User prompt
make it so every time i click, it makes a sound
User prompt
every time i hit the back button and then i play, the lava gets too high and i die everytime
User prompt
add particles for when the ball hits the wall
User prompt
add a sound for when the ball hits the wall
User prompt
add more complex sound controls for each type of sound in the game
User prompt
put the sound volume slider on the bottom of the settings menu
User prompt
Please fix the bug: 'TypeError: game.contains is not a function' in or related to this line: 'if (!game.contains(settingsPanel)) {' Line Number: 913
User prompt
now when i hit the back button and go to the start menu, the settings and reset high score menus are broken fix that
User prompt
still can't hear anything
User prompt
its still broken, make it so where it will only adjust when it is clicked on
User prompt
fix the game sound adjuster in settings, it does not work
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).setVolume is not a function' in or related to this line: 'LK.getSound('bounce').setVolume(volume);' Line Number: 876
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getSound(...).setVolume is not a function' in or related to this line: 'LK.getSound('bounce').setVolume(newVolume);' Line Number: 597
User prompt
i cant hear the sounds
User prompt
add game sounds
User prompt
make the particles from clicking more visable ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move the back button up a bit
User prompt
remove the yellow box from the back button leaving the arrow
User prompt
move the back button to the top right
User prompt
make a back button for when you start the game that gets you back to the start menu
User prompt
make it so when the ball hits the lava the game just resets, not going to the start menu
User prompt
make the animation for the opening less aggressive and a bit slower
User prompt
add a opening animation when a menu is opened ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
remove the volume slider
User prompt
Please fix the bug: 'TypeError: game.contains is not a function' in or related to this line: 'if (!game.contains(settingsPanel)) {' Line Number: 905
/****
* 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 = 3;
self.speedX = 0;
self.gravity = 0.1;
self.maxSpeed = 10;
self.reset = function () {
self.x = 2048 / 2;
self.y = 500;
self.speedY = 3;
self.speedX = Math.random() * 4 - 2;
};
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 Confetti = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
self.colors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF];
self.emit = function (x, y, count) {
for (var i = 0; i < count; i++) {
var particle = new Container();
var size = Math.random() * 20 + 10;
var color = self.colors[Math.floor(Math.random() * self.colors.length)];
var particleGraphic = particle.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: size / 40,
scaleY: size / 40
});
particleGraphic.tint = color;
particle.x = x;
particle.y = y;
particle.speedX = Math.random() * 20 - 10;
particle.speedY = -Math.random() * 15 - 5;
particle.rotationSpeed = (Math.random() - 0.5) * 0.2;
particle.life = 60 + Math.random() * 60;
particle.maxLife = particle.life;
self.addChild(particle);
self.particles.push(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 += 0.2; // Gravity
particle.rotation += particle.rotationSpeed;
particle.life--;
particle.alpha = particle.life / particle.maxLife;
if (particle.life <= 0) {
self.removeChild(particle);
self.particles.splice(i, 1);
}
}
};
return self;
});
var ConfirmDialog = Container.expand(function () {
var self = Container.call(this);
// Create semi-transparent background
var bg = new Container();
var bgAsset = bg.attachAsset('lava', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 2
});
bgAsset.alpha = 0.8;
bgAsset.tint = 0x000000;
self.addChild(bg);
// Create message text
var messageText = new Text2('Are you sure you want\nto reset your high score?', {
size: 80,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.y = -100;
self.addChild(messageText);
// Create yes button
var yesButton = new Container();
var yesText = new Text2('YES', {
size: 80,
fill: 0xFF0000
});
yesText.anchor.set(0.5, 0.5);
yesButton.addChild(yesText);
yesButton.x = -150;
yesButton.y = 100;
yesButton.interactive = true;
self.addChild(yesButton);
// Create no button
var noButton = new Container();
var noText = new Text2('NO', {
size: 80,
fill: 0xFFFFFF
});
noText.anchor.set(0.5, 0.5);
