Code edit (4 edits merged)
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can we add a tween to the frame to rotate its titnt like the game title does
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NIce, it was applied tothe bottom frame, it should be applied to all the frames ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move brick a 10 pixels closer on the sides
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reduce the space between bricks
Code edit (5 edits merged)
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Make top frame also change colors with tween like bottom frame ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make left frame change colors with tween like bottom frame ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Nice, now lets make right frame also change colors with a tween like the bottom frame ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (4 edits merged)
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Make ball check collision with bottom frame
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can you adjust game height so ball boucnes from bottom frame position
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When a new level starts, balls should respawn from the bottom of the top, evenly
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balls shoudl not always spawn from the top, they shoudl spawn from the top or bottom, at a same ratio
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When player moves to next level, the current balls on the screen should respawn from the bottom or the top of the screen evenly, like when the game loads and there are balls in storage.
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comment all levels out except level 1
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Move restart and rest on end screen 40 pixels up
Code edit (1 edits merged)
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create new fucntion to explicitly tints the end screen game title container
Code edit (2 edits merged)
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Please fix the bug: 'ReferenceError: tintEndScreenTitle is not defined' in or related to this line: 'tintEndScreenTitle();' Line Number: 527
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Make game title end screen container (currently pink) instead make it tween with colors like the bottom frame ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove commented levels
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un comment levels code
Code edit (12 edits merged)
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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 : 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.sniperCooldown = 0;
self.sniperCooldownMax = 60;
self.interactive = true;
self.down = function (x, y, obj) {
var angle = Math.random() * 2 * Math.PI;
self.direction.x = Math.cos(angle);
self.direction.y = Math.sin(angle);
var magnitude = Math.sqrt(self.direction.x * self.direction.x + self.direction.y * self.direction.y);
self.direction.x /= magnitude;
self.direction.y /= magnitude;
};
self.update = function () {
var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200;
var stepSize = self.speed;
if (self.type === 'sniper') {
self.sniperCooldown--;
if (self.sniperCooldown <= 0) {
var nearestBrick = findNearestBrick(self.x, self.y);
if (nearestBrick) {
var dx = nearestBrick.x - self.x;
var dy = nearestBrick.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
self.direction.x = dx / magnitude;
self.direction.y = dy / magnitude;
self.sniperCooldown = self.sniperCooldownMax;
}
}
}
// Move in smaller steps to catch collisions accurately
var steps = Math.ceil(stepSize / BALL_RADIUS); // Break movement into smaller chunks
var dx = self.direction.x * stepSize / steps;
var dy = self.direction.y * stepSize / steps;
for (var step = 0; step < steps; step++) {
self.x += dx;
self.y += dy;
// Wall collisions
