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can you adjust the hud
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can we put the current level in the center of the top of the screen
Code edit (4 edits merged)
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Please fix the bug: 'BALL_COST is not defined' in or related to this line: 'var normalCostText = new Text2(BALL_COST.toString(), {' Line Number: 71
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Please fix the bug: 'GAME_WIDTH is not defined' in or related to this line: 'levelTxt.x = GAME_WIDTH / 2 - levelTxt.width / 2;' Line Number: 54
Code edit (1 edits merged)
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Fix level 2 not loading and showing game over
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 473
Code edit (8 edits merged)
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remove power ups from game
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 475
Code edit (1 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'var gridSize = levelConfig[level].gridSize || 200; // Define grid size per level, default to 200 if not specified' Line Number: 96
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theregrid size will be different per level
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Lets make level config a little more specific, and allow player to define groups of blocks for each level, and also set how many hitpoins those blocks will have
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Please fix the bug: 'gridSize is not defined' in or related to this line: 'var gridX = Math.floor(brick.x / gridSize);' Line Number: 170
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can ou optimize it more. feels like the problems is with the bricks
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game is getting stuck when there are many bricks and balls. can we optimize the code to allow many balls and bricks in the screen at the same time
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create a config file were we can say home may bricks each level will have
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Imptove game perfoomance to handel many balls simultaneously
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add levels to the game. once all bricks are destroyed, move to next level. show current level on screen in the top
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add a level sctructurue, level two should have more bricks and some should have 2 hitpints
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sometimes balls bounce close to a brick butu do not touch it and nor destroy it, can you fix that
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Make sure bricks can be touched in any part of their surface
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var hitbox = new Graphics();' Line Number: 47
/**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'normal'; var asset = type === 'splash' ? 'splashBall' : 'ball'; var ballGraphics = self.attachAsset(asset, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.speed = type === 'splash' ? upgrades.splashSpeed : upgrades.normalSpeed; self.power = type === 'splash' ? upgrades.splashPower : upgrades.normalPower; self.direction = { x: 1, y: -1 }; self.update = function () { var gridSize = levelConfig[level] ? levelConfig[level].gridSize : 200; var stepSize = self.speed; 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); } 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: 30, fill: 0xFFFFFF }); 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 += Math.max(1, Math.floor(self.maxHealth * 0.5)); scoreTxt.setText(score.toString()); var brickIndex = bricks.indexOf(self); if (brickIndex !== -1) { bricks.splice(brickIndex, 1); } self.destroy(); } else { self.healthText.setText(self.health.toString()); self.updateTint(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2632; var BALL_RADIUS = 50; var BRICK_WIDTH = 150; var BRICK_HEIGHT = 50; var BALL_COST = 50; var LEVEL_COLORS = [0xff00ff, 0x00ffcc, 0xccff00, 0xff6600, 0x66ffff, 0xff3366, 0xffcc00, 0x9966ff, 0x33cc33, 0xff0000]; // Game Variables var levelConfig = { 1: { totalBricks: 50, hitpoints: 1, gridSize: 200 }, 2: { totalBricks: 100, hitpoints: 2, gridSize: 180 }, 3: { totalBricks: 150, hitpoints: 3, gridSize: 160 }, 4: { totalBricks: 200, hitpoints: 4, gridSize: 140 }, 5: { totalBricks: 250, hitpoints: 5, gridSize: 120 } }; var upgrades = { normalSpeed: 1, normalPower: 1, splashSpeed: 1, splashPower: 1, clickDamage: 1, normalSpeedCost: 50, normalPowerCost: 75, splashSpeedCost: 50, splashPowerCost: 75, clickCost: 25, splashBallCost: 100 }; var balls = []; var bricks = []; var brickGrid = {}; var score = 10000; var level = 1; var brickGridBounds = null; // HUD Setup var hud = new Container(); LK.gui.topLeft.addChild(hud); // Upper-Left: Score, Level, Ball Purchases var scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); hud.addChild(scoreTxt); var levelTxt = new Text2('Level: ' + level, { size: 100, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); levelTxt.y = 120; hud.addChild(levelTxt); var buyNormalButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, y: 0, x: -300 }); var normalCostText = new Text2(BALL_COST.toString(), { size: 50, fill: 0xFFFFFF }); normalCostText.anchor.set(0.5, 0); normalCostText.y = 100; buyNormalButton.addChild(normalCostText); buyNormalButton.addChild(buyNormalButton.attachAsset('ball', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); buyNormalButton.down = function () { if (score >= BALL_COST) { score -= BALL_COST; scoreTxt.setText(score.toString()); createBall('normal'); } }; hud.addChild(buyNormalButton); var buySplashButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, y: 0, x: -180 }); var splashCostText = new Text2(upgrades.splashBallCost.toString(), { size: 50, fill: 0xFFFFFF }); splashCostText.anchor.set(0.5, 0); splashCostText.y = 100; buySplashButton.addChild(splashCostText); buySplashButton.addChild(buySplashButton.attachAsset('splashBall', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); buySplashButton.down = function () { if (score >= upgrades.splashBallCost) { score -= upgrades.splashBallCost; scoreTxt.setText(score.toString()); createBall('splash'); } }; hud.addChild(buySplashButton); // Bottom: Upgrade Buttons var bottomHud = new Container(); bottomHud.y = GAME_HEIGHT - 150; game.addChild(bottomHud); // Upgrade Button Factory with Current Value Display function createUpgradeButton(labelPrefix, x, costKey, upgradeKey, baseCost) { var button = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, x: x, y: 0 }); var costText = new Text2((baseCost * upgrades[upgradeKey]).toString(), { size: 50, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0); costText.y = 100; button.addChild(costText); var labelText = new Text2("".concat(labelPrefix, " x").concat(upgrades[upgradeKey]), { size: 20, fill: 0xFFFFFF }); labelText.anchor.set(0.5, -0.5); button.addChild(labelText); button.down = function () { var cost = baseCost * upgrades[upgradeKey]; if (score >= cost) { score -= cost; upgrades[upgradeKey]++; 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]; } }); } }; bottomHud.addChild(button); } // Upgrade buttons with base costs createUpgradeButton('Speed', GAME_WIDTH / 2 - 480, 'normalSpeedCost', 'normalSpeed', 50); createUpgradeButton('Power', GAME_WIDTH / 2 - 360, 'normalPowerCost', 'normalPower', 75); createUpgradeButton('Speed', GAME_WIDTH / 2 - 240, 'splashSpeedCost', 'splashSpeed', 50); createUpgradeButton('Power', GAME_WIDTH / 2 - 120, 'splashPowerCost', 'splashPower', 75); createUpgradeButton('Click', GAME_WIDTH / 2, 'clickCost', 'clickDamage', 25); // Helper Functions 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 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 spacingX = 2; var spacingY = 2; var cols = 10; 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; brickGrid = {}; bricks = []; for (var i = 0; i < rows; i++) { for (var j = 0; j < cols && i * cols + j < totalBricks; j++) { var brick = new Brick(); brick.x = startX + j * (BRICK_WIDTH + spacingX); brick.y = startY + i * (BRICK_HEIGHT + spacingY); 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); } } brickGridBounds = { minX: startX - BRICK_WIDTH / 2, maxX: startX + totalWidth - BRICK_WIDTH / 2, minY: startY - BRICK_HEIGHT / 2, maxY: startY + totalHeight - BRICK_HEIGHT / 2 }; } 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 = 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) { for (var i = balls.length - 1; i >= 0; i--) { balls[i].destroy(); balls.splice(i, 1); } if (level === Object.keys(levelConfig).length) { LK.showGameOver(); } else { level += 1; levelTxt.setText('Level: ' + level); createBricks(); createBall(); } } if (balls.length === 0 && score >= BALL_COST) { score -= BALL_COST; scoreTxt.setText(score.toString()); createBall(); } }; 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); return; } } }; // Initialize game elements createBricks(); createBall();
===================================================================
--- original.js
+++ change.js
@@ -170,24 +170,23 @@
var level = 1;
var brickGridBounds = null;
// HUD Setup
var hud = new Container();
-LK.gui.topRight.addChild(hud);
-// Upper-Right: Score, Level, Ball Purchases
+LK.gui.topLeft.addChild(hud);
+// Upper-Left: Score, Level, Ball Purchases
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
-scoreTxt.anchor.set(1, 0);
+scoreTxt.anchor.set(0, 0);
hud.addChild(scoreTxt);
var levelTxt = new Text2('Level: ' + level, {
size: 100,
fill: 0xFFFFFF
});
-levelTxt.anchor.set(0.5, 0);
-levelTxt.x = GAME_WIDTH / 2;
-levelTxt.y = 0;
-LK.gui.top.addChild(levelTxt);
+levelTxt.anchor.set(0, 0);
+levelTxt.y = 120;
+hud.addChild(levelTxt);
var buyNormalButton = LK.getAsset('BuyBall50', {
size: 80,
fill: 0xFFFFFF,
anchorX: 0.5,