
- minY: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
+ minY: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.y - BRICK_HEIGHT / 2;
}))),
- maxY: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
+ maxY: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.y + BRICK_HEIGHT / 2;
})))
};
}
-function addBrick(x, y, hitpoints, gridSize) {
+function addBrick(x, y, hitpoints) {
var brick = new Brick();
brick.x = x;
brick.y = y;
brick.health = hitpoints;
@@ -1270,41 +1097,22 @@
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;
- }
- }
+ ball.velocity.x = Math.cos(angle);
+ ball.velocity.y = spawnFromTop ? Math.sin(angle) : -Math.sin(angle);
+ var magnitude = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
+ ball.velocity.x /= magnitude;
+ ball.velocity.y /= magnitude;
balls.push(ball);
game.addChild(ball);
}
game.update = function () {
@@ -1326,24 +1134,21 @@
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;
+ ball.velocity.x = Math.cos(angle);
+ ball.velocity.y = index % 2 === 0 ? Math.sin(angle) : -Math.sin(angle);
+ var magnitude = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
+ ball.velocity.x /= magnitude;
+ ball.velocity.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;
@@ -1447,32 +1252,27 @@
resetButton.visible = false;
upgradeButton.visible = true;
hud.visible = true;
createBricks();
- createBall('normal'); // Add a normal ball to the game on start
+ createBall('normal');
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);
}