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
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move game title a little up
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move game title in homepage a little up
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move reset button in homepge 100 pixels up
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make start button float up and down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (15 edits merged)
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Add some delay from the game start is touched until the game actually starts
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 1421
===================================================================
--- original.js
+++ change.js
@@ -13,12 +13,14 @@
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Apply tint based on type
ballGraphics.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : type === 'smallScatter' ? 0xffff00 : 0xffffff;
+ // Scale down smallScatter balls
if (type === 'smallScatter') {
- ballGraphics.scaleX = 0.5;
- ballGraphics.scaleY = 0.5;
+ ballGraphics.scaleX = 0.5; // 50% of original width
+ ballGraphics.scaleY = 0.5; // 50% of original height
}
self.type = type;
self.speed = type === 'splash' ? upgrades.splashSpeed : type === 'sniper' ? upgrades.sniperSpeed : type === 'scatter' ? upgrades.scatterSpeed : type === 'smallScatter' ? upgrades.scatterSpeed * 1.5 : 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 * 0.8)) : upgrades.normalPower;
@@ -309,40 +311,8 @@
/****
* Game Code
****/
-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() {
@@ -416,21 +386,21 @@
height: frameThickness
});
bottomFrame.x = 0;
bottomFrame.y = 2720;
-game.addChild(bottomFrame); // Fixed to bottomFrame
+game.addChild(bottomFrame); // Should be bottomFrame
function animateBottomFrameTint() {
tween(bottomFrameGraphics, {
+ // Should be bottomFrameGraphics
tint: 0xff33cc
}, {
- // Fixed to bottomFrameGraphics
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(bottomFrameGraphics, {
+ // Should be bottomFrameGraphics
tint: 0x00ff99
}, {
- // Fixed to bottomFrameGraphics
duration: 2000,
easing: tween.easeInOut,
onFinish: animateBottomFrameTint
});
@@ -500,12 +470,12 @@
hud.visible = false;
powerupContainer.visible = false;
upgradeButton.visible = false;
balls.forEach(function (ball) {
- ball.visible = true;
+ return ball.visible = true;
});
bricks.forEach(function (brick) {
- brick.visible = false;
+ return brick.visible = false;
});
var congratsText = new Text2('Congratulations! You broke them ALL!', {
size: 100,
fill: 0xffffff
@@ -569,9 +539,9 @@
endGameButton.x = GAME_WIDTH / 2;
endGameButton.y = GAME_HEIGHT - 240;
endGameButton.interactive = true;
endGameButton.down = function () {
- storage.level = 1;
+ storage.level = 1; // Reset the level in local storage
LK.showGameOver();
};
game.addChild(endGameButton);
var resetButton = new ResetButton();
@@ -887,9 +857,9 @@
powerupContainer.visible = false;
game.addChild(powerupContainer);
var bottomHud = new Container();
bottomHud.y = GAME_HEIGHT - 200;
-game.addChild(bottomHud); // Fixed to bottomHud
+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', {
@@ -965,9 +935,10 @@
b[upgradeKey.includes('Speed') ? 'speed' : 'power'] = upgrades[upgradeKey];
}
});
if (upgradeKey === 'clickDamage') {
- upgrades.clickDamage = upgrades[upgradeKey], storage.upgrades = Object.assign({}, upgrades);
+ upgrades.clickDamage = upgrades[upgradeKey];
+ storage.upgrades = Object.assign({}, upgrades);
}
updateButtonStates();
};
button.updateState = function () {
@@ -1038,18 +1009,22 @@
}
});
}
function scatterOnImpact(ball) {
- var numBalls = 4;
+ var numBalls = 4; // You can increase this (e.g., 5 or 6) for more balls
for (var i = 0; i < numBalls; i++) {
var smallBall = new Ball('smallScatter');
smallBall.x = ball.x;
smallBall.y = ball.y;
+ // Generate a random angle between 0 and 2π
var angle = Math.random() * 2 * Math.PI;
+ // Add slight speed variation (80% to 120% of base speed)
var speedVariation = 0.8 + Math.random() * 0.4;
smallBall.speed = upgrades.scatterSpeed * 0.8 * speedVariation;
+ // Set velocity with random direction
