User prompt
Undo the lava waves
User prompt
Make the waves on the lava bigger
User prompt
Make the lava have waves and move
User prompt
Make the score count in the center of screen
User prompt
Make the ball bounce in a random direction when it hits the paddle
User prompt
Make it so when the ball touches the paddle particles come out of the paddle
User prompt
make the ball bounce higher when it hits the paddle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Lava Bounce
Initial prompt
hey, can you make a game where there is a ball and a paddle and the ball falls down and if it hits the paddle the ball bounces up and you get one point and there lava at the bottom of the screen and if the ball touches the lava your points get reset
/****
* 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 ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ballGraphics.width;
self.height = ballGraphics.height;
self.speedY = 5;
self.speedX = 0;
self.gravity = 0.2;
self.maxSpeed = 15;
self.reset = function () {
self.x = 2048 / 2;
self.y = 500;
self.speedY = 5;
self.speedX = Math.random() * 6 - 3;
};
self.update = function () {
// Apply gravity
self.speedY += self.gravity;
// Cap max speed
if (self.speedY > self.maxSpeed) {
self.speedY = self.maxSpeed;
}
// Update position
self.x += self.speedX;
self.y += self.speedY;
// Bounce off walls
if (self.x < self.width / 2) {
self.x = self.width / 2;
self.speedX = -self.speedX;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self.speedX = -self.speedX;
}
};
return self;
});
var Lava = Container.expand(function () {
var self = Container.call(this);
var lavaGraphics = self.attachAsset('lava', {
anchorX: 0.5,
anchorY: 0.5
});
// Wave properties
self.waveAmplitude = 15;
self.waveFrequency = 0.5;
self.waveSpeed = 0.05;
self.waveOffset = 0;
self.baseY = 0;
self.wavePoints = [];
self.numPoints = 10;
// Initialize wave points
self.initWavePoints = function () {
self.baseY = self.y;
for (var i = 0; i < self.numPoints; i++) {
self.wavePoints[i] = {
x: i / (self.numPoints - 1) * lavaGraphics.width - lavaGraphics.width / 2,
y: 0,
offset: Math.random() * Math.PI * 2
};
}
};
// Update wave effect
self.updateWave = function () {
self.waveOffset += self.waveSpeed;
// Apply wave motion to lava position
var centerWave = Math.sin(self.waveOffset * self.waveFrequency) * self.waveAmplitude;
self.y = self.baseY + centerWave;
// Scale effect for more dynamic movement
var scaleY = 1 + Math.sin(self.waveOffset * self.waveFrequency * 0.5) * 0.05;
lavaGraphics.scaleY = scaleY;
};
// Create a pulsing effect for the lava
self.pulse = function () {
tween(lavaGraphics, {
alpha: 0.7
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(lavaGraphics, {
alpha: 1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: self.pulse
});
}
});
};
self.pulse();
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleGraphics.width;
self.height = paddleGraphics.height;
return self;
});
var ParticleSystem = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
self.maxParticles = 20;
self.createParticle = function (x, y, color) {
var particle = new Container();
var particleGraphic = particle.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
particleGraphic.tint = color;
particle.x = x;
particle.y = y;
particle.alpha = 1;
particle.speedX = Math.random() * 10 - 5;
particle.speedY = -Math.random() * 5 - 2;
particle.life = 30;
self.addChild(particle);
self.particles.push(particle);
return particle;
};
self.update = function () {
for (var i = self.particles.length - 1; i >= 0; i--) {
var particle = self.particles[i];
particle.x += particle.speedX;
particle.y += particle.speedY;
particle.speedY += 0.1;
particle.life--;
particle.alpha = particle.life / 30;
if (particle.life <= 0) {
self.removeChild(particle);
self.particles.splice(i, 1);
}
}
};
self.emitAt = function (x, y, color, count) {
for (var i = 0; i < count; i++) {
self.createParticle(x, y, color);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x220000
});
/****
* Game Code
****/
// Game variables
var score = 0;
var highScore = storage.highScore || 0;
var difficulty = 1;
var difficultyIncreaseTimer = null;
// Create game objects
var paddle = new Paddle();
var ball = new Ball();
var lava = new Lava();
var particles = new ParticleSystem();
// Initialize paddle position
paddle.x = 2048 / 2;
paddle.y = 2732 - 300;
// Initialize ball position
ball.reset();
// Initialize lava position
lava.x = 2048 / 2;
lava.y = 2732 - 100;
lava.initWavePoints();
// Add objects to game
game.addChild(paddle);
game.addChild(ball);
game.addChild(lava);
game.addChild(particles);
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(scoreTxt);
// Create high score display
var highScoreTxt = new Text2('High Score: 0', {
size: 40,
fill: 0xFFBD00
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.setText('High Score: ' + highScore);
highScoreTxt.y = 70;
LK.gui.topRight.addChild(highScoreTxt);
// Touch/drag handling for paddle movement
var isDragging = false;
game.down = function (x, y, obj) {
