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add $ to score when 0
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ball prices shoudl also increase once one has bought, like it happens with upgrades
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To address this, you would need to ensure that the cost update logic is applied to the normal ball as well, similar to how it's done for other ball types. This involves adjusting the `upgrades` object and ensuring the cost is recalculated and stored after each purchase.
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can you add 5 more levels
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cost of balls should increase in 30% after every purchase
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upgrade buttons shoudl alwasy be on top of balls and bricks
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move upgrade buttons 100 pixels down
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move upgrade buttons 200 pixels down
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move upgrade buttons 50 pixels to the right
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move upgrade button 10 pixels to the right and 100 down
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can you make diagonal patter look better
Code edit (5 edits merged)
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add random crazy colorfull tween explosions when a brick is destoyed. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add also particles to explosion of bricks
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prticle effect should be better
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colors of particles should be fromt eh tints of the game
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particles explossions should be ranodm and different every time
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tween effect on brick explosion should also change a be random ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove particle effect
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/****
* 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 :
// Neon Pink
type === 'sniper' ? 0x00ff99 :
// Neon Mint
type === 'scatter' ? 0xffff00 :
// Neon Yellow
type === 'smallScatter' ? 0xffff00 :
// Neon Yellow
0x00ffff; // Neon Cyan
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.direction = {
x: 1,
y: -1
};
self.update = function () {
var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200;
var stepSize = self.speed;
if (self.type === 'sniper') {
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.direction.x = dx / magnitude;
self.direction.y = dy / magnitude;
}
}
var dx = self.direction.x * stepSize;
var dy = self.direction.y * stepSize;
self.x += dx;
self.y += dy;
if (self.x <= BALL_RADIUS || self.x >= GAME_WIDTH - BALL_RADIUS) {
self.direction.x *= -1;
self.x = Math.max(BALL_RADIUS, Math.min(GAME_WIDTH - BALL_RADIUS, self.x));
}
if (self.y <= BALL_RADIUS || self.y >= GAME_HEIGHT - BALL_RADIUS) {
self.direction.y *= -1;
self.y = Math.max(BALL_RADIUS, Math.min(GAME_HEIGHT - BALL_RADIUS, self.y));
}
if (!isNearBricks(self.x, self.y)) {
return;
}
var gridXMin = Math.floor((self.x - BALL_RADIUS) / gridSize);
var gridXMax = Math.floor((self.x + BALL_RADIUS) / gridSize);
var gridYMin = Math.floor((self.y - BALL_RADIUS) / gridSize);
var gridYMax = Math.floor((self.y + BALL_RADIUS) / gridSize);
var hasCollided = false;
for (var gx = gridXMin; gx <= gridXMax && !hasCollided; gx++) {
for (var gy = gridYMin; gy <= gridYMax && !hasCollided; gy++) {
var gridKey = "".concat(gx, ",").concat(gy);
var cellBricks = brickGrid[gridKey];
if (!cellBricks || cellBricks.length === 0) {
continue;
}
for (var j = cellBricks.length - 1; j >= 0; j--) {
var brick = cellBricks[j];
if (!brick || brick.health <= 0 || !self.intersects(brick)) {
continue;
}
handleBallBrickCollision(self, brick);
brick.hit(self.power);
if (self.type === 'splash' && brick.health > 0) {
applySplashDamage(brick, gridSize);
} else if (self.type === 'scatter') {
