User prompt
game title in end screen text should be black
User prompt
container of game titlle in end screen should have the same tween as the one in the home screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
Please save this source code
User prompt
remove game title from end screen
User prompt
move congratulations messsage on endscreen adn time player 200 piexle below
Code edit (1 edits merged)
Please save this source code
User prompt
time played is not loaded on game start
User prompt
time played is not being stored or retrevide, I just dont see it on endscreen, it is always 0 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
console log time played
User prompt
play time counter should start when player touches start
User prompt
Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'playTimeInterval = setInterval(function () {' Line Number: 1178
User prompt
Please fix the bug: 'TypeError: clearInterval is not a function' in or related to this line: 'clearInterval(playTimeInterval);' Line Number: 337
User prompt
do not reset play tiem every time the game starts. it shoudl be stored in sessionn ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
engame shoudl have the same tint color as upgrade ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
timeplayed shouldbe stored in storage and loaded on game load ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
stop countint time when end screen appears
User prompt
when endscreen is loaded, stop counting play time
User prompt
add a condition on timer, to only increase every tick if endscreen is not up yet
User prompt
time played, should just print the time played once, and not update it
Code edit (1 edits merged)
Please save this source code
User prompt
add a condition here to check if engame happened, if it has, do not increase playtime: playTimeInterval = LK.setInterval(function () { playTime += 1; storage.playTime = playTime; console.log('Time Played2:', playTime, 'seconds'); }, 1000);
User prompt
create a flag when endscreen is up
User prompt
show gametitle in end screen too
User prompt
add the same animation for game title in endscreen as the one when the hoomepage is first created
/****
* 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.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));
LK.getSound('bounce').play();
}
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));
LK.getSound('bounce').play();
}
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: 0x000000,
fontWeight: 'bold'
});
self.healthText.anchor.set(0.5, 0.5);
self.addChild(self.healthText);
// Helper function to convert hex color to RGB
function hexToRGB(hex) {
return {
r: hex >> 16 & 0xff,
g: hex >> 8 & 0xff,
b: hex & 0xff
};
}
// Helper function to convert RGB back to hex
function rgbToHex(r, g, b) {
return (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
}
// Update brick tint based on health
self.updateTint = function () {
var baseColors = LEVEL_COLORS;
var colorCount = baseColors.length; // 10 colors
if (self.health <= colorCount) {
// For HP 1-10, use the direct color from LEVEL_COLORS
brickGraphics.tint = baseColors[self.health - 1];
} else {
// For HP > 10, use the last digit to determine the color
var lastDigit = self.health % 10; // Get the last digit (0-9)
// Map last digit 0 to index 9 (HP 10), 1 to index 0 (HP 1), etc.
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();
};
});
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('UPGRADE', {
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 showEndScreen() {
// Hide all elements
hud.visible = false;
powerupContainer.visible = false;
upgradeButton.visible = false;
balls.forEach(function (ball) {
return ball.visible = false;
});
bricks.forEach(function (brick) {
return brick.visible = false;
});
// Show game title
gameTitle.visible = true;
// Add congratulations text
var congratsText = new Text2('Congratulations! You broke brick breaker!', {
size: 100,
fill: 0xffffff
});
congratsText.anchor.set(0.5, 0);
congratsText.x = GAME_WIDTH / 2;
congratsText.y = gameTitle.y + 200;
game.addChild(congratsText);
// Add play time text
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 + 150;
game.addChild(playTimeText);
// Add end game button
var endGameButton = new Container();
var buttonGraphics = endGameButton.attachAsset('endGameButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2('End Game', {
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 - 100; // Move to bottom of the screen
endGameButton.interactive = true;
endGameButton.down = function () {
LK.showGameOver();
};
game.addChild(endGameButton);
// Add game title above congratulations message
var gameTitleBackground = new Container();
var gameTitleBackgroundGraphics = gameTitleBackground.attachAsset('gametitle', {
anchorX: 0.5,
anchorY: 0.5
});
gameTitleBackground.x = GAME_WIDTH / 2;
gameTitleBackground.y = gameTitle.y - 150;
game.addChild(gameTitleBackground);
var gameTitleText = new Text2('Idle BrickBreaker', {
size: 120,
fill: 0x000000
});
gameTitleText.anchor.set(0.5, 0);
gameTitleText.x = GAME_WIDTH / 2;
