Code edit (2 edits merged)
Please save this source code
User prompt
add 4 new levels
User prompt
when you click on restart, delete from local storage the current level
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 (6 edits merged)
Please save this source code
User prompt
balls should start a little faster just a little, but do not change anyvalue of the buttons or price
Code edit (1 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 (13 edits merged)
Please save this source code
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 (1 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 (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
upgrades cost are not reflecing the price they have, can you fix that
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
for the cost of the upgrades, instead of just adding the original cost, make them duplicate their current cost
Code edit (1 edits merged)
Please save this source code
User prompt
powerups cost should be double each time, not 1.5. Make sure to udpate the price in the button as well.
User prompt
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
User prompt
Make sure the formula is used on every new price of the powerupda
User prompt
Make sure to also update the display of the cost in the powerup button with the new formula
User prompt
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])
Code edit (3 edits merged)
Please save this source code
/**** * 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.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.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 SHIELD_BUFFER = 5; var MAX_STEP = BALL_RADIUS / 2; 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.velocity.x = dx / magnitude; self.velocity.y = dy / magnitude; self.sniperCooldown = self.sniperCooldownMax; } } } for (var step = 0; step < steps; step++) { var dx = self.velocity.x * stepDistance; var dy = self.velocity.y * stepDistance; var nextX = self.x + dx; var nextY = self.y + dy; 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 (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(); } 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; if (ballLeft < brickRight && ballRight > brickLeft && ballTop < brickBottom && ballBottom > brickTop) { 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; } 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; } } self.x = nextX; self.y = nextY; if (collided) { break; } } 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; } }; }); 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); self.updateTint = function () { var baseColors = LEVEL_COLORS; var colorCount = baseColors.length; if (self.health <= colorCount) { brickGraphics.tint = baseColors[self.health - 1]; } else { var lastDigit = self.health % 10; 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(); }; }); 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 _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() { gameTitleContainer.children.forEach(function (child) { child.tint = 0xff33cc; }); } var frameThickness = 10; 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(); 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); // Should be bottomFrame function animateBottomFrameTint() { tween(bottomFrameGraphics, { // Should be bottomFrameGraphics tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(bottomFrameGraphics, { // Should be bottomFrameGraphics tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateBottomFrameTint }); } }); } animateBottomFrameTint(); 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(); var rightFrame = new Container(); var rightFrameGraphics = rightFrame.attachAsset('frame', { anchorX: 0, anchorY: 0, width: frameThickness, height: GAME_HEIGHT }); rightFrame.x = 2040; 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; 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); 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(); 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); 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); var endGameButton = new Container(); var buttonGraphics = endGameButton.attachAsset('endGameButton', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ffff }); 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); var resetButton = new ResetButton(); resetButton.x = GAME_WIDTH / 2; resetButton.y = endGameButton.y + 160; game.addChild(resetButton); LK.clearInterval(playTimeInterval); playTimeInterval = null; } var GAME_WIDTH = 2048; 