scatterOnImpact(self);
self.destroy();
balls.splice(balls.indexOf(self), 1);
hasCollided = true;
break;
}
if (brick.health <= 0) {
cellBricks.splice(j, 1);
}
hasCollided = true;
break;
}
}
}
};
});
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: 0xffffff // White for neon contrast
});
self.healthText.anchor.set(0.5, 0.5);
self.addChild(self.healthText);
self.updateTint = function () {
var healthPercent = self.health / self.maxHealth;
var colorIndex = Math.min(Math.floor((1 - healthPercent) * LEVEL_COLORS.length), LEVEL_COLORS.length - 1);
brickGraphics.tint = LEVEL_COLORS[colorIndex];
};
self.updateTint();
self.hit = function () {
var damage = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
self.health -= damage;
if (self.health <= 0) {
score += level === 1 ? 1 : Math.max(1, Math.floor(self.maxHealth * 0.5));
scoreTxt.setText('$' + score.toString());
storage.score = score;
var brickIndex = bricks.indexOf(self);
if (brickIndex !== -1) {
bricks.splice(brickIndex, 1);
}
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,
// Increased font size from 100 to 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 // Soft red
});
var buttonText = new Text2('RESET', {
size: 50,
fill: 0x000000
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.interactive = true;
self.down = function () {
clearLocalStorage();
};
});
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; // Random speed for each star
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
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.interactive = true;
self.down = function () {
startGame();
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e // Dark neon-friendly background
});
/****
* Game Code
****/
// Red color for reset button
// Green color for start button
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() {
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;
}
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2632;
var BALL_RADIUS = 50;
var BRICK_WIDTH = 300;
var BRICK_HEIGHT = 99;
var BALL_COST = 50;
var LEVEL_COLORS = [0xff00ff,
// Neon Magenta
0x00ffff,
// Neon Cyan
0xffff00,
// Neon Yellow
0xff0066,
// Neon Pink
0x00ff99,
// Neon Mint
0xff33cc,
// Neon Hot Pink
0x66ff33,
// Neon Lime
0xcc00ff,
// Neon Purple
0x33ffcc,
// Neon Turquoise
0xff3300 // Neon Orange
];
var levelConfig = {
1: {
totalBricks: 30,
hitpoints: 1,
gridSize: 400,
pattern: 'grid'
},
2: {
totalBricks: 50,
hitpoints: 2,
gridSize: 360,
pattern: 'staggered'
},
3: {
totalBricks: 70,
hitpoints: 3,
gridSize: 320,
pattern: 'clustered'
},
4: {
totalBricks: 90,
hitpoints: 4,
gridSize: 280,
pattern: 'diagonal'
},
5: {
totalBricks: 110,
hitpoints: 5,
gridSize: 240,
pattern: 'sparse'
}
};
var upgrades = storage.upgrades || {
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
splashPower: 1,
sniperSpeed: 1.5,
sniperPower: 2,
scatterSpeed: 1,
scatterPower: 1,
clickDamage: 1,
normalSpeedCost: 50,
normalPowerCost: 75,
splashSpeedCost: 50,
splashPowerCost: 75,
sniperSpeedCost: 75,
sniperPowerCost: 100,
scatterSpeedCost: 50,
scatterPowerCost: 75,
clickCost: 25,
splashBallCost: 100,
sniperBallCost: 150,
scatterBallCost: 125
};
var balls = [];
var bricks = [];
var brickGrid = {};
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
};
function clearLocalStorage() {
storage.score = 0;
storage.level = 1;
storage.unlockedTiers = {
normal: true,
splash: false,
sniper: false,
scatter: false
};
storage.upgrades = {
// Reset upgrades storage data
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
splashPower: 1,
sniperSpeed: 1.5,
sniperPower: 2,
scatterSpeed: 1,
scatterPower: 1,
clickDamage: 1,
normalSpeedCost: 50,
normalPowerCost: 75,
splashSpeedCost: 50,
splashPowerCost: 75,
sniperSpeedCost: 75,
sniperPowerCost: 100,
scatterSpeedCost: 50,
scatterPowerCost: 75,
clickCost: 25,
splashBallCost: 100,
sniperBallCost: 150,
scatterBallCost: 125
};
score = 0;
level = 1;
unlockedTiers = Object.assign({}, storage.unlockedTiers);
scoreTxt.setText('$' + score.toString());
levelTxt.setText('Level: ' + level);
updateButtonStates();
}
// HUD Setup