gameTitleText.y = gameTitle.y - 150;
game.addChild(gameTitleText);
}
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 LEVEL_COLORS = [0xff00ff, 0x00ffff, 0xffff00, 0xff0066, 0x00ff99, 0xff33cc, 0x66ff33, 0xcc00ff, 0x33ffcc, 0xff3300];
var levelConfig = {
1: {
totalBricks: 60,
hitpoints: 1,
gridSize: 400,
pattern: 'grid'
},
2: {
totalBricks: 66,
hitpoints: 3,
gridSize: 200,
pattern: 'grid'
},
3: {
totalBricks: 84,
hitpoints: 6,
gridSize: 320,
pattern: 'staggered'
},
4: {
totalBricks: 102,
hitpoints: 10,
gridSize: 500,
pattern: 'clustered'
},
5: {
totalBricks: 96,
hitpoints: 12,
gridSize: 240,
pattern: 'grid'
},
6: {
totalBricks: 106,
hitpoints: 15,
gridSize: 220,
pattern: 'clustered'
},
7: {
totalBricks: 106,
hitpoints: 20,
gridSize: 200,
pattern: 'grid'
},
8: {
totalBricks: 106,
hitpoints: 99,
gridSize: 180,
pattern: 'clustered'
},
9: {
totalBricks: 106,
hitpoints: 99,
gridSize: 160,
pattern: 'grid'
},
10: {
totalBricks: 1,
hitpoints: 999,
gridSize: 140,
pattern: 'clustered'
}
};
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,
normalBallCost: 50,
splashBallCost: 100,
sniperBallCost: 500,
scatterBallCost: 2000
};
var balls = [];
var ballQuantities = storage.ballQuantities || {
normal: 0,
splash: 0,
sniper: 0,
scatter: 0
};
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
};
var playTime = storage.playTime || 0;
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: 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,
normalBallCost: 50,
splashBallCost: 100,
sniperBallCost: 500,
scatterBallCost: 2000
};
score = 0;
storage.ballQuantities = {
normal: 0,
splash: 0,
sniper: 0,
scatter: 0
};
ballQuantities = Object.assign({}, storage.ballQuantities);
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('$0', {
size: 60,
fill: 0x00ffff
});
scoreTxt.anchor.set(0.3, 0);
scoreTxt.x += 450;
hud.addChild(scoreTxt);
var levelTxt = new Text2('Level: ' + level, {
size: 60,
fill: 0x00ffff
});
levelTxt.anchor.set(1, 0);
levelTxt.x = scoreTxt.x + 100;
levelTxt.y = scoreTxt.height + 10;
hud.addChild(levelTxt);
var ballButtons = {};
function createBallButton(type, x, cost, asset, prevTier) {
var button = new Container();
var buttonGraphics = button.attachAsset('button', {
anchorX: 0.5,
anchorY: 0,
tint: 0x1a1a2e
});
button.y = 50;
button.x = x + 20;
var contentContainer = new Container();
button.addChild(contentContainer);
var ballIcon = button.attachAsset('ball', {
anchorX: 0.5,
anchorY: -0.5,
scaleX: 0.6,
scaleY: 0.6,
y: -10
});
// Set initial tint
ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Normal ball
contentContainer.addChild(ballIcon);
var displayType = type === 'scatter' ? 'Multi' : type.charAt(0).toUpperCase() + type.slice(1);
var typeText = new Text2(displayType, {
size: 30,
fill: 0xffffff,
// Initial white color
fontWeight: 'bold'
});
typeText.anchor.set(0.5, 0);
typeText.y = -50;
button.addChild(typeText);
var costText = new Text2('$' + (type === 'sniper' ? 500 : type === 'splash' ? 150 : type === 'scatter' ? 2000 : upgrades[type + 'BallCost']), {
size: 50,
fill: 0x00ffff // Initial cyan color
});
costText.anchor.set(0.5, 0);
costText.y = 100;
button.addChild(costText);
button.interactive = true;
button.down = function () {
if (score < upgrades[type + 'BallCost']) {
return;
}
score -= upgrades[type + 'BallCost'];
scoreTxt.setText('$' + score.toString());
createBall(type);
ballQuantities[type] = (ballQuantities[type] || 0) + 1;
storage.ballQuantities = Object.assign({}, ballQuantities);
upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 1.3);
storage.upgrades = Object.assign({}, upgrades);
costText.setText('$' + 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 background tint
button.interactive = isEnabled;
// Update ballIcon tint based on enabled state
if (isEnabled) {
ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Restore original ball color
typeText.fill = 0xffffff; // White for ball name
costText.fill = 0x00ffff; // Cyan for price
} else {
ballIcon.tint = 0x666666; // Grey out ball icon
typeText.fill = 0x666666; // Grey out ball name
costText.fill = 0x666666; // Grey out price
}
};
hud.addChild(button);
ballButtons[type] = button;
}
createBallButton('normal', -450, upgrades.normalBallCost, '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);
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 // Fallback
});
contentContainer.addChild(icon);
}
var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), {
size: 30,
fill: 0x000000,
fontWeight: 'bold'
});
labelText.anchor.set(0.5, 0);
labelText.y = 100;
contentContainer.addChild(labelText);
var costText = new Text2('$' + (baseCost * upgrades[upgradeKey]).toString(), {
size: 40,
fill: 0x000000
});
costText.anchor.set(0.5, 0);
costText.y = 140;
contentContainer.addChild(costText);
button.interactive = true;
button.down = function () {
var cost = baseCost * upgrades[upgradeKey];
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
if (upgradeKey === 'clickDamage') {
if (score < cost) {
return;
}
} else {
if (!unlockedTiers[ballType] || score < cost) {
return;
}
}
score -= cost;
LK.getSound('click').play();
upgrades[upgradeKey]++;