noButton.addChild(noText);
noButton.x = 150;
noButton.y = 100;
noButton.interactive = true;
self.addChild(noButton);
// Button press handlers
yesButton.down = function () {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
yesButton.up = function () {
var btn = this;
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
if (self.onConfirm) {
self.onConfirm();
}
}
});
};
noButton.down = function () {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
noButton.up = function () {
var btn = this;
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
if (self.onCancel) {
self.onCancel();
}
}
});
};
return self;
});
var Lava = Container.expand(function () {
var self = Container.call(this);
var lavaGraphics = self.attachAsset('lava', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial wave properties
self.waveOffset = Math.random() * Math.PI * 2; // Random starting position for wave
self.baseY = 0; // Will store the initial y position
self.rising = false; // Track if lava is rising or falling
self.moveRange = 300; // How far the lava will move up and down
self.moveSpeed = 5000; // Duration of rise/fall movement in ms
// The paddle reference will be set when the lava is added to the game
// Start the rise and fall cycle
self.startRiseFall = function () {
// Make the lava rise a little bit from its base position
tween(self, {
y: self.baseY - 100
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
y: self.baseY
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: self.startRiseFall
});
}
});
};
// 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
});
}
});
};
// Create animated wave effect
self.update = function () {
// Create a wave effect based on time
var waveTime = LK.ticks / 30; // Adjust speed of wave
var waveScale = Math.sin(waveTime) * 0.05 + 1; // Scale between 0.95 and 1.05
// Apply different wave scales to left and right sides
var leftWaveScale = Math.sin(waveTime + 1) * 0.05 + 1;
var rightWaveScale = Math.sin(waveTime + 2) * 0.05 + 1;
// Apply the scale distortion to create wave effect
lavaGraphics.scaleX = waveScale;
// Small vertical oscillation to add to the tween movement
var oscillation = Math.sin(waveTime * 0.5) * 0.5;
// The y position is controlled by the tween, we just add small oscillation
// (Not setting self.y directly here since tweens are handling the major movement)
};
self.pulse();
return self;
});
var MouseParticleSystem = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
self.maxParticles = 100;
self.createParticle = function (x, y) {
var particle = new Container();
var particleGraphic = particle.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
});
// Use bright colors for better visibility
var colors = [0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFF5500, 0x88FF00];
particleGraphic.tint = colors[Math.floor(Math.random() * colors.length)];
particle.x = x;
particle.y = y;
particle.alpha = 1;
particle.speedX = Math.random() * 12 - 6;
particle.speedY = Math.random() * 12 - 6;
particle.life = 30 + Math.random() * 30;
particle.maxLife = particle.life;
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.speedX *= 0.96;
particle.speedY *= 0.96;
particle.life--;
particle.alpha = particle.life / particle.maxLife;
// Smoother size transition with tween-like effect
particle.scaleX = particle.life / particle.maxLife * 0.4 + 0.1;
particle.scaleY = particle.life / particle.maxLife * 0.4 + 0.1;
// Add rotation for more visual interest
particle.rotation += 0.05;
if (particle.life <= 0) {
self.removeChild(particle);
self.particles.splice(i, 1);
}
}
};
self.emitAt = function (x, y, count) {
// Create more particles for better visual effect
for (var i = 0; i < count; i++) {
// Slightly offset each particle for a more natural burst effect
var offsetX = x + (Math.random() * 20 - 10);
var offsetY = y + (Math.random() * 20 - 10);
self.createParticle(offsetX, offsetY);
}
};
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
// Create left rounded edge
var paddleLeftGraphics = self.attachAsset('paddleLeft', {
anchorX: 1.0,
anchorY: 0.5,
x: -170
});
// Create middle section
var paddleMiddleGraphics = self.attachAsset('paddleMiddle', {
anchorX: 0.5,
anchorY: 0.5
});
// Create right rounded edge
var paddleRightGraphics = self.attachAsset('paddleRight', {
anchorX: 0.0,
anchorY: 0.5,
x: 170
});
// Adjust positions to eliminate gaps
// The middle section's width is 340, and each end cap is 30
// We need to ensure they connect perfectly