var hud = new Container();
LK.gui.top.addChild(hud);
var scoreTxt = new Text2('0', {
size: 60,
fill: 0x00ffff
}); // Neon Cyan
scoreTxt.anchor.set(0.3, 0);
scoreTxt.x += 450;
hud.addChild(scoreTxt);
var levelTxt = new Text2('Level: ' + level, {
size: 60,
fill: 0x00ffff
}); // Neon Cyan
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 = LK.getAsset('button', {
size: 80,
fill: 0x1a1a2e,
// Dark base
anchorX: 0.5,
anchorY: 0,
y: 50,
x: x
});
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,
tint: type === 'splash' ? 0xff0066 :
// Neon Pink
type === 'sniper' ? 0x00ff99 :
// Neon Mint
type === 'scatter' ? 0xffff00 :
// Neon Yellow
0x00ffff // Neon Cyan
});
contentContainer.addChild(ballIcon);
var typeText = new Text2(type.charAt(0).toUpperCase() + type.slice(1), {
size: 30,
fill: 0xffffff // White for contrast
});
typeText.anchor.set(0.5, 0);
typeText.y = -50;
button.addChild(typeText);
var costText = new Text2('$' + cost, {
size: 50,
fill: 0x00ffff // Neon Cyan
});
costText.anchor.set(0.5, 0);
costText.y = 100;
button.addChild(costText);
button.interactive = true;
button.down = function () {
if (score < cost) {
return;
}
score -= cost;
scoreTxt.setText('$' + score.toString());
createBall(type);
if (!unlockedTiers[type]) {
unlockedTiers[type] = true;
storage.unlockedTiers = Object.assign({}, unlockedTiers);
updateButtonStates();
}
};
button.updateState = function () {
var isEnabled = (prevTier ? unlockedTiers[prevTier] : true) && score >= cost;
button.tint = isEnabled ? 0x00ffff : 0x666666; // Neon Cyan when enabled
button.interactive = isEnabled;
};
hud.addChild(button);
ballButtons[type] = button;
}
createBallButton('normal', -400, BALL_COST, 'ball', null);
createBallButton('splash', -280, upgrades.splashBallCost, 'splashBall', 'normal');
createBallButton('sniper', -160, upgrades.sniperBallCost, 'sniperBall', 'splash');
createBallButton('scatter', -40, 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);
var upgradeButtons = {};
function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost, iconType, prevTier) {
var button = LK.getAsset('powerupbutton', {
size: 150,
fill: 0x1a1a2e,
anchorX: 0.5,
anchorY: 0,
x: x,
y: 0
});
var contentContainer = new Container();
button.addChild(contentContainer);
if (iconType) {
var 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 : 0x00ffff
});
contentContainer.addChild(icon);
}
var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), {
size: 30,
fill: 0xffffff
});
labelText.anchor.set(0.5, 0);
labelText.y = 100;
button.addChild(labelText);
var costText = new Text2('$' + (baseCost * upgrades[upgradeKey]).toString(), {
size: 40,
fill: 0x00ffff
});
costText.anchor.set(0.5, 0);
costText.y = 140;
button.addChild(costText);
button.interactive = true;
button.down = function () {
var cost = baseCost * upgrades[upgradeKey];
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
// Special handling for clickDamage - no tier dependency
if (upgradeKey === 'clickDamage') {
if (score < cost) {
return;
}
} else {
if (!unlockedTiers[ballType] || score < cost) {
return;
}
}
score -= cost;
upgrades[upgradeKey]++;
storage.upgrades = Object.assign({}, upgrades); // Save upgrades to local storage
costText.setText('$' + (baseCost * upgrades[upgradeKey]).toString());
labelText.setText("".concat(labelPrefix, " x").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); // Save upgrades to local storage
}
};
button.updateState = function () {
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
var isEnabled = upgradeKey === 'clickDamage' ? score >= baseCost * upgrades[upgradeKey] : unlockedTiers[ballType] && (prevTier ? unlockedTiers[prevTier] : true) && score >= baseCost * upgrades[upgradeKey];
button.tint = isEnabled ? 0x00ffff : 0x666666;
button.interactive = isEnabled;
};
powerupContainer.addChild(button);
upgradeButtons[upgradeKey] = button;
}
var buttonWidth = 150;
var spacing = 50;
var totalButtons = 9;
var totalWidth = totalButtons * buttonWidth + (totalButtons - 1) * spacing;
var startX = (GAME_WIDTH - totalWidth) / 2;