storage.upgrades = Object.assign({}, upgrades);
costText.setText('$' + (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);
}
};
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];
buttonGraphics.tint = isEnabled ? 0x00ffff : 0x666666; // Button background tint
button.interactive = isEnabled;
// Update icon tint based on enabled state
if (icon) {
if (isEnabled) {
// Restore original ball color when enabled
icon.tint = iconType === 'splashBall' ? 0xff0066 : iconType === 'sniperBall' ? 0x00ff99 : iconType === 'scatterBall' ? 0xffff00 : iconType === 'ball' ? 0xffffff : 0x00ffff;
} else {
// Grey out when disabled
icon.tint = 0x666666;
}
}
};
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 = 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();
}
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);
}
LK.getSound('bounce').play();
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 baseHitpoints = config.hitpoints || 1; // Base HP from level config
var gridSize = config.gridSize || 200;
var pattern = config.pattern || 'grid';
var spacingX = 1; // Reduced spacing between columns
var spacingY = 2;
brickGrid = {};
bricks = [];
var cols = 7; // Set to 7 columns
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), baseHitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'staggered') {
// Staggered pattern with HP gradient from center
var centerRow = Math.floor(rows / 2); // Approximate center row
var centerCol = Math.floor(cols / 2); // Approximate center column
for (var i = 0; i < rows && brickCount < totalBricks; i++) {
var offsetX = 0; // No offset for staggered grid
for (var j = 0; j < cols && brickCount < totalBricks; j++) {
var x = startX + offsetX + j * (BRICK_WIDTH + spacingX);
var y = startY + i * (BRICK_HEIGHT + spacingY);
// Calculate distance from center (Manhattan distance for simplicity)
var rowDistance = Math.abs(i - centerRow);
var colDistance = Math.abs(j - centerCol);
var maxDistance = Math.max(centerRow, centerCol); // Max possible distance to edge
var distance = Math.max(rowDistance, colDistance);
// HP decreases linearly from center to edge
// Center gets baseHitpoints, edges get at least 1 HP
var hitpoints = Math.max(1, Math.round(baseHitpoints * (1 - distance / maxDistance)));
addBrick(x, y, hitpoints, gridSize);
brickCount++;
}
}
} else if (pattern === 'clustered') {
// Clustered pattern: fill from outside in
var centerRow = Math.floor(rows / 2);
var centerCol = Math.floor(cols / 2);
var maxDistance = Math.max(centerRow, centerCol);
// Create a list of all possible grid positions with their distances
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
});
}
}
// Sort positions by distance (descending) to fill from outside in
positions.sort(function (a, b) {
return b.distance - a.distance;
});
// Place bricks up to totalBricks limit
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);
// Optional: HP can still vary if desired, higher on edges here
var hitpoints = Math.max(1, Math.round(baseHitpoints * (distance / maxDistance)));
addBrick(x, y, hitpoints, gridSize);
brickCount++;
}
} else if (pattern === 'diagonal') {
// [Unchanged diagonal pattern code]
var stepX = (GAME_WIDTH - BRICK_WIDTH) / (totalBricks - 1);
var stepY = GAME_HEIGHT / 3 / (totalBricks - 1);
for (var i = 0; i < totalBricks; i++) {
var offsetX = i % 2 === 0 ? BRICK_WIDTH / 4 : 0;
addBrick(startX + i * stepX + offsetX, startY + i * stepY, baseHitpoints, gridSize);
brickCount++;
}
} else if (pattern === 'sparse') {
// Sparse pattern: groups of 3 rows with 2-row gaps
var groupSize = 3; // 3 rows per group
var gapSize = 2; // 2 rows gap
var cycleLength = groupSize + gapSize; // Total rows in one cycle (3 + 2 = 5)
while (brickCount < totalBricks) {
// Pick a random column
var col = Math.floor(Math.random() * cols);
var x = startX + col * (BRICK_WIDTH + spacingX);
// Pick a random group start row, ensuring space for 3 rows
var maxGroupStart = rows - groupSize; // Leave room for 3 rows
var groupStart = Math.floor(Math.random() * Math.floor(maxGroupStart / cycleLength)) * cycleLength;
// Place bricks in the 3 rows of the group
for (var rowOffset = 0; rowOffset < groupSize && brickCount < totalBricks; rowOffset++) {
var row = groupStart + rowOffset;
if (row >= rows) {
continue;
} // Skip if beyond grid bounds
var y = startY + row * (BRICK_HEIGHT + spacingY);
// Check for collision to maintain sparsity
if (!bricks.some(function (b) {
return b.x === x && b.y === y;
})) {
addBrick(x, y, baseHitpoints, 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) {
showEndScreen();
} else {
level += 1;
storage.level = level;
levelTxt.setText('Level: ' + level);
createBricks();
}
}
updateButtonStates();
// Increment playTime by 1 second (assuming update is called 60 times per second)
if (LK.ticks % 60 === 0) {
playTime += 1;
storage.playTime = playTime;
}
};
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);
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();
// Load balls from storage
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) {
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();
}
};