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: 28, hitpoints: 1, pattern: 'clustered' }, 2: { totalBricks: 63, hitpoints: 2, pattern: 'staggered' }, 3: { totalBricks: 77, pattern: 'custom', customPattern: [[0, 3, 3, 0, 3, 3, 0], // Row 0: Small peaks [3, 4, 4, 3, 4, 4, 3], // Row 1: Widening [3, 4, 4, 4, 4, 4, 3], // Row 2: Curve starts [3, 4, 4, 4, 4, 4, 3], // Row 3: Full width [3, 4, 4, 4, 4, 4, 3], // Row 4: Full width [3, 4, 4, 4, 4, 4, 3], // Row 5: Full width [3, 4, 4, 4, 4, 4, 3], // Row 6: Full width [0, 3, 4, 4, 4, 3, 0], // Row 7: Tapering starts [0, 0, 3, 4, 3, 0, 0], // Row 8: Narrowing [0, 0, 0, 3, 0, 0, 0], // Row 9: Further narrowing [0, 0, 0, 3, 0, 0, 0]] }, 4: { totalBricks: 77, hitpoints: 7, pattern: 'clustered' }, 5: { totalBricks: 60, hitpoints: 10, pattern: 'cross' }, 6: { totalBricks: 70, hitpoints: 12, pattern: 'clustered' }, 7: { totalBricks: 112, hitpoints: 15, pattern: 'clustered' }, 8: { totalBricks: 112, hitpoints: 20, pattern: 'cross' }, 9: { totalBricks: 112, hitpoints: 30, pattern: 'clustered' }, 10: { totalBricks: 112, hitpoints: 50, pattern: 'staggered' }, 11: { totalBricks: 112, hitpoints: 99, pattern: 'clustered' } }; var upgrades = storage.upgrades || { normalSpeed: 1, normalPower: 1, splashSpeed: 1, splashPower: 2, sniperSpeed: 1, sniperPower: 1, scatterSpeed: 1, scatterPower: 1, clickDamage: 1, normalSpeedCost: 25, normalPowerCost: 50, splashSpeedCost: 75, splashPowerCost: 75, sniperSpeedCost: 100, sniperPowerCost: 100, scatterSpeedCost: 125, scatterPowerCost: 125, clickCost: 25, normalBallCost: 25, splashBallCost: 150, sniperBallCost: 500, scatterBallCost: 2000 }; var balls = []; var ballQuantities = storage.ballQuantities || { normal: 0, splash: 0, sniper: 0, scatter: 0 }; var bricks = []; 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; var playTimeInterval = LK.setInterval(function () { if (!game.isGameOver) { playTime += 1; storage.playTime = playTime; console.log('Time Played2:', playTime, 'seconds'); } }, 1000); game.isGameOver = false; 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: 2, 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(); } var hud = new Container(); LK.gui.top.addChild(hud); var scoreTxt = new Text2('$0', { size: 60, fill: 0x39ff14 }); scoreTxt.anchor.set(0.3, 0); scoreTxt.x += 570; hud.addChild(scoreTxt); var levelTxt = new Text2('Level: ' + level, { size: 50, fill: 0xffffff }); levelTxt.anchor.set(1, 0); levelTxt.x = scoreTxt.x + 100; levelTxt.y = scoreTxt.height + 10; hud.addChild(levelTxt); var ballButtons = {}; function createBallButton(type, x, cost, asset, prevTier) { var button = new Container(); var buttonGraphics = button.attachAsset('button', { anchorX: 0.5, anchorY: 0, tint: 0x1a1a2e }); button.y = 50; button.x = x + 20; var contentContainer = new Container(); button.addChild(contentContainer); var ballIcon = button.attachAsset('ball', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.6, scaleY: 0.6, y: -10 }); ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; contentContainer.addChild(ballIcon); var displayType = type === 'scatter' ? 'Multi' : type.charAt(0).toUpperCase() + type.slice(1); var typeText = new Text2(displayType, { size: 30, fill: 0xffffff, fontWeight: 'bold' }); typeText.anchor.set(0.5, 0); typeText.y = -50; button.addChild(typeText); var costText = new Text2('$' + upgrades[type + 'BallCost'], { size: 40, fill: 0xffffff }); costText.anchor.set(0.5, 0); costText.y = 100; button.addChild(costText); button.interactive = true; button.down = function () { if (score < upgrades[type + 'BallCost']) { return; } 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.interactive = isEnabled; if (isEnabled) { ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; typeText.fill = 0xffffff; costText.fill = 0x00ffff; } else { ballIcon.tint = 0x666666; typeText.fill = 0x666666; costText.fill = 0x666666; } }; 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); // Should be 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 }); 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 currentCost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1); var costText = new Text2("$".concat(currentCost), { size: 40, fill: 0x000000 }); costText.anchor.set(0.5, 0); costText.y = 140; contentContainer.addChild(costText); button.interactive = true; button.down = function () { if (welcomeText && welcomeText.parent) { welcomeText.parent.removeChild(welcomeText); } var cost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1); var ballType = upgradeKey.split('Speed')[0].split('Power')[0]; if (upgradeKey === 'clickDamage') { if (score < cost) { return; } } else { if (!unlockedTiers[ballType] || score < cost) { return; } } score -= cost; LK.getSound('click').play(); upgrades[upgradeKey]++; storage.upgrades = Object.assign({}, upgrades); var newCost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1); costText.setText("$".concat(newCost)); labelText.setText("".concat(labelPrefix, " +").concat(upgrades[upgradeKey])); scoreTxt.setText('$' + score.toString()); balls.forEach(function (b) { if (b.type === 'normal' && upgradeKey.includes('normal')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if (b.type === 'splash' && upgradeKey.includes('splash')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if (b.type === 'sniper' && upgradeKey.includes('sniper')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } else if ((b.type === 'scatter' || b.type === 'smallScatter') && upgradeKey.includes('scatter')) { b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey]; } }); if (upgradeKey === 'clickDamage') { upgrades.clickDamage = upgrades[upgradeKey]; storage.upgrades = Object.assign({}, upgrades); } updateButtonStates(); }; button.updateState = function () { var ballType = upgradeKey.split('Speed')[0].split('Power')[0]; var currentCost = baseCost * Math.pow(2, upgrades[upgradeKey] - 1); var isEnabled = upgradeKey === 'clickDamage' ? score >= currentCost : unlockedTiers[ballType] && (prevTier ? unlockedTiers[prevTier] : true) && score >= currentCost; buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666; button.interactive = isEnabled; if (icon) { icon.tint = isEnabled ? iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff : 0x666666; } labelText.fill = isEnabled ? 0x000000 : 0x666666; costText.fill = isEnabled ? 0x000000 : 0x666666; costText.setText("$".concat(currentCost)); }; 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; upgradeButton.interactive = canPurchaseAny; } 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 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.velocity.x = Math.cos(angle); smallBall.velocity.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 createBricks() { var config = levelConfig[level] || {}; var totalBricks = config.totalBricks || 50; var baseHitpoints = config.hitpoints || 1; var pattern = config.pattern || 'grid'; var spacingX = -15; var spacingY = 0; bricks = []; 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; var startY = (GAME_HEIGHT - totalHeight) / 2 + BRICK_HEIGHT / 2; var brickCount = 0; console.log("Creating bricks for level ".concat(level, ", pattern: ").concat(pattern, ", totalBricks: ").concat(totalBricks)); 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); brickCount++; } } } else if (pattern === 'staggered') { var centerRow = Math.floor(rows / 2); var centerCol = Math.floor(cols / 2); for (var i = 0; i < rows && brickCount < totalBricks; i++) { 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); var rowDistance = Math.abs(i - centerRow); var colDistance = Math.abs(j - centerCol); var maxDistance = Math.max(centerRow, centerCol); var distance = Math.max(rowDistance, colDistance); var hitpoints = Math.max(1, Math.round(baseHitpoints * (1 - distance / maxDistance))); addBrick(x, y, hitpoints); brickCount++; } } } else if (pattern === 'clustered') { var centerRow = Math.floor(rows / 2); var centerCol = Math.floor(cols / 2); var maxDistance = Math.max(centerRow, centerCol); 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 }); } } positions.sort(function (a, b) { return b.distance - a.distance; }); 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); 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); 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) { 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++; } } } for (var j = 0; j < cols && brickCount < totalBricks; j++) { if (Math.abs(j - centerCol) > 2) { for (var rowOffset = -2; rowOffset <= 2 && 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++; } } } } for (var j = 0; j < cols && brickCount < totalBricks; j++) { if (Math.abs(j - centerCol) > 3) { 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++; } } } } } else if (pattern === 'custom') { var customPattern = config.customPattern || []; var patternRows = customPattern.length; var patternCols = patternRows > 0 ? customPattern[0].length : 0; console.log("Custom pattern dimensions: ".concat(patternRows, "x").concat(patternCols, ", grid: ").concat(rows, "x").concat(cols)); rows = Math.max(rows, patternRows); // Ensure enough rows for custom pattern totalHeight = rows * BRICK_HEIGHT + (rows - 1) * spacingY; startY = (GAME_HEIGHT - totalHeight) / 2 + BRICK_HEIGHT / 2; if (patternRows > 0 && 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++; console.log("Added brick at (".concat(x, ", ").concat(y, ") with hitpoints: ").concat(hitpoints)); } } } } else { console.error("Custom pattern (".concat(patternRows, "x").concat(patternCols, ") invalid or exceeds grid (").concat(rows, "x").concat(cols, ")")); } } console.log("Total bricks created: ".concat(brickCount, ", bricks array length: ").concat(bricks.length)); brickGridBounds = { minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.x - BRICK_WIDTH / 2; }))), maxX: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.x + BRICK_WIDTH / 2; }))), minY: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.y - BRICK_HEIGHT / 2; }))), maxY: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) { return b.y + BRICK_HEIGHT / 2; }))) }; } function addBrick(x, y, hitpoints) { 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); } 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; var angle = (Math.random() * 0.5 + 0.25) * Math.PI; 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 () { 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 && !game.isGameOver) { console.log("Level ".concat(level, " cleared, advancing to next level")); if (level === Object.keys(levelConfig).length) { showEndScreen(); } else { level += 1; storage.level = level; levelTxt.setText('Level: ' + level); createBricks(); 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.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(); }; 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('$' + score.toString()); storage.score = score; return; } } }; var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * GAME_WIDTH; star.y = Math.random() * GAME_HEIGHT; stars.push(star); game.addChildAt(star, 0); } var gameTitleContainer = new Container(); game.addChild(gameTitleContainer); var gameTitle = new GameTitle(); gameTitle.x = GAME_WIDTH / 2; gameTitle.y = GAME_HEIGHT / 2 - 600; gameTitleContainer.addChild(gameTitle); function animateTitleColor() { tween(gameTitle, { tint: 0xff33cc }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(gameTitle, { tint: 0x00ff99 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateTitleColor }); } }); } animateTitleColor(); tween(gameTitle, { y: GAME_HEIGHT / 2 - 500 }, { duration: 1000, easing: tween.bounceOut }); var startButton = new StartButton(); startButton.x = GAME_WIDTH / 2; startButton.y = GAME_HEIGHT / 2 + 300; startButton.tint = 0x00ff99; game.addChild(startButton); tween(startButton, { y: startButton.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(startButton, { y: startButton.y + 20 }, { duration: 1000, easing: tween.easeInOut }); } }); var resetButton = new ResetButton(); resetButton.x = GAME_WIDTH / 2; resetButton.y = startButton.y + 900; game.addChild(resetButton); tween(resetButton, { y: resetButton.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(resetButton, { y: resetButton.y + 20 }, { duration: 1000, easing: tween.easeInOut }); } }); LK.playMusic('backgroundmusic'); function startGame() { startButton.destroy(); gameTitle.destroy(); resetButton.visible = false; upgradeButton.visible = true; hud.visible = true; createBricks(); console.log("Initial bricks after startGame: ".concat(bricks.length)); createBall('normal'); if (score > 0) { scoreTxt.setText('$' + score.toString()); } if (storage.firstLoad !== true) { 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); storage.firstLoad = true; } playTimeInterval = LK.setInterval(function () { playTime += 1; console.log('Time Played:', playTime, 'seconds'); }, 1000); 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 && !game.isGameOver) { console.log("Level ".concat(level, " cleared in active game loop")); 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
@@ -15,9 +15,9 @@
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 * 1.2 : type === 'sniper' ? upgrades.sniperSpeed * 1.2 : type === 'scatter' ? upgrades.scatterSpeed * 1.2 : type === 'smallScatter' ? upgrades.scatterSpeed * 0.8 * 1.2 : upgrades.normalSpeed * 1.2;
+ 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.velocity = {
x: 1,
y: -1
@@ -557,9 +557,9 @@
pattern: 'clustered'
},
2: {
totalBricks: 63,
- hitpoints: 3,
+ hitpoints: 2,
pattern: 'staggered'
},
3: {
totalBricks: 77,