User prompt
the paddle is still green
User prompt
reset the color of the paddle to #FFB612
User prompt
make the color of the paddle #ffb612
User prompt
make the color adjustments in the settings for the lava color, ball color, and paddle color to these four colors: #FFB612 #101820 #003087 #C60C30 #A5ACAF
User prompt
change the color of the lava to #C60C30
User prompt
change the color of the high score text to #ffb612 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the color of hits to next level text to #003087
User prompt
make the text bigger on both
User prompt
still cant see it why is this
User prompt
i can not see the high score text or the hits to next level text what the fuck you idiot why are you being so difficult to work with
User prompt
now move that text to the top true center
User prompt
its not centerd]
User prompt
move that text to the top of the screen and put back the high score text
User prompt
that is not the text that i wanted to be moved
User prompt
that is NOT the top center of the screen
User prompt
move the hits to next level text to the center of the screen
User prompt
add a level system to where every 25 times the ball has hit the paddle you go to the next level and make a hit counter to show how many hits left until the next level starts
User prompt
add text to show what your high score is in the top right of the screen
User prompt
move the high score text to the top center
User prompt
move the high score text to the top right corner of the screen
User prompt
add a high score system and in the settings menu, you can reset it but when you click it a pop up shows up to confirm the reset ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
undo that]
User prompt
make the back button text centered to the top right
User prompt
the back button is not centered
User prompt
add a back button in the top center of the screen that takes you back to the start menu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphic = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.active = true; self.reset = function (speedMultiplier) { // Set position to center of screen self.x = 2048 / 2; self.y = 2732 / 2; // Increased speeds for faster gameplay self.speedX = (Math.random() * 12 - 6) * speedMultiplier; self.speedY = (Math.random() * 3 + 5) * speedMultiplier; self.active = true; }; self.update = function () { if (!self.active) { return; } // Apply velocity self.x += self.speedX; self.y += self.speedY; // Bounce off sides if (self.x < 20 || self.x > 2028) { self.speedX = -self.speedX; // Keep the ball within the game boundaries self.x = Math.max(20, Math.min(2028, self.x)); } // Check if ball hits the top of the screen if (self.y < 20) { self.speedY = -self.speedY; self.y = 20; } }; return self; }); var DiagonalStripe = Container.expand(function () { var self = Container.call(this); // Create a shape for the diagonal stripe var stripeGraphic = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Configure the stripe appearance stripeGraphic.width = 3000; // Increased width to extend past screen edges stripeGraphic.height = 100; stripeGraphic.tint = 0xffffff; // White // Initial position and rotation stripeGraphic.rotation = Math.PI / 4; // 45 degrees in radians // Position it to extend past screen edges stripeGraphic.x = -500; // Start before the left edge // Empty update method (stripe will be still) self.update = function () { // No animation - stripe remains still }; return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphic = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleGraphic.width; self.height = paddleGraphic.height; self.update = function () { // Keep paddle within screen bounds self.x = Math.max(self.width / 2, Math.min(2048 - self.width / 2, self.x)); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff // Light sky blue for a calmer atmosphere }); /**** * Game Code ****/ // Game state management var GAME_STATE = { MENU: 0, PLAYING: 1, SETTINGS: 2 }; var currentState = GAME_STATE.MENU; // Default colors