createUpgradeButton('Speed', startX, 'normalSpeedCost', 'normalSpeed', 50, 'ball', null);
createUpgradeButton('Power', startX + (buttonWidth + spacing), 'normalPowerCost', 'normalPower', 75, 'ball', null);
createUpgradeButton('Speed', startX + 2 * (buttonWidth + spacing), 'splashSpeedCost', 'splashSpeed', 50, 'splashBall', 'normal');
createUpgradeButton('Power', startX + 3 * (buttonWidth + spacing), 'splashPowerCost', 'splashPower', 75, 'splashBall', 'normal');
createUpgradeButton('Speed', startX + 4 * (buttonWidth + spacing), 'sniperSpeedCost', 'sniperSpeed', 75, 'sniperBall', 'splash');
createUpgradeButton('Power', startX + 5 * (buttonWidth + spacing), 'sniperPowerCost', 'sniperPower', 100, 'sniperBall', 'splash');
createUpgradeButton('Speed', startX + 6 * (buttonWidth + spacing), 'scatterSpeedCost', 'scatterSpeed', 50, 'scatterBall', 'sniper');
createUpgradeButton('Power', startX + 7 * (buttonWidth + spacing), 'scatterPowerCost', 'scatterPower', 75, 'scatterBall', 'sniper');
createUpgradeButton('Click', startX + 8 * (buttonWidth + spacing), 'clickCost', 'clickDamage', 25, null, null);
var upgradeButton = LK.getAsset('upgrade', {
anchorX: 0.5,
anchorY: 0.5,
x: GAME_WIDTH / 2,
y: GAME_HEIGHT - 100,
tint: 0x00ffff
});
var upgradeText = new Text2('UPGRADE', {
size: 50,
fill: 0xffffff
});
upgradeText.anchor.set(0.5, 0.5);
upgradeButton.addChild(upgradeText);
upgradeButton.down = function () {
powerupContainer.visible = !powerupContainer.visible;
};
upgradeButton.visible = false; // Initially hide upgrade button
game.addChild(upgradeButton);
// Initially hide top elements
hud.visible = false;
// Helper Functions
function updateButtonStates() {
for (var type in ballButtons) {
ballButtons[type].updateState();
}
for (var key in upgradeButtons) {
upgradeButtons[key].updateState();
}
}
function handleBallBrickCollision(ball, brick) {
var relativeX = (ball.x - brick.x) / (brick.width / 2);
var relativeY = (ball.y - brick.y) / (brick.height / 2);
if (Math.abs(relativeX) > Math.abs(relativeY)) {
ball.direction.x = -ball.direction.x + relativeX * 0.5;
ball.x = brick.x + (relativeX > 0 ? brick.width / 2 + BALL_RADIUS : -brick.width / 2 - BALL_RADIUS);
} else {
ball.direction.y = -ball.direction.y;
ball.y = brick.y + (relativeY > 0 ? brick.height / 2 + BALL_RADIUS : -brick.height / 2 - BALL_RADIUS);
}
ball.direction.x += (Math.random() - 0.5) * 0.1;
var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y);
ball.direction.x /= magnitude;
ball.direction.y /= magnitude;
}
function applySplashDamage(brick, gridSize) {
var gridX = Math.floor(brick.x / gridSize);
var gridY = Math.floor(brick.y / gridSize);
var adjacentKeys = ["".concat(gridX - 1, ",").concat(gridY), "".concat(gridX + 1, ",").concat(gridY), "".concat(gridX, ",").concat(gridY - 1), "".concat(gridX, ",").concat(gridY + 1)];
adjacentKeys.forEach(function (key) {
if (brickGrid[key]) {
brickGrid[key].forEach(function (adjBrick) {
if (adjBrick && adjBrick.health > 0) {
adjBrick.hit(Math.floor(upgrades.splashPower * 0.25));
}
});
}
});
}
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.direction.x = Math.cos(angle);
smallBall.direction.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 isNearBricks(x, y) {
if (!brickGridBounds) {
return true;
}
var buffer = BALL_RADIUS * 2;
return x >= brickGridBounds.minX - buffer && x <= brickGridBounds.maxX + buffer && y >= brickGridBounds.minY - buffer && y <= brickGridBounds.maxY + buffer;
}
function createBricks() {
var config = levelConfig[level] || {};
var totalBricks = config.totalBricks || 50;
var hitpoints = config.hitpoints || 1;
var gridSize = config.gridSize || 200;
var pattern = config.pattern || 'grid';
var spacingX = 2;
var spacingY = 2;
brickGrid = {};
bricks = [];
var cols = Math.floor(GAME_WIDTH / (BRICK_WIDTH + spacingX));
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) / 3 + BRICK_HEIGHT / 2;
var brickCount = 0;
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), hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'staggered') {
for (var i = 0; i < rows && brickCount < totalBricks; i++) {