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));
self.direction.y += (Math.random() - 0.5) * 0.1;
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));
self.direction.x += (Math.random() - 0.5) * 0.1;
LK.getSound('bounce').play();
}
// Skip brick collision check if not near bricks
if (!isNearBricks(self.x, self.y)) {
continue;
}
// Check collisions with bricks in nearby grid cells
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) {
continue;
}
// Precise circle vs. rectangle collision
var collision = checkCollision(self, brick);
if (!collision) {
continue;
}
// Resolve collision
resolveCollision(self, brick, collision);
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;
}
}
}
if (hasCollided) {
break;
} // Stop stepping after a collision
}
// Normalize direction to maintain consistent speed
var magnitude = Math.sqrt(self.direction.x * self.direction.x + self.direction.y * self.direction.y);
if (magnitude > 0) {
self.direction.x /= magnitude;
self.direction.y /= magnitude;
}
};
// Precise collision check: Circle (ball) vs. Rectangle (brick)
function checkCollision(ball, brick) {
var closestX = Math.max(brick.x - BRICK_WIDTH / 2, Math.min(ball.x, brick.x + BRICK_WIDTH / 2));
var closestY = Math.max(brick.y - BRICK_HEIGHT / 2, Math.min(ball.y, brick.y + BRICK_HEIGHT / 2));
var dx = ball.x - closestX;
var dy = ball.y - closestY;
var distanceSquared = dx * dx + dy * dy;
if (distanceSquared <= BALL_RADIUS * BALL_RADIUS) {
// Determine collision side
var relX = ball.x - brick.x;
var relY = ball.y - brick.y;
var absX = Math.abs(relX);
var absY = Math.abs(relY);
var halfW = BRICK_WIDTH / 2 + BALL_RADIUS;
var halfH = BRICK_HEIGHT / 2 + BALL_RADIUS;
if (absX > halfW || absY > halfH) {
return null;
} // Outside bounding box
if (absX / halfW > absY / halfH) {
return {
side: relX > 0 ? 'right' : 'left',
normalX: relX > 0 ? 1 : -1,
normalY: 0
};
} else {
return {
side: relY > 0 ? 'bottom' : 'top',
normalX: 0,
normalY: relY > 0 ? 1 : -1
};
}
}
return null;
}
// Resolve collision: Adjust position and reflect direction
function resolveCollision(ball, brick, collision) {
// Move ball out of brick based on collision normal
var overlapX = BALL_RADIUS - Math.abs(ball.x - (brick.x + collision.normalX * BRICK_WIDTH / 2));
var overlapY = BALL_RADIUS - Math.abs(ball.y - (brick.y + collision.normalY * BRICK_HEIGHT / 2));
if (collision.normalX !== 0) {
ball.x += collision.normalX * overlapX;
ball.direction.x = -ball.direction.x;
} else if (collision.normalY !== 0) {
ball.y += collision.normalY * overlapY;
ball.direction.y = -ball.direction.y;
}
// Add slight randomness to prevent sticking or straight bounces
ball.direction.x += (Math.random() - 0.5) * 0.2;
ball.direction.y += (Math.random() - 0.5) * 0.2;
LK.getSound('bounce').play();
}
});
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();
playTime = 0;
storage.playTime = playTime;
LK.showGameOver(); // Show game over when reset is pressed
};
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * 2 + 1;
self.update = function () {
self.y += self.speed;
if (self.y > GAME_HEIGHT) {
self.y = 0;
self.x = Math.random() * GAME_WIDTH;
}
};
});
var StartButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2('START', {
size: 80,
fill: 0x000000,
fontWeight: 'bold'
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.interactive = true;
self.down = function () {
LK.getSound('click').play();
startGame();
};
});
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('upgrade', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ffff
});
var buttonText = new Text2('UPGRADES', {
size: 50,
fill: 0x000000,
fontWeight: 'bold'
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.interactive = true;
self.down = function () {
LK.getSound('click').play();
powerupContainer.visible = !powerupContainer.visible;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Create a frame around the screen using a custom 'frame' asset
var frameThickness = 10; // Thickness of the frame
// Top frame