smallBall.velocity.x = Math.cos(angle);
smallBall.velocity.y = Math.sin(angle);
+ // Normalize velocity to ensure consistent speed
var magnitude = Math.sqrt(smallBall.velocity.x * smallBall.velocity.x + smallBall.velocity.y * smallBall.velocity.y);
smallBall.velocity.x /= magnitude;
smallBall.velocity.y /= magnitude;
balls.push(smallBall);
@@ -1215,18 +1190,18 @@
}
}
console.log("Total bricks created: ".concat(brickCount, ", bricks array length: ").concat(bricks.length));
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;
})))
};
}
@@ -1333,140 +1308,92 @@
return;
}
}
};
-// Enhanced Homepage Setup
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;
- star.alpha = Math.random() * 0.5 + 0.5;
stars.push(star);
game.addChildAt(star, 0);
- tween(star, {
- alpha: Math.random() * 0.3 + 0.2,
- scaleX: Math.random() * 0.5 + 0.5,
- scaleY: Math.random() * 0.5 + 0.5
- }, {
- duration: 500 + Math.random() * 1000,
- easing: tween.easeInOut,
- loop: true,
- yoyo: true
- });
}
var gameTitleContainer = new Container();
game.addChild(gameTitleContainer);
var gameTitle = new GameTitle();
-gameTitle.scaleX = 0.714; // ~1000x250
-gameTitle.scaleY = 0.714;
gameTitle.x = GAME_WIDTH / 2;
gameTitle.y = GAME_HEIGHT / 2 - 600;
-gameTitle.rotation = -0.5;
gameTitleContainer.addChild(gameTitle);
-function animateTitle() {
+function animateTitleColor() {
tween(gameTitle, {
- y: GAME_HEIGHT / 2 - 500,
- rotation: 0,
tint: 0xff33cc
}, {
- duration: 1000,
- easing: tween.bounceOut,
+ duration: 2000,
+ easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gameTitle, {
- scaleX: 0.75,
- scaleY: 0.75,
tint: 0x00ff99
}, {
- duration: 1500,
+ duration: 2000,
easing: tween.easeInOut,
- loop: true,
- yoyo: true
+ onFinish: animateTitleColor
});
}
});
}
-animateTitle();
+animateTitleColor();
+tween(gameTitle, {
+ y: GAME_HEIGHT / 2 - 500
+}, {
+ duration: 1000,
+ easing: tween.bounceOut
+});
var startButton = new StartButton();
-startButton.scaleX = 1.2; // ~600x300
-startButton.scaleY = 1.2;
startButton.x = GAME_WIDTH / 2;
startButton.y = GAME_HEIGHT / 2 + 300;
startButton.tint = 0x00ff99;
game.addChild(startButton);
tween(startButton, {
- scaleX: 1.25,
- scaleY: 1.25
+ y: startButton.y - 20
}, {
- duration: 800,
+ duration: 1000,
easing: tween.easeInOut,
- loop: true,
- yoyo: true
+ 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 + 200;
-resetButton.alpha = 0;
+resetButton.y = startButton.y + 900;
game.addChild(resetButton);
tween(resetButton, {
- alpha: 1,
- rotation: 0.1
+ y: resetButton.y - 20
}, {
duration: 1000,
- delay: 500,
- easing: tween.easeIn,
+ easing: tween.easeInOut,
onFinish: function onFinish() {
tween(resetButton, {
- rotation: -0.1
+ y: resetButton.y + 20
}, {
- duration: 1200,
- easing: tween.easeInOut,
- loop: true,
- yoyo: true
+ duration: 1000,
+ easing: tween.easeInOut
});
}
});
-var particles = [];
-for (var i = 0; i < 20; i++) {
- var particle = new Ball('normal');
- particle.scaleX = 0.3;
- particle.scaleY = 0.3;
- particle.x = GAME_WIDTH / 2 + (Math.random() - 0.5) * 800;
- particle.y = GAME_HEIGHT / 2 - 500 + (Math.random() - 0.5) * 300;
- particle.alpha = 0.7;
- particles.push(particle);
- game.addChild(particle);
- tween(particle, {
- x: particle.x + (Math.random() - 0.5) * 200,
- y: particle.y + (Math.random() - 0.5) * 200,
- alpha: 0
- }, {
- duration: 2000 + Math.random() * 1000,
- easing: tween.easeOut,
- onFinish: function onFinish(p) {
- p.x = GAME_WIDTH / 2 + (Math.random() - 0.5) * 800;
- p.y = GAME_HEIGHT / 2 - 500 + (Math.random() - 0.5) * 300;
- p.alpha = 0.7;
- tween(p, {
- x: p.x + (Math.random() - 0.5) * 200,
- y: p.y + (Math.random() - 0.5) * 200,
- alpha: 0
- });
- }
- });
-}
LK.playMusic('backgroundmusic');
function startGame() {
startButton.destroy();
gameTitle.destroy();
resetButton.visible = false;
- particles.forEach(function (p) {
- return p.destroy();
- });
upgradeButton.visible = true;
hud.visible = true;
createBricks();
- console.log("Initial bricks after startGame: " + bricks.length);
+ console.log("Initial bricks after startGame: ".concat(bricks.length));
createBall('normal');
if (score > 0) {
scoreTxt.setText('$' + score.toString());
}