for game elements - softer, more calming colors var gameColors = { paddle: 0x6495ED, // Cornflower blue (softer than the original) ball: 0xFFD700, // Gold (softer than orange) lava: 0xFFA07A // Light salmon (softer than bright red) }; // Try to load saved colors from storage var savedColors = storage.gameColors; if (savedColors) { gameColors = savedColors; } // Make game accessible to other functions var gameInstance = game; // Game variables var background; var paddle; var lava; var balls = []; var score = 0; var highScore = storage.highScore || 0; var level = 1; var combo = 0; var lastBallHit = 0; var gameActive = false; var speedMultiplier = 1.0; var maxBalls = 1; var ballsInPlay = 0; var spawnInterval; var hitsToNextLevel = 25; var currentHits = 0; var hitCounterText; // UI elements var scoreTxt; var levelTxt; var comboTxt; var highScoreTxt; // Default sound settings var soundEnabled = true; var musicEnabled = true; // Load stored sound settings var soundSetting = storage.soundEnabled; if (soundSetting !== undefined) { soundEnabled = soundSetting; } // Initialize game elements (called when starting game) function initializeGameElements() { if (!background) { // Create background background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(background); // Initialize lava lava = LK.getAsset('lava', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 2732 - 200 }); lava.tint = gameColors.lava; game.addChild(lava); // Initialize paddle paddle = new Paddle(); paddle.x = 2048 / 2; paddle.y = 2732 - 250; paddle.getChildAt(0).tint = gameColors.paddle; game.addChild(paddle); // Diagonal stripe removed from here and placed in menu // Create hit counter text scoreTxt = new Text2('0', { size: 120, fill: 0x101820 }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 1024; scoreTxt.y = 1366; // Center of screen (2732/2) game.addChild(scoreTxt); // Create level text levelTxt = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = 2000; levelTxt.y = 50; LK.gui.addChild(levelTxt); // Create combo text comboTxt = new Text2('', { size: 60, fill: 0xFFFFFF }); comboTxt.anchor.set(0.5, 0); comboTxt.x = 1024; comboTxt.y = 50; comboTxt.alpha = 0; LK.gui.addChild(comboTxt); // Create high score text highScoreTxt = new Text2('High Score: ' + highScore, { size: 60, fill: 0xFFB612 }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.x = 1024; highScoreTxt.y = 50; LK.gui.addChild(highScoreTxt); // Create hit counter text hitCounterText = new Text2('Hits to Next Level: ' + (hitsToNextLevel - currentHits), { size: 60, fill: 0x3498db }); hitCounterText.anchor.set(0.5, 0.5); hitCounterText.x = 1024; hitCounterText.y = 1366; LK.gui.addChild(hitCounterText); } // Show game elements background.visible = true; lava.visible = true; paddle.visible = true; scoreTxt.visible = true; levelTxt.visible = true; comboTxt.visible = true; highScoreTxt.visible = true; hitCounterText.visible = true; } // Create menu elements var titleText; var startButton; var settingsButton; var settingsPanel; var menuBackground; // Initialize menu initializeMenu(); function initializeMenu() { // Create menu background menuBackground = new Container(); var menuBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: 0xFFFFFF // White color for menu background }); // Create a border by adding a slightly larger background behind it var menuBorder = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: 0xA5ACAF // Border color }); menuBorder.width = 2048 + 10 * 2; // Adding 10px on each side menuBorder.height = 2732 + 10 * 2; // Adding 10px on each side menuBorder.x = -10; // Position it 10px to the left menuBorder.y = -10; // Position it 10px to the top menuBackground.addChild(menuBorder); menuBackground.addChild(menuBg); game.addChild(menuBackground); // Diagonal stripe removed from menu // Create game title titleText = new Text2('Lava Bounce', { size: 150, fill: 0x101820 }); titleText.anchor.set(0.5, 0); titleText.x = 1024; titleText.y = 200; game.addChild(titleText); // Create the "2" as a