var topFrame = new Container();
var topFrameGraphics = topFrame.attachAsset('frame', {
anchorX: 0,
anchorY: 0,
width: GAME_WIDTH,
height: frameThickness
});
topFrame.x = 0;
topFrame.y = 0;
game.addChild(topFrame);
// Bottom frame
var bottomFrame = new Container();
var bottomFrameGraphics = bottomFrame.attachAsset('frame', {
anchorX: 0,
anchorY: 0,
width: GAME_WIDTH,
height: frameThickness
});
bottomFrame.x = 0;
bottomFrame.y = 2720;
game.addChild(bottomFrame);
// Left frame
var leftFrame = new Container();
var leftFrameGraphics = leftFrame.attachAsset('frame', {
anchorX: 0,
anchorY: 0,
width: frameThickness,
height: GAME_HEIGHT
});
leftFrame.x = 0;
leftFrame.y = 0;
game.addChild(leftFrame);
// Right frame
var rightFrame = new Container();
var rightFrameGraphics = rightFrame.attachAsset('frame', {
anchorX: 0,
anchorY: 0,
width: frameThickness,
height: GAME_HEIGHT
});
rightFrame.x = 2035;
rightFrame.y = 0;
game.addChild(rightFrame);
var welcomeText = null;
function showEndScreen() {
game.isGameOver = true; // Set the flag to indicate the end screen is up
// Hide all game elements
hud.visible = false;
powerupContainer.visible = false;
upgradeButton.visible = false;
balls.forEach(function (ball) {
return ball.visible = true;
});
bricks.forEach(function (brick) {
return brick.visible = false;
});
var congratsText = new Text2('Congratulations! You broke them ALL!', {
size: 100,
fill: 0xffffff
});
congratsText.anchor.set(0.5, 0);
congratsText.x = GAME_WIDTH / 2;
congratsText.y = GAME_HEIGHT / 2 - 500 + 550;
game.addChild(congratsText);
// Add game title with color switching
var gameTitle = new GameTitle();
gameTitle.x = GAME_WIDTH / 2;
gameTitle.y = congratsText.y - 400;
game.addChild(gameTitle);
function animateEndTitleColor() {
tween(gameTitle, {
tint: 0xff33cc
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gameTitle, {
tint: 0x00ff99
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: animateEndTitleColor
});
}
});
}
animateEndTitleColor();
// 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 + 300;
game.addChild(playTimeText);
// Add a note below the time played
var noteText = new Text2('Start over with all your upgrades, or reset for a fresh new run! Your choice!', {
size: 50,
fill: 0xffffff
});
noteText.anchor.set(0.5, 0);
noteText.x = GAME_WIDTH / 2;
noteText.y = playTimeText.y + 400;
game.addChild(noteText);
// Add end game button
var endGameButton = new Container();
var buttonGraphics = endGameButton.attachAsset('endGameButton', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ffff // Match the upgrade button tint
});
var buttonText = new Text2('Restart!', {
size: 50,
fill: 0x000000,
fontWeight: 'bold'
});
buttonText.anchor.set(0.5, 0.5);
endGameButton.addChild(buttonText);
endGameButton.x = GAME_WIDTH / 2;
endGameButton.y = GAME_HEIGHT - 200;
endGameButton.interactive = true;
endGameButton.down = function () {
LK.showGameOver();
};
game.addChild(endGameButton);
// Add reset button
var resetButton = new ResetButton();
resetButton.x = GAME_WIDTH / 2;
resetButton.y = endGameButton.y + 200;
game.addChild(resetButton);
// Debugging: Log to ensure animations are triggered
LK.clearInterval(playTimeInterval);
playTimeInterval = null; // Reset the interval variable to null
playTimeInterval = null; // Reset the interval variable to null
}
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: 70,
hitpoints: 1,
gridSize: 400,
pattern: 'grid'
},
2: {
totalBricks: 70,
hitpoints: 3,
gridSize: 400,
pattern: 'grid'
},
3: {
totalBricks: 84,
hitpoints: 6,
gridSize: 320,
pattern: 'staggered'
},
4: {
totalBricks: 90,
hitpoints: 10,
gridSize: 500,
pattern: 'clustered'
},
5: {
totalBricks: 96,
hitpoints: 12,
gridSize: 240,
pattern: 'grid'
},
6: {
totalBricks: 112,
hitpoints: 15,
gridSize: 220,
pattern: 'clustered'
},
7: {
totalBricks: 112,
hitpoints: 20,
gridSize: 200,
pattern: 'grid'
},
8: {
totalBricks: 112,
hitpoints: 99,
gridSize: 180,
pattern: 'clustered'
},
9: {
totalBricks: 112,
hitpoints: 997,
gridSize: 160,