paddleLeftGraphics.x = -170 + 15; // Move right by half of end cap width
paddleRightGraphics.x = 170 - 15; // Move left by half of end cap width
// Set the overall width based on the combined elements
self.width = 400; // total width (30 + 340 + 30)
self.height = 30;
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;
});
var SettingsPanel = Container.expand(function () {
var self = Container.call(this);
// Create semi-transparent background
var bg = new Container();
var bgAsset = bg.attachAsset('lava', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5
});
bgAsset.alpha = 0.7;
bgAsset.tint = 0x000000;
self.addChild(bg);
// Create panel title
var titleText = new Text2('SETTINGS', {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -500;
self.addChild(titleText);
// Create close button
var closeButton = new Container();
var closeText = new Text2('X', {
size: 80,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 800;
closeButton.y = -500;
closeButton.interactive = true;
self.addChild(closeButton);
// Paddle color selection section
var paddleLabel = new Text2('PADDLE COLOR', {
size: 80,
fill: 0xFFFFFF
});
paddleLabel.anchor.set(0.5, 0.5);
paddleLabel.y = -300;
self.addChild(paddleLabel);
// Color options for paddle
var paddleColors = [0xffbd00, 0xff0000, 0x00ff00, 0x0000ff, 0xff00ff, 0x00ffff, 0xffffff];
var paddleColorButtons = [];
for (var i = 0; i < paddleColors.length; i++) {
var colorBtn = new Container();
var colorAsset = colorBtn.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
colorAsset.tint = paddleColors[i];
colorBtn.x = (i - 3) * 150;
colorBtn.y = -200;
colorBtn.interactive = true;
colorBtn.colorValue = paddleColors[i];
colorBtn.colorType = 'paddle';
paddleColorButtons.push(colorBtn);
self.addChild(colorBtn);
}
// Ball color selection section
var ballLabel = new Text2('BALL COLOR', {
size: 80,
fill: 0xFFFFFF
});
ballLabel.anchor.set(0.5, 0.5);
ballLabel.y = 200;
self.addChild(ballLabel);
// Color options for ball
var ballColors = [0xffffff, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var ballColorButtons = [];
for (var j = 0; j < ballColors.length; j++) {
var ballBtn = new Container();
var ballAsset = ballBtn.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
ballAsset.tint = ballColors[j];
ballBtn.x = (j - 3) * 150;
ballBtn.y = 100;
ballBtn.interactive = true;
ballBtn.colorValue = ballColors[j];
ballBtn.colorType = 'ball';
ballColorButtons.push(ballBtn);
self.addChild(ballBtn);
}
// Update UI to show selected colors
self.updateSelections = function () {
var paddleColor = storage.paddleColor || 0xffbd00;
var ballColor = storage.ballColor || 0xffffff;
// Update paddle color buttons
for (var i = 0; i < paddleColorButtons.length; i++) {
var btn = paddleColorButtons[i];
if (btn.colorValue === paddleColor) {
tween(btn, {
scaleX: 1.8,
scaleY: 1.8
}, {
duration: 200
});
} else {
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
}
// Update ball color buttons
for (var j = 0; j < ballColorButtons.length; j++) {
var bBtn = ballColorButtons[j];
if (bBtn.colorValue === ballColor) {
tween(bBtn, {
scaleX: 1.8,
scaleY: 1.8
}, {
duration: 200
});
} else {
tween(bBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
}
};
// Register color button events for all buttons
function registerColorButtons() {
// Paddle color buttons
for (var i = 0; i < paddleColorButtons.length; i++) {
var pBtn = paddleColorButtons[i];
pBtn.down = function () {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
pBtn.up = function () {
var btn = this;
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
storage.paddleColor = btn.colorValue;
self.updateSelections();
// Update game paddle colors
if (self.onColorChange) {
self.onColorChange();
}
}
});
};
}
// Ball color buttons
for (var j = 0; j < ballColorButtons.length; j++) {
var bBtn = ballColorButtons[j];
bBtn.down = function () {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
bBtn.up = function () {
var btn = this;
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
storage.ballColor = btn.colorValue;
self.updateSelections();
// Update game ball colors
if (self.onColorChange) {
self.onColorChange();
}
}
});
};
}
}
// Close button event
closeButton.down = function () {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
closeButton.up = function () {
tween(this, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Call close callback if exists
if (self.onClose) {
self.onClose();
}
}
});
};
// Initialize
registerColorButtons();