separate, larger text element var titleNumber = new Text2('2', { size: 250, // Bigger than the main title text fill: 0xFFB612 // Gold color }); titleNumber.anchor.set(0.5, 0); titleNumber.x = 1024; // Centered horizontally titleNumber.y = 350; // Positioned below the main title game.addChild(titleNumber); // Animate the "2" with a continuous bounce effect function animateTitle2() { // Bounce up animation tween(titleNumber, { y: 320, // Move up slightly scaleX: 1.1, scaleY: 1.1 }, { duration: 700, onFinish: function onFinish() { // Bounce down animation tween(titleNumber, { y: 350, // Back to original position scaleX: 1, scaleY: 1 }, { duration: 700, onFinish: animateTitle2 // Loop the animation }); } }); } // Start the animation animateTitle2(); // Create start button startButton = new Text2('Start Game', { size: 100, fill: 0xFFB612 }); startButton.anchor.set(0.5, 0.5); startButton.x = 1024; startButton.y = 1200; startButton.interactive = true; game.addChild(startButton); // Create settings button settingsButton = new Text2('Settings', { size: 100, fill: 0x101820 }); settingsButton.anchor.set(0.5, 0.5); settingsButton.x = 1024; settingsButton.y = 1400; settingsButton.interactive = true; game.addChild(settingsButton); // Set up event handlers for menu startButton.down = function () { hideMenu(); initializeGameElements(); startGame(); }; settingsButton.down = function () { hideMenu(); showSettings(); }; } function hideMenu() { if (menuBackground) { menuBackground.visible = false; } if (titleText) { titleText.visible = false; } if (startButton) { startButton.visible = false; } if (settingsButton) { settingsButton.visible = false; } // Make sure high score is visible in game if (highScoreTxt) { highScoreTxt.visible = true; } } function showMenu() { currentState = GAME_STATE.MENU; if (menuBackground) { menuBackground.visible = true; } if (titleText) { titleText.visible = true; } if (startButton) { startButton.visible = true; } if (settingsButton) { settingsButton.visible = true; } if (settingsPanel) { settingsPanel.visible = false; } } function showSettings() { currentState = GAME_STATE.SETTINGS; // Create settings panel if it doesn't exist if (!settingsPanel) { settingsPanel = new Container(); game.addChild(settingsPanel); // Settings panel background without border var panelContainer = new Container(); panelContainer.x = 1024; panelContainer.y = 1366; // Set initial scale to zero for animation panelContainer.scale.x = 0; panelContainer.scale.y = 0; // Inner panel background (without blue border) var panelBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); panelBg.width = 1600; panelBg.height = 1800; panelBg.tint = 0x101820; // Dark blue/black color for settings panel panelContainer.addChild(panelBg); settingsPanel.addChild(panelContainer); // Settings title var settingsTitle = new Text2('Settings', { size: 120, fill: 0xFFFFFF }); settingsTitle.anchor.set(0.5, 0); settingsTitle.x = 1024; settingsTitle.y = 500; settingsPanel.addChild(settingsTitle); // Paddle color selector var paddleText = new Text2('Paddle Color:', { size: 80, fill: 0xFFFFFF }); paddleText.anchor.set(0, 0.5); paddleText.x = 400; paddleText.y = 800; settingsPanel.addChild(paddleText); createColorButtons(1400, 800, 'paddle'); // Ball color selector var ballText = new Text2('Ball Color:', { size: 80, fill: 0xFFFFFF }); ballText.anchor.set(0, 0.5); ballText.x = 400; ballText.y = 1000; settingsPanel.addChild(ballText); createColorButtons(1400, 1000, 'ball'); // Lava color selector var lavaText = new Text2('Lava Color:', { size: 80, fill: 0xFFFFFF }); lavaText.anchor.set(0, 0.5); lavaText.x = 400; lavaText.y = 1200; settingsPanel.addChild(lavaText); createColorButtons(1400, 1200, 'lava'); // High score display in settings var highScoreDisplay = new Text2('High Score: ' + highScore, { size: 80, fill: 0xFFFFFF }); highScoreDisplay.anchor.set(0, 0.5); highScoreDisplay.x = 400; highScoreDisplay.y = 1400; settingsPanel.addChild(highScoreDisplay); // Reset high score button var resetButton = new