pattern: 'grid'
},
10: {
totalBricks: 112,
hitpoints: 9998,
gridSize: 140,
pattern: 'clustered'
}
};
var upgrades = storage.upgrades || {
normalSpeed: 1,
normalPower: 1,
splashSpeed: 1,
splashPower: 1,
sniperSpeed: 1,
sniperPower: 1,
scatterSpeed: 1,
scatterPower: 1,
clickDamage: 1,
normalSpeedCost: 50,
normalPowerCost: 50,
splashSpeedCost: 75,
splashPowerCost: 75,
sniperSpeedCost: 100,
sniperPowerCost: 100,
scatterSpeedCost: 125,
scatterPowerCost: 125,
clickCost: 25,
normalBallCost: 25,
splashBallCost: 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;
playTimeInterval = LK.setInterval(function () {
if (!game.isGameOver) {
// Check if the game is not over
playTime += 1;
storage.playTime = playTime;
console.log('Time Played2:', playTime, 'seconds');
}
}, 1000);
var playTimeInterval = null;
game.isGameOver = false; // Initialize the flag to indicate the end screen is not up
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,
sniperPower: 1,
scatterSpeed: 1,
scatterPower: 1,
clickDamage: 1,
normalSpeedCost: 50,
normalPowerCost: 50,
splashSpeedCost: 75,
splashPowerCost: 75,
sniperSpeedCost: 100,
sniperPowerCost: 100,
scatterSpeedCost: 125,
scatterPowerCost: 125,
clickCost: 25,
normalBallCost: 25,
splashBallCost: 150,
sniperBallCost: 500,
scatterBallCost: 2000
};
score = 0;
storage.ballQuantities = {
normal: 0,
splash: 0,
sniper: 0,
scatter: 0
};
storage.firstLoad = false;
ballQuantities = Object.assign({}, storage.ballQuantities);
level = 1;
unlockedTiers = Object.assign({}, storage.unlockedTiers);
scoreTxt.setText('$' + score.toString());
levelTxt.setText('Level: ' + level);
updateButtonStates();
}
// HUD Setup
var hud = new Container();
LK.gui.top.addChild(hud);
var scoreTxt = new Text2('$0', {
size: 60,
fill: 0x39ff14 // Neon green color
});
scoreTxt.anchor.set(0.3, 0);
scoreTxt.x += 450;
hud.addChild(scoreTxt);
var levelTxt = new Text2('Level: ' + level, {
size: 50,
fill: 0xffffff
});
levelTxt.anchor.set(1, 0);
levelTxt.x = scoreTxt.x + 100;
levelTxt.y = scoreTxt.height + 10;
hud.addChild(levelTxt);
var ballButtons = {};
function createBallButton(type, x, cost, asset, prevTier) {
var button = new Container();
var buttonGraphics = button.attachAsset('button', {
anchorX: 0.5,
anchorY: 0,
tint: 0x1a1a2e
});
button.y = 50;
button.x = x + 20;
var contentContainer = new Container();
button.addChild(contentContainer);
var ballIcon = button.attachAsset('ball', {
anchorX: 0.5,
anchorY: -0.5,
scaleX: 0.6,
scaleY: 0.6,
y: -10
});
// Set initial tint
ballIcon.tint = type === 'splash' ? 0xff0066 : type === 'sniper' ? 0x00ff99 : type === 'scatter' ? 0xffff00 : 0xffffff; // Normal ball
contentContainer.addChild(ballIcon);
var displayType = type === 'scatter' ? 'Multi' : type.charAt(0).toUpperCase() + type.slice(1);
var typeText = new Text2(displayType, {
size: 30,
fill: 0xffffff,
// Initial white color
fontWeight: 'bold'
});
typeText.anchor.set(0.5, 0);
typeText.y = -50;
button.addChild(typeText);
var costText = new Text2('$' + (type === 'sniper' ? 500 : type === 'splash' ? 150 : type === 'scatter' ? 2000 : upgrades[type + 'BallCost']), {
size: 40,
fill: 0xffffff // Change to white 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;
}
// Remove welcome message if it exists
if (welcomeText && welcomeText.parent) {
welcomeText.parent.removeChild(welcomeText);
}
score -= upgrades[type + 'BallCost'];
scoreTxt.setText('$' + score.toString());
createBall(type);
ballQuantities[type] = (ballQuantities[type] || 0) + 1;
storage.ballQuantities = Object.assign({}, ballQuantities);
upgrades[type + 'BallCost'] = Math.floor(upgrades[type + 'BallCost'] * 1.3);
storage.upgrades = Object.assign({}, upgrades);
costText.setText('$' + 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, 25, 'ball', null);
createBallButton('splash', -300, upgrades.splashBallCost, 'splashBall', 'normal');
createBallButton('sniper', -150, upgrades.sniperBallCost, 'sniperBall', 'splash');
createBallButton('scatter', 0, upgrades.scatterBallCost, 'scatterBall', 'sniper');