self.updateSelections();
return self;
});
var StartMenu = Container.expand(function () {
var self = Container.call(this);
// Create title text
var titleText = new Text2('Lava Bounce', {
size: 200,
fill: 0xFFBD00
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -300;
self.addChild(titleText);
// Create title animation
function animateTitle() {
tween(titleText, {
y: -300 - 30
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(titleText, {
y: -300 + 30
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateTitle();
}
});
}
});
}
// Start the title animation
animateTitle();
// Create start button
var startButton = new Container();
// Remove background asset but keep the text
var buttonText = new Text2('PLAY', {
size: 100,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
startButton.addChild(buttonText);
startButton.interactive = true;
startButton.y = 0;
self.addChild(startButton);
// High score display
var highScoreText = new Text2('HIGH SCORE: 0', {
size: 60,
fill: 0xFFFFFF
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.y = 200;
self.addChild(highScoreText);
// Update high score display
self.updateHighScore = function (score) {
highScoreText.setText('HIGH SCORE: ' + score);
};
// Handle button press
startButton.down = function () {
// Play click sound
LK.getSound('click').play();
// Scale effect
tween(startButton, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
};
// Handle button release
startButton.up = function () {
// Return to original scale with bounce
tween(startButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Notify game that start was pressed
if (self.onStart) {
self.onStart();
}
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x220000
});
/****
* Game Code
****/
// Game state
// Sounds removed
var gameActive = false;
var settingsPanelActive = false;
var confirmDialogActive = false;
// Game variables
var score = 0;
var highScore = storage.highScore || 0;
var level = 1;
var hitsToNextLevel = 20;
var difficulty = 1;
var difficultyIncreaseTimer = null;
var levelRequirement = 20; // Hits needed to complete each level
var mouseParticles = new MouseParticleSystem();
// Create back button
var backButton = new Container();
// Remove yellow box background, keeping just the arrow
var backText = new Text2('←', {
size: 60,
fill: 0xFFFFFF
});
backText.anchor.set(0.5, 0.5);
backButton.addChild(backText);
backButton.x = 2048 - 120;
backButton.y = 80;
backButton.interactive = true;
backButton.visible = false;
// Helper function to check if an object is a child of a container
Container.prototype.contains = function (child) {
if (!this.children) {
return false;
}
for (var i = 0; i < this.children.length; i++) {
if (this.children[i] === child) {
return true;
}
}
return false;
};
// Load stored colors or use defaults
var paddleColor = storage.paddleColor || 0xffbd00;
var ballColor = storage.ballColor || 0xffffff;
// Create game objects
var paddle = new Paddle();
var ball = new Ball();
var lava = new Lava();
var particles = new ParticleSystem();
var startMenu = new StartMenu();
var settingsPanel = new SettingsPanel();
var confirmDialog = new ConfirmDialog();
// Initialize settings panel
settingsPanel.x = 2048 / 2;
settingsPanel.y = 2732 / 2;
settingsPanel.visible = false;
settingsPanel.alpha = 0;
// Apply stored colors and volume to game objects
function applyStoredColors() {
// Apply paddle color
paddle.children.forEach(function (child) {
if (child.tint !== undefined) {
child.tint = paddleColor;
}
});
// Apply ball color
if (ball.children && ball.children.length > 0) {
ball.children[0].tint = ballColor;
}
}
// Settings panel callbacks
settingsPanel.onColorChange = function () {
// Update color variables
paddleColor = storage.paddleColor || 0xffbd00;
ballColor = storage.ballColor || 0xffffff;
// Apply colors
applyStoredColors();
};
settingsPanel.onClose = function () {
// Hide settings panel with smoother, slower animation
tween(settingsPanel, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 700,
easing: tween.easeOut,
onFinish: function onFinish() {
settingsPanel.visible = false;
settingsPanelActive = false;
}
});
};
// Start menu settings callback
startMenu.onSettings = function () {
// Show settings panel with animation
settingsPanel.visible = true;
settingsPanel.alpha = 0;
settingsPanelActive = true;
// Set initial scale for a gentler opening animation
settingsPanel.scale.set(0.5);
// Ensure we're not adding it multiple times
if (!game.children.includes(settingsPanel)) {
