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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
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Please fix the bug: 'ReferenceError: customFrameGraphics is not defined' in or related to this line: 'tween(customFrameGraphics, {' Line Number: 468 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 1470
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can we have reste button also fade in when game is loaded ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Sorry do not fade in rest button, just make it tween in like the title but from the bottom of the screne ↪💡 Consider importing and using the following plugins: @upit/tween.v1
===================================================================
--- original.js
+++ change.js
@@ -13,14 +13,12 @@
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; // 50% of original width
- ballGraphics.scaleY = 0.5; // 50% of original height
+ ballGraphics.scaleX = 0.5;
+ ballGraphics.scaleY = 0.5;
}
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;
@@ -216,14 +214,12 @@
var titleGraphics = self.attachAsset('gametitle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.35,
- // Increase the scale of the title container
- scaleY: 1.5 // Increase the scale of the title container
+ scaleY: 1.5
});
var titleText = new Text2('Idle BrickBreaker', {
size: 200,
- // Increased font size
fill: 0x000000
});
titleText.anchor.set(0.5, 0.5);
self.addChild(titleText);
@@ -271,10 +267,9 @@
var buttonGraphics = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
- // Increase width by 20%
- scaleY: 1.2 // Increase height by 20%
+ scaleY: 1.2
});
var buttonText = new Text2('START', {
size: 100,
fill: 0x000000,
@@ -284,9 +279,24 @@
self.addChild(buttonText);
self.interactive = true;
self.down = function () {
LK.getSound('click').play();
- startGame();
+ self.interactive = false;
+ var explosionColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
+ var randomColor = explosionColors[Math.floor(Math.random() * explosionColors.length)];
+ LK.getSound('explosion').play();
+ tween(self, {
+ tint: randomColor,
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 0
+ }, {
+ duration: 400,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ startTransitionSequence();
+ }
+ });
};
});
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
@@ -318,8 +328,40 @@
/****
* 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() {
@@ -396,16 +438,14 @@
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
+ tween(customFrameGraphics, {
tint: 0x00ff99
}, {
duration: 2000,
easing: tween.easeInOut,
@@ -546,9 +586,9 @@
endGameButton.x = GAME_WIDTH / 2;
endGameButton.y = GAME_HEIGHT - 240;
endGameButton.interactive = true;
endGameButton.down = function () {
- storage.level = 1; // Reset the level in local storage
+ storage.level = 1;
LK.showGameOver();
};
game.addChild(endGameButton);
var resetButton = new ResetButton();
@@ -942,10 +982,9 @@
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 () {
@@ -1016,22 +1055,18 @@
}
});
}
function scatterOnImpact(ball) {
- var numBalls = 4; // You can increase this (e.g., 5 or 6) for more balls
+ var numBalls = 4;
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);
@@ -1197,18 +1232,18 @@
}
}
console.log("Total bricks created: ".concat(brickCount, ", bricks array length: ").concat(bricks.length));
brickGridBounds = {
- minX: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
+ minX: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;
}))),
- maxX: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) {
+ maxX: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.x + BRICK_WIDTH / 2;
}))),
- minY: Math.min.apply(Math, _toConsumableArray(bricks.map(function (b) {
+ minY: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.y - BRICK_HEIGHT / 2;
}))),
- maxY: Math.max.apply(Math, _toConsumableArray(bricks.map(function (b) {
+ maxY: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.y + BRICK_HEIGHT / 2;
})))
};
}
@@ -1355,9 +1390,9 @@
easing: tween.bounceOut
});
var startButton = new StartButton();
startButton.x = GAME_WIDTH / 2;
-startButton.y = GAME_HEIGHT / 2 + 400; // Move 100 pixels down
+startButton.y = GAME_HEIGHT / 2 + 400;
startButton.tint = 0x00ff99;
game.addChild(startButton);
function animateStartButton() {
tween(startButton, {
@@ -1395,18 +1430,37 @@
});
}
});
LK.playMusic('backgroundmusic');
-function startGame() {
- LK.setTimeout(function () {
- startButton.destroy();
- gameTitle.destroy();
- resetButton.visible = false;
- upgradeButton.visible = true;
- hud.visible = true;
- createBricks();
- }, 1000); // Delay of 1000ms (1 second)
- console.log("Initial bricks after startGame: ".concat(bricks.length));
+function startTransitionSequence() {
+ tween(gameTitle, {
+ y: -500,
+ alpha: 0
+ }, {
+ duration: 800,
+ easing: tween.easeIn
+ });
+ tween(resetButton, {
+ y: GAME_HEIGHT + 200,
+ alpha: 0
+ }, {
+ duration: 800,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ setTimeout(function () {
+ startGameLogic();
+ }, 500);
+ }
+ });
+}
+function startGameLogic() {
+ startButton.destroy();
+ gameTitle.destroy();
+ resetButton.visible = false;
+ upgradeButton.visible = true;
+ hud.visible = true;
+ createBricks();
+ console.log("Initial bricks after startGame: " + bricks.length);
createBall('normal');
if (score > 0) {
scoreTxt.setText('$' + score.toString());
}
@@ -1459,8 +1513,9 @@
}
updateButtonStates();
};
}
+function startGame() {}
game.update = function () {
for (var i = 0; i < stars.length; i++) {
stars[i].update();
}