isDragging = true;
paddle.x = x;
};
game.move = function (x, y, obj) {
if (isDragging) {
paddle.x = x;
// Clamp paddle position to keep it within screen bounds
if (paddle.x < paddle.width / 2) {
paddle.x = paddle.width / 2;
} else if (paddle.x > 2048 - paddle.width / 2) {
paddle.x = 2048 - paddle.width / 2;
}
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
// Function to update score display
function updateScore() {
scoreTxt.setText(score.toString());
// Update high score if current score is higher
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('High Score: ' + highScore);
}
}
// Function to increase difficulty over time
function increaseDifficulty() {
difficulty += 0.2;
// Cap maximum difficulty
if (difficulty > 3) {
difficulty = 3;
LK.clearInterval(difficultyIncreaseTimer);
}
// Update ball properties based on difficulty
ball.gravity = 0.2 * difficulty;
ball.maxSpeed = 15 * difficulty;
}
// Start difficulty increase timer
difficultyIncreaseTimer = LK.setInterval(increaseDifficulty, 10000);
// Play background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.5,
duration: 1000
}
});
// Game update loop
game.update = function () {
// Update ball position
ball.update();
// Check for collision with paddle
if (ball.speedY > 0 && ball.y + ball.height / 2 >= paddle.y - paddle.height / 2 && ball.y - ball.height / 2 <= paddle.y + paddle.height / 2 && ball.x + ball.width / 2 >= paddle.x - paddle.width / 2 && ball.x - ball.width / 2 <= paddle.x + paddle.width / 2) {
// Bounce the ball in a random direction when it hits the paddle
var angle = Math.random() * Math.PI * 0.7 - Math.PI * 0.35; // Random angle between -35 and +35 degrees
var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY) * 1.5; // Keep overall speed but increase by 1.5x
ball.speedY = -Math.cos(angle) * speed; // Vertical component (mostly upward)
ball.speedX = Math.sin(angle) * speed; // Horizontal component
// Add additional horizontal velocity based on where the ball hit the paddle
var hitPosition = (ball.x - paddle.x) / (paddle.width / 2);
ball.speedX += hitPosition * 5; // Add some influence from hit position, but less than before
// Flash paddle to indicate hit
LK.effects.flashObject(paddle, 0xffffff, 200);
// Emit particles at collision point
particles.emitAt(ball.x, paddle.y - paddle.height / 2, 0xffbd00, 15);
// Add scale animation to paddle for bounce feedback
tween(paddle, {
scaleY: 0.7,
y: paddle.y + 10
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(paddle, {
scaleY: 1,
y: 2732 - 300
}, {
duration: 150,
easing: tween.elasticOut
});
}
});
// Play bounce sound
LK.getSound('bounce').play();
// Increment score
score++;
updateScore();
}
// Check if ball touches lava
if (ball.y + ball.height / 2 >= lava.y - lava.height / 2) {
// Play lava hit sound
LK.getSound('lava_hit').play();
// Flash screen red
LK.effects.flashScreen(0xff0000, 500);
// Reset score
score = 0;
updateScore();
// Reset ball
ball.reset();
// Reset difficulty
difficulty = 1;
ball.gravity = 0.2;
ball.maxSpeed = 15;
// Restart difficulty increase timer
LK.clearInterval(difficultyIncreaseTimer);
difficultyIncreaseTimer = LK.setInterval(increaseDifficulty, 10000);
}
// If ball goes too high, change direction
if (ball.y < 100) {
ball.speedY = Math.abs(ball.speedY) * 0.5;
}
// Update particles
particles.update();
// Update lava wave effect
lava.updateWave();
}; ===================================================================
--- original.js
+++ change.js
@@ -53,8 +53,37 @@
var lavaGraphics = self.attachAsset('lava', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Wave properties
+ self.waveAmplitude = 15;
+ self.waveFrequency = 0.5;
+ self.waveSpeed = 0.05;
+ self.waveOffset = 0;
+ self.baseY = 0;
+ self.wavePoints = [];
+ self.numPoints = 10;
+ // Initialize wave points
+ self.initWavePoints = function () {
+ self.baseY = self.y;
+ for (var i = 0; i < self.numPoints; i++) {
+ self.wavePoints[i] = {
+ x: i / (self.numPoints - 1) * lavaGraphics.width - lavaGraphics.width / 2,
+ y: 0,
+ offset: Math.random() * Math.PI * 2
+ };
+ }
+ };
+ // Update wave effect
+ self.updateWave = function () {
+ self.waveOffset += self.waveSpeed;
+ // Apply wave motion to lava position
+ var centerWave = Math.sin(self.waveOffset * self.waveFrequency) * self.waveAmplitude;
+ self.y = self.baseY + centerWave;
+ // Scale effect for more dynamic movement
+ var scaleY = 1 + Math.sin(self.waveOffset * self.waveFrequency * 0.5) * 0.05;
+ lavaGraphics.scaleY = scaleY;
+ };
// Create a pulsing effect for the lava
self.pulse = function () {
tween(lavaGraphics, {
alpha: 0.7
@@ -157,8 +186,9 @@
ball.reset();
// Initialize lava position
lava.x = 2048 / 2;
lava.y = 2732 - 100;
+lava.initWavePoints();
// Add objects to game
game.addChild(paddle);
game.addChild(ball);
game.addChild(lava);
@@ -296,5 +326,7 @@
ball.speedY = Math.abs(ball.speedY) * 0.5;
}
// Update particles
particles.update();
+ // Update lava wave effect
+ lava.updateWave();
};
\ No newline at end of file