Text2('Reset High Score', { size: 80, fill: 0xFF6B6B }); resetButton.anchor.set(0.5, 0.5); resetButton.x = 1400; resetButton.y = 1400; resetButton.interactive = true; resetButton.down = function () { showResetConfirmation(); }; settingsPanel.addChild(resetButton); // Back to menu button var backButton = new Text2('Back to Menu', { size: 80, fill: 0xFFFFFF }); backButton.anchor.set(0.5, 0.5); backButton.x = 1024; backButton.y = 1600; backButton.interactive = true; backButton.down = function () { // Animate settings panel closing tween(settingsPanel.getChildAt(0), { scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { settingsPanel.visible = false; showMenu(); } }); }; settingsPanel.addChild(backButton); } else { settingsPanel.visible = true; // Reset scale for animation if panel already exists settingsPanel.getChildAt(0).scale.x = 0; settingsPanel.getChildAt(0).scale.y = 0; } // Animate the settings panel opening with bounce effect tween(settingsPanel.getChildAt(0), { scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.elasticOut }); function createColorButtons(startX, y, element) { var colors = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6]; var buttonSize = 80; var spacing = 100; for (var i = 0; i < colors.length; i++) { var colorButton = LK.getAsset('ball', { anchorX: 0.5, anchorY: 0.5, x: startX - (colors.length - 1) * spacing / 2 + i * spacing, y: y }); colorButton.width = buttonSize; colorButton.height = buttonSize; colorButton.tint = colors[i]; colorButton.interactive = true; // Store color and element in button for reference colorButton.colorValue = colors[i]; colorButton.elementType = element; colorButton.down = function () { // Update color in game settings gameColors[this.elementType] = this.colorValue; // Save colors to storage storage.gameColors = gameColors; // Update preview if game elements exist if (element === 'paddle' && paddle) { paddle.getChildAt(0).tint = this.colorValue; } else if (element === 'lava' && lava) { lava.tint = this.colorValue; } else if (element === 'ball') { for (var j = 0; j < balls.length; j++) { balls[j].getChildAt(0).tint = this.colorValue; } } }; settingsPanel.addChild(colorButton); } } } // Initialize balls array function createBall() { if (ballsInPlay >= maxBalls || !gameActive) { return; } var ball = new Ball(); ball.reset(speedMultiplier); ball.getChildAt(0).tint = gameColors.ball; balls.push(ball); game.addChild(ball); ballsInPlay++; } // Handle input events based on current state game.down = function (x, y, obj) { if (currentState === GAME_STATE.PLAYING) { paddle.x = x; } // Check if we hit any interactive elements if (obj && obj.event && obj.event.target && obj.event.target.down) { obj.event.target.down(x, y, obj); } }; game.move = function (x, y, obj) { if (currentState === GAME_STATE.PLAYING) { paddle.x = x; } }; // Update function game.update = function () { // Update any diagonal stripes in the game (always update even when not playing) for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof DiagonalStripe) { game.children[i].update(); } } // Check if in playing state if (currentState !== GAME_STATE.PLAYING) { return; } // Game play state if (!gameActive) { return; } // Only create a ball if none exists if (ballsInPlay === 0) { createBall(); } // Update paddle paddle.update(); // Update all balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; if (!ball.active) { continue; } ball.update(); // Check if ball hits paddle if (ball.speedY > 0 && ball.y + 20 >= paddle.y - paddle.height / 2 && ball.y - 20 <= paddle.y + paddle.height / 2 && ball.x + 20 >= paddle.x - paddle.width / 2 && ball.x - 20 <= paddle.x + paddle.width / 2) { // Calculate angle based on where the ball hits the paddle for more predictable bounces var hitPos = (ball.x - paddle.x) / (paddle.width / 2); // -1 to 1 based on hit position var angle = Math.PI / 3 * hitPos + Math.PI / 2; // Angle between 30 and 150 degrees var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY); // Maintain speed magnitude