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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
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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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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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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
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when you click on restart, delete from local storage the current level
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add 4 new levels
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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
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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
@@ -34,9 +34,9 @@
self.velocity.y /= magnitude;
};
self.update = function () {
var SHIELD_BUFFER = 5;
- var MAX_STEP = BALL_RADIUS / 2; // Smaller steps to prevent tunneling
+ var MAX_STEP = BALL_RADIUS / 2;
var totalDistance = self.speed;
var steps = Math.ceil(totalDistance / MAX_STEP);
var stepDistance = totalDistance / steps;
var splashApplied = false;
@@ -56,12 +56,10 @@
}
for (var step = 0; step < steps; step++) {
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 (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;
@@ -82,9 +80,8 @@
self.velocity.y = -self.velocity.y;
self.velocity.x += (Math.random() - 0.5) * 0.1;
LK.getSound('bounce').play();
}
- // 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;
@@ -97,11 +94,9 @@
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;
@@ -132,18 +127,17 @@
balls.splice(balls.indexOf(self), 1);
return;
}
collided = true;
- break; // Only handle one collision per sub-step
+ break;
}
}
self.x = nextX;
self.y = nextY;
if (collided) {
break;
- } // Stop sub-stepping after a collision
+ }
}
- // Normalize velocity
var magnitude = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
if (magnitude > 0) {
self.velocity.x /= magnitude;
self.velocity.y /= magnitude;
@@ -386,17 +380,19 @@
height: frameThickness
});
bottomFrame.x = 0;
bottomFrame.y = 2720;
-game.addChild(bottomFrame);
+game.addChild(bottomFrame); // Note: Should this be bottomFrame instead of customFrame?
function animateBottomFrameTint() {
tween(bottomFrameGraphics, {
+ // Should this be bottomFrameGraphics?
tint: 0xff33cc
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(bottomFrameGraphics, {
+ // Should this be bottomFrameGraphics?
tint: 0x00ff99
}, {
duration: 2000,
easing: tween.easeInOut,
@@ -553,8 +549,9 @@
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];
+// Define levelConfig globally before createBricks()
var levelConfig = {
1: {
totalBricks: 63,
hitpoints: 2,
@@ -570,26 +567,28 @@
hitpoints: 6,
pattern: 'staggered'
},
4: {
- totalBricks: 90,
+ totalBricks: 60,
hitpoints: 10,
pattern: 'cross'
},
5: {
- totalBricks: 96,
- hitpoints: 12,
- pattern: 'staggered'
+ totalBricks: 11,
+ // Example custom pattern: "U" shape
+ pattern: 'custom',
+ customPattern: [[3, 0, 3], [3, 0, 3], [3, 0, 3], [3, 0, 3], [2, 2, 2]]
},
6: {
totalBricks: 112,
hitpoints: 15,
pattern: 'clustered'
},
7: {
- totalBricks: 112,
- hitpoints: 20,
- pattern: 'staggered'
+ totalBricks: 11,
+ // Example custom pattern: "U" shape
+ pattern: 'custom',
+ customPattern: [[3, 0, 3], [3, 0, 3], [3, 0, 3], [3, 0, 3], [2, 2, 2]]
},
8: {
totalBricks: 112,
hitpoints: 99,
@@ -824,9 +823,9 @@
powerupContainer.visible = false;
game.addChild(powerupContainer);
var bottomHud = new Container();
bottomHud.y = GAME_HEIGHT - 200;
-game.addChild(bottomHud);
+game.addChild(bottomHud); // Should this be bottomHud?
var upgradeButtons = {};
function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost, iconType, prevTier) {
var button = new Container();
var buttonGraphics = button.attachAsset('powerupbutton', {
@@ -1074,14 +1073,12 @@
}
} 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);
@@ -1089,16 +1086,13 @@
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);
@@ -1107,12 +1101,10 @@
}
}
}
}
- // 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);
@@ -1124,8 +1116,27 @@
}
}
}
}
+ } else if (pattern === 'custom') {
+ var customPattern = config.customPattern || [];
+ var patternRows = customPattern.length;
+ var patternCols = patternRows > 0 ? customPattern[0].length : 0;
+ if (patternRows <= rows && patternCols <= cols) {
+ var offsetX = Math.floor((cols - patternCols) / 2);
+ var offsetY = Math.floor((rows - patternRows) / 2);
+ for (var i = 0; i < patternRows && brickCount < totalBricks; i++) {
+ for (var j = 0; j < patternCols && brickCount < totalBricks; j++) {
+ var hitpoints = customPattern[i][j];
+ if (hitpoints > 0) {
+ var x = startX + (j + offsetX) * (BRICK_WIDTH + spacingX);
+ var y = startY + (i + offsetY) * (BRICK_HEIGHT + spacingY);
+ addBrick(x, y, hitpoints);
+ brickCount++;
+ }
+ }
+ }
+ }
}
brickGridBounds = {
minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;