var clearStorageButton = LK.getAsset('button', {
size: 0,
fill: 0x1a1a2e,
anchorX: 0.5,
anchorY: 0,
x: scoreTxt.width + 12000,
y: 0
});
var clearStorageText = new Text2('', {
size: 0,
fill: 0xffffff
});
clearStorageText.anchor.set(0.5, 0);
clearStorageText.y = 100;
clearStorageButton.addChild(clearStorageText);
clearStorageButton.down = clearLocalStorage;
hud.addChild(clearStorageButton);
var powerupContainer = new Container();
powerupContainer.y = 1800;
powerupContainer.visible = false;
game.addChild(powerupContainer);
var bottomHud = new Container();
bottomHud.y = GAME_HEIGHT - 200;
game.addChild(bottomHud);
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, " +").concat(upgrades[upgradeKey]), {
size: upgradeKey === 'clickDamage' ? 50 : 30,
// Increase size for Click x button text
fill: 0x000000,
fontWeight: 'bold'
});
labelText.anchor.set(0.5, 0);
labelText.y = 80;
contentContainer.addChild(labelText);
var costText = new Text2('$' + (baseCost * upgrades[upgradeKey]).toString(), {
size: 40,
fill: 0x000000
});
costText.anchor.set(0.5, 0);
costText.y = 140;
contentContainer.addChild(costText);
button.interactive = true;
button.down = function () {
// Remove welcome message if it exists
if (welcomeText && welcomeText.parent) {
welcomeText.parent.removeChild(welcomeText);
}
var cost = baseCost * upgrades[upgradeKey];
var ballType = upgradeKey.split('Speed')[0].split('Power')[0];
if (upgradeKey === 'clickDamage') {
if (score < cost) {
return;
}
} else {
if (!unlockedTiers[ballType] || score < cost) {
return;
}
}
score -= cost;
LK.getSound('click').play();
upgrades[upgradeKey]++;
storage.upgrades = Object.assign({}, upgrades);
costText.setText('$' + (baseCost * upgrades[upgradeKey]).toString());
labelText.setText("".concat(labelPrefix, " +").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;
}
}
// Update text color based on enabled state
labelText.fill = isEnabled ? 0x000000 : 0x666666; // Grey out label text when disabled
costText.fill = isEnabled ? 0x000000 : 0x666666; // Grey out cost text when disabled
};
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', 25, 'ball', null);
createUpgradeButton('Power', startX + (buttonWidth + spacing), 'normalPowerCost', 'normalPower', 50, 'ball', null);
createUpgradeButton('Speed', startX + 2 * (buttonWidth + spacing), 'splashSpeedCost', 'splashSpeed', 75, 'splashBall', 'normal');
createUpgradeButton('Power', startX + 3 * (buttonWidth + spacing), 'splashPowerCost', 'splashPower', 75, 'splashBall', 'normal');
createUpgradeButton('Speed', startX + 4 * (buttonWidth + spacing), 'sniperSpeedCost', 'sniperSpeed', 100, 'sniperBall', 'splash');
createUpgradeButton('Power', startX + 5 * (buttonWidth + spacing), 'sniperPowerCost', 'sniperPower', 100, 'sniperBall', 'splash');
createUpgradeButton('Speed', startX + 6 * (buttonWidth + spacing), 'scatterSpeedCost', 'scatterSpeed', 125, 'scatterBall', 'sniper');
createUpgradeButton('Power', startX + 7 * (buttonWidth + spacing), 'scatterPowerCost', 'scatterPower', 125, 'scatterBall', 'sniper');
createUpgradeButton('Click', startX + 8 * (buttonWidth + spacing), 'clickCost', 'clickDamage', 25, null, null);
var upgradeButton = new UpgradeButton();
upgradeButton.x = GAME_WIDTH / 2;
upgradeButton.y = GAME_HEIGHT - 100;
upgradeButton.visible = false;
game.addChild(upgradeButton);
game.setChildIndex(upgradeButton, game.children.length - 1);
hud.visible = false;
function updateButtonStates() {
for (var type in ballButtons) {
ballButtons[type].updateState();
}
var canPurchaseAny = false;
for (var key in upgradeButtons) {
upgradeButtons[key].updateState();
if (upgradeButtons[key].interactive) {
canPurchaseAny = true;
}
}
upgradeButton.tint = canPurchaseAny ? 0x00ffff : 0x666666; // Grey out if no power-ups can be purchased
upgradeButton.interactive = canPurchaseAny;
}
function handleBallBrickCollision(ball, brick) {
// No need for position/direction logic here; handled in Ball.update
// Just handle special effects if needed