speed = Math.max(speed, 7 * speedMultiplier); // Increased minimum speed ball.speedX = Math.cos(angle) * speed; // More predictable direction based on hit position ball.speedY = -Math.sin(angle) * speed; // Always go up // Move ball above paddle to prevent multiple collisions ball.y = paddle.y - paddle.height / 2 - 20; // Simple scoring - always add 1 point score += 1; // Hide combo text comboTxt.alpha = 0; // Update hit counter scoreTxt.setText('' + score); // Center the score text scoreTxt.x = 1024; scoreTxt.y = 1366; // Make it fade and gently grow when updated tween(scoreTxt, { scaleX: 1.1, // Smaller scale change scaleY: 1.1, // Smaller scale change alpha: 0.8 // Slight fade out }, { duration: 300, // Longer duration for smoother animation easing: tween.easeInOut, // Smoother easing onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1, scaleY: 1, alpha: 1 // Back to full opacity }, { duration: 300, // Longer duration easing: tween.easeInOut // Smoother easing }); } }); LK.setScore(score); // Play bounce sound if enabled if (soundEnabled) { LK.getSound('bounce').play(); } // Update hit counter for level system currentHits++; hitCounterText.setText('Hits to Next Level: ' + (hitsToNextLevel - currentHits)); // Level up based on hits if (currentHits >= hitsToNextLevel) { currentHits = 0; levelUp(); hitCounterText.setText('Hits to Next Level: ' + hitsToNextLevel); // Animate hit counter text tween(hitCounterText, { scaleX: 1.2, scaleY: 1.2, alpha: 0.8 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(hitCounterText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300, easing: tween.easeInOut }); } }); } } // Check if ball falls into lava if (ball.y > lava.y) { // Play lava sound if enabled if (soundEnabled) { LK.getSound('lava').play(); } // Flash the lava tween(lava, { tint: 0xffffff }, { duration: 200, onFinish: function onFinish() { tween(lava, { tint: 0xe74c3c }, { duration: 200 }); } }); // Remove ball ball.active = false; ball.destroy(); balls.splice(i, 1); ballsInPlay--; // Check game over if (balls.length === 0 && ballsInPlay === 0) { gameOver(); } } } }; // Reset confirmation popup function showResetConfirmation() { // Create popup container var popup = new Container(); game.addChild(popup); // Popup background var popupBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); popupBg.width = 1200; popupBg.height = 700; popupBg.tint = 0x101820; popup.addChild(popupBg); // Border for popup var popupBorder = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); popupBorder.width = 1210; popupBorder.height = 710; popupBorder.tint = 0xFFB612; popup.addChildAt(popupBorder, 0); // Confirmation text var confirmText = new Text2('Reset High Score?', { size: 90, fill: 0xFFFFFF }); confirmText.anchor.set(0.5, 0); confirmText.x = 1024; confirmText.y = 1200; popup.addChild(confirmText); // Yes button var yesButton = new Text2('Yes', { size: 80, fill: 0xFF6B6B }); yesButton.anchor.set(0.5, 0.5); yesButton.x = 824; yesButton.y = 1450; yesButton.interactive = true; yesButton.down = function () { // Reset high score highScore = 0; storage.highScore = 0; // Update high score display if (highScoreTxt) { highScoreTxt.setText('High Score: 0'); } // Update settings display settingsPanel.children.forEach(function (child) { if (child instanceof Text2 && child.text && child.text.startsWith('High Score:')) { child.setText('High Score: 0'); } }); // Remove popup with animation tween(popup, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, onFinish: function onFinish() { popup.destroy(); } }); }; popup.addChild(yesButton); // No button var noButton = new Text2('No', { size: 80, fill: 0xFFFFFF }); noButton.anchor.set(0.5, 0.5); noButton.x = 1224; noButton.y = 1450; noButton.interactive = true; noButton.down = function () { // Remove popup with animation tween(popup, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, onFinish: function onFinish() { popup.destroy(); } }); }; popup.addChild(noButton); // Animate popup appearing popup.scale.set(0.8, 