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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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upgrades cost are not reflecing the price they have, can you fix that
Code edit (23 edits merged)
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Code edit (10 edits merged)
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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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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)
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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
Code edit (6 edits merged)
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balls should start a little faster just a little, but do not change anyvalue of the buttons or price
Code edit (7 edits merged)
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remove the comments form the custom patternsan put them in one line
Code edit (2 edits merged)
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when you click on restart, delete from local storage the current level
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add 4 new levels
Code edit (16 edits merged)
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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
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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)
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Make game title bigger font an container
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make the container 10% less wide
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move game title and container 100 pixels up
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move start button 100 pixels down and increase it size
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increase font of start
===================================================================
--- original.js
+++ change.js
@@ -311,8 +311,9 @@
/****
* Game Code
****/
+c;
function _toConsumableArray(r) {
return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
}
function _nonIterableSpread() {
@@ -385,9 +386,9 @@
width: GAME_WIDTH,
height: frameThickness
});
bottomFrame.x = 0;
-bottomFrame.y = 2760;
+bottomFrame.y = 2720;
game.addChild(bottomFrame);
function animateBottomFrameTint() {
tween(bottomFrameGraphics, {
tint: 0xff33cc
@@ -440,9 +441,9 @@
anchorY: 0,
width: frameThickness,
height: GAME_HEIGHT
});
-rightFrame.x = GAME_WIDTH - frameThickness;
+rightFrame.x = 2040;
rightFrame.y = 0;
game.addChild(rightFrame);
function animateRightFrameTint() {
tween(rightFrameGraphics, {
@@ -572,9 +573,9 @@
},
4: {
totalBricks: 90,
hitpoints: 10,
- pattern: 'clustered'
+ pattern: 'cross'
},
5: {
totalBricks: 96,
hitpoints: 12,
@@ -1071,8 +1072,61 @@
var hitpoints = Math.max(1, Math.round(baseHitpoints * (distance / maxDistance)));
addBrick(x, y, hitpoints);
brickCount++;
}
+ } else if (pattern === 'cross') {
+ var centerRow = Math.floor(rows / 2);
+ var centerCol = Math.floor(cols / 2);
+ // Create thick vertical section (5 columns wide)
+ for (var i = 0; i < rows && brickCount < totalBricks; i++) {
+ for (var colOffset = -2; colOffset <= 2 && brickCount < totalBricks; colOffset++) {
+ var col = centerCol + colOffset;
+ if (col >= 0 && col < cols) {
+ // Stay within bounds
+ var x = startX + col * (BRICK_WIDTH + spacingX);
+ var y = startY + i * (BRICK_HEIGHT + spacingY);
+ var distanceFromCenter = Math.max(Math.abs(i - centerRow), Math.abs(colOffset));
+ var hitpoints = Math.max(1, baseHitpoints - distanceFromCenter);
+ addBrick(x, y, hitpoints);
+ brickCount++;
+ }
+ }
+ }
+ // Create thick horizontal section (5 rows wide) with extended sides
+ for (var j = 0; j < cols && brickCount < totalBricks; j++) {
+ if (Math.abs(j - centerCol) > 2) {
+ // Skip the vertical section to avoid duplicates
+ for (var rowOffset = -2; rowOffset <= 2 && brickCount < totalBricks; rowOffset++) {
+ var row = centerRow + rowOffset;
+ if (row >= 0 && row < rows) {
+ // Stay within bounds
+ var x = startX + j * (BRICK_WIDTH + spacingX);
+ var y = startY + row * (BRICK_HEIGHT + spacingY);
+ var distanceFromCenter = Math.max(Math.abs(j - centerCol), Math.abs(rowOffset));
+ var hitpoints = Math.max(1, baseHitpoints - distanceFromCenter);
+ addBrick(x, y, hitpoints);
+ brickCount++;
+ }
+ }
+ }
+ }
+ // Add extra side extensions to horizontal arms
+ for (var j = 0; j < cols && brickCount < totalBricks; j++) {
+ if (Math.abs(j - centerCol) > 3) {
+ // Extend beyond the main horizontal section
+ for (var rowOffset = -1; rowOffset <= 1 && brickCount < totalBricks; rowOffset++) {
+ var row = centerRow + rowOffset;
+ if (row >= 0 && row < rows) {
+ var x = startX + j * (BRICK_WIDTH + spacingX);
+ var y = startY + row * (BRICK_HEIGHT + spacingY);
+ var distanceFromCenter = Math.max(Math.abs(j - centerCol), Math.abs(rowOffset));
+ var hitpoints = Math.max(1, baseHitpoints - distanceFromCenter);
+ addBrick(x, y, hitpoints);
+ brickCount++;
+ }
+ }
+ }
+ }
}
brickGridBounds = {
minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;