User prompt
make the physics of the ball more realisic ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the ends of the paddle this color #FFB612
User prompt
make the ends of the paddle rounded
User prompt
make the ends of the paddle beveld
User prompt
add a trail to the ball for when it movesa
User prompt
make each level make the ball go faster and faster
User prompt
make it so when the cursor is over the "Play Game" button the button swings back and forth quickly. @upit/tween.v1
User prompt
when the cursor is over the start game button make the button rotate back and forth quickly until the cursor is not on the button @upit/tween.v1
User prompt
it didnt work man come on make it work
User prompt
when the cursor is over the start game button make the button rotate back and forth quickly until the cursor is not on the button ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move the high score counter thats in settings down a bit
User prompt
make the high score counter when in game bigger
User prompt
make the high score text smaller\
User prompt
make the high score counter bigger
User prompt
make the text on the hits to next level just a #/25
User prompt
add a click sound for when the mouse is clicked
User prompt
add a discription of the game in the settings menu
User prompt
make the text Lava Bounce rotate back and forth ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
In the settings menu, there is text to display your high score. Move that to the center.
User prompt
move the button in settings that resets high score to true center
User prompt
put that text in the true center
User prompt
put the reset high score text in the center of the settings menu
User prompt
remove the ability to change the colors of the lava, ball, and paddle
User prompt
make a bounce sound for when the ball hits the wall\
User prompt
make the colors that you can pick to change the lava color, ball color, and paddle color to these four colors: Steelers Gold: #FFB612 Black: #101820 Blue: #003087 Red: #C60C30 Silver: #A5ACAF
/**** * 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 }); paddleGraphic.tint = 0xffb612; // Set paddle color to #FFB612 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: 0xffb612, // Changed to requested color #ffb612 ball: 0xFFB612, // Changed to requested color #FFB612 lava: 0xC60C30 // Changed to requested color #C60C30 }; // 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 = 0xffb612; game.addChild(paddle); // Diagonal stripe removed from here and placed in menu // Create hit counter text scoreTxt = new Text2('0', { size: 180, 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(1, 0); highScoreTxt.x = 2000; highScoreTxt.y = 130; // Position below hit counter game.addChild(highScoreTxt); // Add directly to game to ensure visibility // Create hit counter text hitCounterText = new Text2('Hits to Next Level: ' + (hitsToNextLevel - currentHits), { size: 100, fill: 0x003087 }); hitCounterText.anchor.set(0.5, 0); hitCounterText.x = 1024; hitCounterText.y = 150; // More visible position at top of screen game.addChild(hitCounterText); // Add directly to game to ensure visibility } // 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 set to #A5ACAF }); 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 = [0xFFB612, // Steelers Gold: #FFB612 0x101820, // Black: #101820 0x003087, // Blue: #003087 0xC60C30, // Red: #C60C30 0xA5ACAF // Silver: #A5ACAF ]; 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
/****
* 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
});
paddleGraphic.tint = 0xffb612; // Set paddle color to #FFB612
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: 0xffb612,
// Changed to requested color #ffb612
ball: 0xFFB612,
// Changed to requested color #FFB612
lava: 0xC60C30 // Changed to requested color #C60C30
};
// 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 = 0xffb612;
game.addChild(paddle);
// Diagonal stripe removed from here and placed in menu
// Create hit counter text
scoreTxt = new Text2('0', {
size: 180,
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(1, 0);
highScoreTxt.x = 2000;
highScoreTxt.y = 130; // Position below hit counter
game.addChild(highScoreTxt); // Add directly to game to ensure visibility
// Create hit counter text
hitCounterText = new Text2('Hits to Next Level: ' + (hitsToNextLevel - currentHits), {
size: 100,
fill: 0x003087
});
hitCounterText.anchor.set(0.5, 0);
hitCounterText.x = 1024;
hitCounterText.y = 150; // More visible position at top of screen
game.addChild(hitCounterText); // Add directly to game to ensure visibility
}
// 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 set to #A5ACAF
});
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 = [0xFFB612,
// Steelers Gold: #FFB612
0x101820,
// Black: #101820
0x003087,
// Blue: #003087
0xC60C30,
// Red: #C60C30
0xA5ACAF // Silver: #A5ACAF
];
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