0.8); popup.alpha = 0; tween(popup, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } function levelUp() { level++; levelTxt.setText('Level: ' + level); // Show level up message var levelUpTxt = new Text2('LEVEL UP!', { size: 120, fill: 0xFFFFFF }); levelUpTxt.anchor.set(0.5, 0.5); levelUpTxt.x = 1024; levelUpTxt.y = 1366; LK.gui.addChild(levelUpTxt); // Animate level up message tween(levelUpTxt, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 1000, onFinish: function onFinish() { levelUpTxt.destroy(); } }); // Increase difficulty with a higher speed boost speedMultiplier += 0.2; // Increased speed multiplier for faster progression maxBalls = 1; // Keep maxBalls at 1 // Reset hit counter for next level currentHits = 0; // Increase hits required for next level for increasing challenge hitsToNextLevel = 25 + (level - 1) * 5; hitCounterText.setText('Hits to Next Level: ' + hitsToNextLevel); } function gameOver() { gameActive = false; // Check if we have a new high score if (score > highScore) { highScore = score; storage.highScore = highScore; // Show new high score message var newHighScoreTxt = new Text2('NEW HIGH SCORE!', { size: 120, fill: 0xFFB612 }); newHighScoreTxt.anchor.set(0.5, 0.5); newHighScoreTxt.x = 1024; newHighScoreTxt.y = 1000; LK.gui.addChild(newHighScoreTxt); // Animate high score message tween(newHighScoreTxt, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 1500, onFinish: function onFinish() { newHighScoreTxt.destroy(); } }); // Update high score display if (highScoreTxt) { highScoreTxt.setText('High Score: ' + highScore); } } // Flash the screen red to indicate death LK.effects.flashScreen(0xff0000, 1000); // Return to menu after a short delay LK.setTimeout(function () { // Hide game elements if (background) { background.visible = false; } if (lava) { lava.visible = false; } if (paddle) { paddle.visible = false; } if (scoreTxt) { scoreTxt.visible = false; } if (levelTxt) { levelTxt.visible = false; } if (comboTxt) { comboTxt.visible = false; } if (hitCounterText) { hitCounterText.visible = false; } if (highScoreTxt) { highScoreTxt.visible = false; } // Clear any remaining balls for (var i = 0; i < balls.length; i++) { balls[i].destroy(); } balls = []; ballsInPlay = 0; // Show menu instead of restarting game showMenu(); }, 1000); } // Start the game function startGame() { // Reset variables score = 0; level = 1; combo = 0; lastBallHit = 0; gameActive = true; speedMultiplier = 1.5; // Increased initial speed multiplier for faster gameplay maxBalls = 3; // Fewer maximum balls for less chaotic gameplay ballsInPlay = 0; currentHits = 0; hitsToNextLevel = 25; // Update UI scoreTxt.setText('0'); scoreTxt.scale.set(1, 1); // Reset any scaling from animations scoreTxt.x = 1024; // Center horizontally scoreTxt.y = 1366; // Center vertically (2732/2) levelTxt.setText('Level: 1'); comboTxt.setText(''); comboTxt.alpha = 0; hitCounterText.setText('Hits to Next Level: ' + hitsToNextLevel); // Update high score display if (highScoreTxt) { highScoreTxt.setText('High Score: ' + highScore); } // Clear any existing balls for (var i = 0; i < balls.length; i++) { balls[i].destroy(); } balls = []; // Start with one ball createBall(); // Play music if enabled - softer volume for a calmer feel if (musicEnabled) { LK.playMusic('gameMusic', { fade: { start: 0, end: 0.4, // Lower volume duration: 2000 // Longer fade in } }); } // Ensure the current state is set to playing currentState = GAME_STATE.PLAYING; } // Game will start when player presses the Play button in the menu
===================================================================
--- original.js
+++ change.js
@@ -215,11 +215,11 @@
hitCounterText = new Text2('Hits to Next Level: ' + (hitsToNextLevel - currentHits), {
size: 60,
fill: 0x3498db
});
- hitCounterText.anchor.set(0.5, 0);
+ hitCounterText.anchor.set(0.5, 0.5);
hitCounterText.x = 1024;
- hitCounterText.y = 120;
+ hitCounterText.y = 1366;
LK.gui.addChild(hitCounterText);
}
// Show game elements
background.visible = true;