game.addChild(settingsPanel);
}
// Animate both alpha and scale with a smoother, slower animation
tween(settingsPanel, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 800,
easing: tween.easeOut
});
};
// Initialize paddle position
paddle.x = 2048 / 2;
paddle.y = 2732 - 300;
// Initialize ball position
ball.reset();
// Initialize lava position to be at the bottom of the screen
lava.x = 2048 / 2;
lava.y = 2732 + lava.height / 2 - 100; // Position lava so only top part is visible
lava.baseY = lava.y; // Store the initial Y position for wave animation
lava.minY = lava.height / 2; // Minimum Y position to prevent running off top edge
lava.maxY = 2732 - lava.height / 2; // Maximum Y position to prevent running off bottom edge
// Create confetti system for level celebrations
var confetti = new Confetti();
// Position start menu in center of screen
startMenu.x = 2048 / 2;
startMenu.y = 2732 / 2;
startMenu.updateHighScore(highScore);
// Start menu callback
startMenu.onStart = function () {
startGame();
};
// Create settings button
var settingsButton = new Container();
var settingsText = new Text2('SETTINGS', {
size: 60,
fill: 0xFFFFFF
});
settingsText.anchor.set(0.5, 0.5);
settingsButton.addChild(settingsText);
settingsButton.interactive = true;
settingsButton.y = 300;
settingsButton.x = 0;
startMenu.addChild(settingsButton);
// Handle settings button press
settingsButton.down = function () {
LK.getSound('click').play();
tween(settingsButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
// Handle settings button release
settingsButton.up = function () {
tween(settingsButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Show settings panel
if (startMenu.onSettings) {
startMenu.onSettings();
}
}
});
};
// Create reset high score button to start menu
var resetButton = new Container();
var resetText = new Text2('RESET HIGH SCORE', {
size: 40,
fill: 0xFFFFFF
});
resetText.anchor.set(0.5, 0.5);
resetButton.addChild(resetText);
resetButton.interactive = true;
resetButton.y = 370;
resetButton.x = 0;
startMenu.addChild(resetButton);
// Handle reset button press
resetButton.down = function () {
LK.getSound('click').play();
tween(resetButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
// Handle reset button release
resetButton.up = function () {
tween(resetButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Show confirm dialog
showConfirmDialog();
}
});
};
// Add start menu to game initially
game.addChild(startMenu);
// Add settings panel to game (initially hidden)
game.addChild(settingsPanel);
// Add back button to game
game.addChild(backButton);
// Setup back button event handlers
backButton.down = function () {
LK.getSound('click').play();
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
backButton.up = function () {
var btn = this;
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
returnToMenu();
}
});
};
// Initialize confirm dialog
confirmDialog.x = 2048 / 2;
confirmDialog.y = 2732 / 2;
confirmDialog.visible = false;
confirmDialog.alpha = 0;
// Setup confirm dialog callbacks
confirmDialog.onConfirm = function () {
// Reset high score to 0
highScore = 0;
storage.highScore = 0;
startMenu.updateHighScore(0);
highScoreTxt.setText('High Score: 0');
// Hide dialog
hideConfirmDialog();
};
confirmDialog.onCancel = function () {
// Just hide dialog
hideConfirmDialog();
};
// Function to show confirm dialog
function showConfirmDialog() {
confirmDialog.visible = true;
confirmDialogActive = true;
// Set initial state for a gentler animation
confirmDialog.scale.set(0.5);
confirmDialog.alpha = 0;
game.addChild(confirmDialog);
// Add smoother, less aggressive animation when dialog opens
tween(confirmDialog, {
alpha: 1,
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 700,
easing: tween.easeOut,
onFinish: function onFinish() {
// Scale back to normal size with a gentler effect
tween(confirmDialog, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
});
}
// Function to hide confirm dialog
function hideConfirmDialog() {
tween(confirmDialog, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
confirmDialog.visible = false;
confirmDialogActive = false;
}
});
}
// Function to start the game
function startGame() {
// Remove start menu
game.removeChild(startMenu);
// Add game objects
game.addChild(paddle);
game.addChild(ball);
game.addChild(lava);
game.addChild(particles);
game.addChild(confetti);
game.addChild(mouseParticles);
// Add back button
backButton.visible = true;