}
function applySplashDamage(brick, gridSize) {
var gridX = Math.floor(brick.x / gridSize);
var gridY = Math.floor(brick.y / gridSize);
for (var key in brickGrid) {
brickGrid[key].forEach(function (adjBrick) {
if (adjBrick && adjBrick.health > 0) {
var dx = adjBrick.x - brick.x;
var dy = adjBrick.y - brick.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 200) {
adjBrick.hit(brick.health > 0 ? brick.health : upgrades.splashPower);
}
}
});
}
}
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) / 2 + 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;
var spawnFromTop = balls.length % 2 === 0;
ball.x = GAME_WIDTH / 2 + (Math.random() * 200 - 100);
ball.y = spawnFromTop ? BALL_RADIUS : GAME_HEIGHT - BALL_RADIUS;
for (var i = 0; i < bricks.length; i++) {
if (ball.intersects(bricks[i])) {
ball.y = spawnFromTop ? BALL_RADIUS : GAME_HEIGHT - BALL_RADIUS;
break;
}
}
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)
// Removed playTime increment to ensure it only prints once
};
game.down = function (x, y, obj) {
if (!bricks || !Array.isArray(bricks)) {
return;
}
x = Number(x);
y = Number(y);
for (var i = 0; i < bricks.length; i++) {
var brick = bricks[i];
if (!brick.x || !brick.y || !brick.width || !brick.height) {
continue;
}
if (x >= brick.x - brick.width / 2 && x <= brick.x + brick.width / 2 && y >= brick.y - brick.height / 2 && y <= brick.y + brick.height / 2) {
brick.hit(upgrades.clickDamage);
powerupContainer.visible = false;
LK.getSound('click').play();
scoreTxt.setText('$' + score.toString());
storage.score = score;
return;
}
}
};
var stars = [];
for (var i = 0; i < 100; i++) {
var star = new Star();
star.x = Math.random() * GAME_WIDTH;
star.y = Math.random() * GAME_HEIGHT;
stars.push(star);
game.addChildAt(star, 0);
}
var gameTitleContainer = new Container();
game.addChild(gameTitleContainer);
var gameTitle = new GameTitle();
gameTitle.x = GAME_WIDTH / 2;
gameTitle.y = GAME_HEIGHT / 2 - 600;
gameTitleContainer.addChild(gameTitle);
function animateTitleColor() {
tween(gameTitle, {
tint: 0xff33cc
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gameTitle, {
tint: 0x00ff99
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: animateTitleColor
});
}
});
}
animateTitleColor();
tween(gameTitle, {
y: GAME_HEIGHT / 2 - 500
}, {
duration: 1000,
easing: tween.bounceOut
});
var startButton = new StartButton();
startButton.x = GAME_WIDTH / 2;
startButton.y = GAME_HEIGHT / 2 + 300;
startButton.tint = 0x00ff99;
game.addChild(startButton);
tween(startButton, {
y: startButton.y - 20
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(startButton, {
y: startButton.y + 20
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
var resetButton = new ResetButton();
resetButton.x = GAME_WIDTH / 2;
resetButton.y = startButton.y + 900;
game.addChild(resetButton);
tween(resetButton, {
y: resetButton.y - 20
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(resetButton, {
y: resetButton.y + 20
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
LK.playMusic('backgroundmusic');
function startGame() {
startButton.destroy();
gameTitle.destroy();
resetButton.visible = false;
upgradeButton.visible = true;
hud.visible = true;
createBricks();
createBall('normal'); // Add a normal ball to the game on start
if (score > 0) {
scoreTxt.setText('$' + score.toString());
}
// Check if it's the first time the game is loaded
if (storage.firstLoad !== true) {
// Display welcome message
welcomeText = new Text2('Welcome! Click to cash in and power up!', {
size: 90,
fill: 0xffffff
});
welcomeText.anchor.set(0.5, 0);
welcomeText.x = GAME_WIDTH / 2;
welcomeText.y = GAME_HEIGHT / 2 + 700;
game.addChild(welcomeText);
// Set firstLoad to true to prevent showing the message again
storage.firstLoad = true;
}
playTimeInterval = LK.setInterval(function () {
playTime += 1;
// Ensure playTime is printed once
console.log('Time Played:', playTime, 'seconds');
}, 1000);
// 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();
}
};