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make it so every time i click, it makes a sound
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every time i hit the back button and then i play, the lava gets too high and i die everytime
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add particles for when the ball hits the wall
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add a sound for when the ball hits the wall
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add more complex sound controls for each type of sound in the game
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put the sound volume slider on the bottom of the settings menu
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Please fix the bug: 'TypeError: game.contains is not a function' in or related to this line: 'if (!game.contains(settingsPanel)) {' Line Number: 913
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now when i hit the back button and go to the start menu, the settings and reset high score menus are broken fix that
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still can't hear anything
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its still broken, make it so where it will only adjust when it is clicked on
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fix the game sound adjuster in settings, it does not work
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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
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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
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i cant hear the sounds
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add game sounds
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make the particles from clicking more visable ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move the back button up a bit
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remove the yellow box from the back button leaving the arrow
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move the back button to the top right
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make a back button for when you start the game that gets you back to the start menu
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make it so when the ball hits the lava the game just resets, not going to the start menu
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make the animation for the opening less aggressive and a bit slower
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add a opening animation when a menu is opened ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove the volume slider
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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);