var offsetX = i % 2 === 0 ? 0 : BRICK_WIDTH / 2;
for (var j = 0; j < cols && brickCount < totalBricks; j++) {
addBrick(startX + offsetX + j * (BRICK_WIDTH + spacingX), startY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'clustered') {
var clusterCols = Math.floor(cols / 2);
var clusterRows = Math.floor(rows / 2);
var clusterStartX = GAME_WIDTH / 2 - clusterCols * BRICK_WIDTH / 2;
var clusterStartY = GAME_HEIGHT / 3 - clusterRows * BRICK_HEIGHT / 2;
for (var i = 0; i < clusterRows && brickCount < totalBricks; i++) {
for (var j = 0; j < clusterCols && brickCount < totalBricks; j++) {
addBrick(clusterStartX + j * (BRICK_WIDTH + spacingX), clusterStartY + i * (BRICK_HEIGHT + spacingY), hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'diagonal') {
var stepX = (GAME_WIDTH - BRICK_WIDTH) / (totalBricks - 1);
var stepY = GAME_HEIGHT / 3 / (totalBricks - 1);
for (var i = 0; i < totalBricks; i++) {
addBrick(startX + i * stepX, startY + i * stepY, hitpoints, gridSize);
brickCount++;
}
} else if (pattern === 'sparse') {
while (brickCount < totalBricks) {
var x = startX + Math.floor(Math.random() * cols) * (BRICK_WIDTH + spacingX);
var y = startY + Math.floor(Math.random() * rows) * (BRICK_HEIGHT + spacingY);
if (!bricks.some(function (b) {
return b.x === x && b.y === y;
})) {
addBrick(x, y, hitpoints, gridSize);
brickCount++;
}
}
}
brickGridBounds = {
minX: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.x - BRICK_WIDTH / 2;
}))),
maxX: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.x + BRICK_WIDTH / 2;
}))),
minY: Math.min.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.y - BRICK_HEIGHT / 2;
}))),
maxY: Math.max.apply(Math, _toConsumableArray2(bricks.map(function (b) {
return b.y + BRICK_HEIGHT / 2;
})))
};
}
function addBrick(x, y, hitpoints, gridSize) {
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);
var gridX = Math.floor(brick.x / gridSize);
var gridY = Math.floor(brick.y / gridSize);
var gridKey = "".concat(gridX, ",").concat(gridY);
if (!brickGrid[gridKey]) {
brickGrid[gridKey] = [];
}
brickGrid[gridKey].push(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;
ball.x = GAME_WIDTH / 2 + (Math.random() * 200 - 100);
ball.y = Math.min(gridBottom + 100, GAME_HEIGHT - BALL_RADIUS * 2);
var angle = (Math.random() * 0.5 + 0.25) * Math.PI;
ball.direction.x = Math.cos(angle);
ball.direction.y = -Math.sin(angle);
var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y);
ball.direction.x /= magnitude;
ball.direction.y /= magnitude;
for (var i = 0; i < bricks.length; i++) {
if (ball.intersects(bricks[i])) {
ball.y = brickGridBounds.maxY + BALL_RADIUS + 10;
break;
}
}
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) {
if (level === Object.keys(levelConfig).length) {
LK.showGameOver();
} else {
level += 1;
storage.level = level;
levelTxt.setText('Level: ' + level);
createBricks();
}
}
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);
score += upgrades.clickDamage;
scoreTxt.setText('$' + score.toString());
storage.score = score;
return;
}
}
};
// Create and add stars to the game background
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); // Add stars behind other elements
}
// Initialize game elements
var gameTitle = new GameTitle();
gameTitle.x = GAME_WIDTH / 2;
gameTitle.y = GAME_HEIGHT / 2 - 600;
game.addChild(gameTitle);
// Add color and animation to the title
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 // Recursively call to keep changing color
});
}
});
}
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; // Moved 200 pixels down
startButton.tint = 0x00ff99; // Apply green tint to match game style
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
});
}
});
function startGame() {
startButton.destroy();
gameTitle.destroy();
resetButton.visible = false;
upgradeButton.visible = true; // Show upgrade button
hud.visible = true; // Show top elements
createBricks();
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) {
if (level === Object.keys(levelConfig).length) {
LK.showGameOver();
} 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();
}
};