// Apply color settings
applyStoredColors();
// Reset game state
score = 0;
level = 1;
difficulty = 1;
ball.reset();
// Play background music with fade in
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
// Start difficulty timer
if (difficultyIncreaseTimer) {
LK.clearInterval(difficultyIncreaseTimer);
}
difficultyIncreaseTimer = LK.setInterval(increaseDifficulty, 10000);
// Set lava to its base position and start animation
lava.baseY = lava.y;
// Stop any existing animations
tween.stop(lava, {
y: true
});
lava.y = lava.baseY;
// Start the rise animation
lava.startRiseFall();
// Set game as active
gameActive = true;
// Make UI elements visible
scoreTxt.visible = true;
levelTxt.visible = true;
progressTxt.visible = true;
highScoreTxt.visible = true; // Show high score when game starts
// Update UI
updateScore();
levelTxt.setText('Level: ' + level);
progressTxt.setText('0/' + levelRequirement);
}
// Function to return to menu
function returnToMenu() {
// Remove game objects
game.removeChild(paddle);
game.removeChild(ball);
game.removeChild(lava);
game.removeChild(particles);
game.removeChild(confetti);
// Hide back button
backButton.visible = false;
// Update high score on menu
startMenu.updateHighScore(highScore);
// Add menu back
game.addChild(startMenu);
// Set game as inactive
gameActive = false;
// Hide UI elements
scoreTxt.visible = false;
levelTxt.visible = false;
progressTxt.visible = false;
// Fade out and stop music
LK.playMusic('bgmusic', {
fade: {
start: 0.4,
end: 0,
duration: 800
}
});
LK.setTimeout(function () {
LK.stopMusic();
}, 800);
}
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0.5);
scoreTxt.y = 50;
scoreTxt.visible = false; // Hide score initially
// Create level display
var levelTxt = new Text2('Level: 1', {
size: 80,
fill: 0x00FFFF
});
levelTxt.anchor.set(0.5, 0);
levelTxt.y = 150;
levelTxt.visible = false; // Hide level initially
// Create level progress display
var progressTxt = new Text2('', {
size: 50,
fill: 0xFFFFFF
});
progressTxt.anchor.set(0.5, 0);
progressTxt.y = 30;
progressTxt.visible = false; // Hide progress initially
// Create high score display
var highScoreTxt = new Text2('High Score: 0', {
size: 80,
fill: 0xFFBD00
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.setText('High Score: ' + highScore);
highScoreTxt.y = 70;
highScoreTxt.visible = false; // Hide high score initially
// Description text removed
LK.gui.topRight.addChild(highScoreTxt);
LK.gui.center.addChild(scoreTxt);
LK.gui.top.addChild(levelTxt);
LK.gui.top.addChild(progressTxt);
// Touch/drag handling for paddle movement
var isDragging = false;
game.down = function (x, y, obj) {
isDragging = true;
paddle.x = x;
// Emit more particles at mouse/touch position for improved visibility
mouseParticles.emitAt(x, y, 35);
};
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 progress to next level
var progress = score % levelRequirement;
var remaining = levelRequirement - progress;
progressTxt.setText(progress + '/' + levelRequirement);
// Check for level completion
if (progress === 0 && score > 0) {
// Level up!
level = Math.floor(score / levelRequirement) + 1;
levelTxt.setText('Level: ' + level);
// Celebrate level completion
celebrateNewLevel();
// Increase difficulty with each level
difficulty = 1 + (level - 1) * 0.3;
if (difficulty > 3) {
difficulty = 3;
}
// Update game properties based on new difficulty
ball.gravity = 0.2 * difficulty;
ball.maxSpeed = 15 * difficulty;
}
// Update high score if current score is higher
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('High Score: ' + highScore);
}
}
// Function to celebrate new level
function celebrateNewLevel() {
// Play level up sound
LK.getSound('levelup').play();
// Show celebratory text
var celebrationText = new Text2('LEVEL ' + level + '!', {
size: 150,
fill: 0xFFFF00
});
celebrationText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(celebrationText);
// Make text appear with scale animation
celebrationText.scale.set(0.1);
tween(celebrationText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(celebrationText, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
onFinish: function onFinish() {
// Fade out after a moment
LK.setTimeout(function () {
tween(celebrationText, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.gui.center.removeChild(celebrationText);
}
});
}, 1000);
}
});
}
});
// Create confetti bursts
for (var i = 0; i < 5; i++) {
LK.setTimeout(function () {
// Create multiple confetti bursts across screen
confetti.emit(Math.random() * 2048, 500, 30);
}, i * 200);
}
// Flash screen for celebration
LK.effects.flashScreen(0x00FFFF, 300);
// Sounds and music removed
}
// Function to increase difficulty over time
function increaseDifficulty() {
difficulty += 0.1;
// Cap maximum difficulty
if (difficulty > 2) {
difficulty = 2;
LK.clearInterval(difficultyIncreaseTimer);
}
// Update ball properties based on difficulty
ball.gravity = 0.1 * difficulty;
ball.maxSpeed = 10 * difficulty;
// Music adjustment removed
}
// Start difficulty increase timer
difficultyIncreaseTimer = LK.setInterval(increaseDifficulty, 10000);
// Music will be played when game starts
// Not playing background music initially to allow menu to be silent
// Game update loop
game.update = function () {
// If game is not active or UI panels are active, don't update game
if (!gameActive || settingsPanelActive || confirmDialogActive) {
return;
}
// Update ball position
ball.update();
// Update lava waves
lava.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 when ball hits paddle
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 sound
LK.getSound('lava').play();
LK.getSound('gameover').play();
// Flash screen red
LK.effects.flashScreen(0xff0000, 500);
// Create lava splash effect
particles.emitAt(ball.x, lava.y - lava.height / 2, 0xff3300, 30);
// Stop any current lava animations
tween.stop(lava, {
y: true
});
// Make lava "jump" without moving up or down
tween(lava, {
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(lava, {
scaleY: 1
}, {
duration: 300,
easing: tween.elasticOut
});
}
});
// Just reset the game without returning to menu
// Reset score and level
score = 0;
level = 1;
levelTxt.setText('Level: ' + level);
progressTxt.setText('0/' + levelRequirement);
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);
// Music removed
}
// If ball goes too high, change direction
if (ball.y < 100) {
ball.speedY = Math.abs(ball.speedY) * 0.5;
}
// Update particles
particles.update();
// Update confetti
confetti.update();
// Update mouse particles
mouseParticles.update();
}; ===================================================================
--- original.js
+++ change.js
@@ -665,8 +665,10 @@
highScoreText.setText('HIGH SCORE: ' + score);
};
// Handle button press
startButton.down = function () {
+ // Play click sound
+ LK.getSound('click').play();
// Scale effect
tween(startButton, {
scaleX: 0.95,
scaleY: 0.95
@@ -851,8 +853,9 @@
settingsButton.x = 0;
startMenu.addChild(settingsButton);
// Handle settings button press
settingsButton.down = function () {
+ LK.getSound('click').play();
tween(settingsButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
@@ -888,8 +891,9 @@
resetButton.x = 0;
startMenu.addChild(resetButton);
// Handle reset button press
resetButton.down = function () {
+ LK.getSound('click').play();
tween(resetButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
@@ -917,8 +921,9 @@
// Add back button to game
game.addChild(backButton);
// Setup back button event handlers
backButton.down = function () {
+ LK.getSound('click').play();
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
@@ -1019,9 +1024,16 @@
score = 0;
level = 1;
difficulty = 1;
ball.reset();
- // Music removed
+ // Play background music with fade in
+ LK.playMusic('bgmusic', {
+ fade: {
+ start: 0,
+ end: 0.4,
+ duration: 1000
+ }
+ });
// Start difficulty timer
if (difficultyIncreaseTimer) {
LK.clearInterval(difficultyIncreaseTimer);
}
@@ -1066,8 +1078,19 @@
// Hide UI elements
scoreTxt.visible = false;
levelTxt.visible = false;
progressTxt.visible = false;
+ // Fade out and stop music
+ LK.playMusic('bgmusic', {
+ fade: {
+ start: 0.4,
+ end: 0,
+ duration: 800
+ }
+ });
+ LK.setTimeout(function () {
+ LK.stopMusic();
+ }, 800);
}
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
@@ -1159,8 +1182,10 @@
}
}
// Function to celebrate new level
function celebrateNewLevel() {
+ // Play level up sound
+ LK.getSound('levelup').play();
// Show celebratory text
var celebrationText = new Text2('LEVEL ' + level + '!', {
size: 150,
fill: 0xFFFF00
@@ -1274,9 +1299,11 @@
updateScore();
}
// Check if ball touches lava
if (ball.y + ball.height / 2 >= lava.y - lava.height / 2) {
- // Sounds removed
+ // Play lava sound
+ LK.getSound('lava').play();
+ LK.getSound('gameover').play();
// Flash screen red
LK.effects.flashScreen(0xff0000, 500);
// Create lava splash effect
particles.emitAt(ball.x, lava.y - lava.height / 2, 0xff3300, 30);