User prompt
make the ball from the top of the screen also
User prompt
when all the bricks are destroyed, start spawning bricks every 3 to 5 seconds at random location on the top half of the screen. don't spawn more bricks if there are 10 or more bricks on the screen.
User prompt
add a start button to the game.
User prompt
let the lava blocks overlap by 5%
User prompt
tile the lava block horizontally on the bottom of the screen
Code edit (1 edits merged)
Please save this source code
User prompt
spread the bricks evenly across the screen
User prompt
make the ball bounce from the sides of the screen
User prompt
only for the first bounce, give the ball a slight horizontal velocity.
User prompt
give the ball a slight angle on the first bounce
User prompt
make it so the ball bounces from the brick also
User prompt
reset the template to spawn the ball, a set of bricks and a lava floor. remove all other code
User prompt
change the code to destroy the brick when a ball touches it.
User prompt
when the mouse is clicked, the ball should bounce upwards. when the ball hits a brick it should bounce downwards. when the ball hits the side or top of the screen, it should bounce from it.
User prompt
when the mouse is clicked, the ball should bounce upwards only.
User prompt
when the ball hits a brick, it should be bounced downwards only.
User prompt
when the ball hits a brick, the ball should bounce back. have the brick fade by 10% on each hit instead of destroying it. On the third hit the brick should be destroyed.
User prompt
give the ball a small angle at the first bounce.
Initial prompt
Balls, Bricks and Lava?
/**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = -15; self.firstBounce = true; self.bounce = function () { self.velocityY = -15; if (self.firstBounce) { self.velocityX = 5; // slight horizontal velocity self.firstBounce = false; } }; self.velocityX = 0; self.move = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += 0.5; // gravity effect // Check for side boundaries and make the ball bounce if (self.x < 0 || self.x > 2048) { self.velocityX *= -1; // Invert the horizontal velocity } }; }); var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); }); var StartButton = Container.expand(function () { var self = Container.call(this); var startButtonGraphics = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', function () { game.start(); }); }); var Lava = Container.expand(function () { var self = Container.call(this); var lavaGraphics = self.attachAsset('lava', { anchorX: 0.5, anchorY: 0 }); self.y = 2800 - self.height; // position at the bottom of the screen }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var gameStarted = false; var ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = ball.height / 2; var lavaTiles = []; var numberOfLavaTiles = Math.ceil(2048 / 400); // Calculate the number of lava tiles needed to cover the screen width for (var i = 0; i < numberOfLavaTiles; i++) { var lava = game.addChild(new Lava()); lava.x = i * 400 * 0.95 + 200; // Position each tile with a 5% overlap lavaTiles.push(lava); } var bricks = []; var brickRowCount = 5; var brickColumnCount = 8; var brickPadding = 10; var brickOffsetTop = 200; var brickOffsetLeft = (2048 - brickColumnCount * (120 + brickPadding)) / 2; for (var i = 0; i < brickRowCount; i++) { for (var j = 0; j < brickColumnCount; j++) { var brick = game.addChild(new Brick()); brick.x = brickOffsetLeft + j * (120 + brickPadding); brick.y = brickOffsetTop + i * (103.67 + brickPadding); bricks.push(brick); } } var startButton = game.addChild(new StartButton()); startButton.x = 2048 / 2; startButton.y = 2732 / 2; game.start = function () { gameStarted = true; startButton.destroy(); }; game.on('down', function (obj) { ball.bounce(); }); LK.on('tick', function () { if (gameStarted) { ball.move(); } // Check collision with bricks and make the ball bounce for (var i = bricks.length - 1; i >= 0; i--) { if (ball.intersects(bricks[i])) { bricks[i].destroy(); bricks.splice(i, 1); ball.velocityY *= -1; // Invert the velocity to make the ball bounce } } // Check collision with lava if (ball.intersects(lava)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Check if ball is out of bounds if (ball.y < 0 || ball.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Spawn bricks at random locations on the top half of the screen if (bricks.length === 0 || bricks.length < 10 && LK.ticks % (180 + Math.floor(Math.random() * 121)) === 0) { var newBrick = game.addChild(new Brick()); newBrick.x = Math.random() * 2048; newBrick.y = Math.random() * (2732 / 2); bricks.push(newBrick); } });
===================================================================
--- original.js
+++ change.js
@@ -65,9 +65,9 @@
****/
var gameStarted = false;
var ball = game.addChild(new Ball());
ball.x = 2048 / 2;
-ball.y = 2732 / 2;
+ball.y = ball.height / 2;
var lavaTiles = [];
var numberOfLavaTiles = Math.ceil(2048 / 400); // Calculate the number of lava tiles needed to cover the screen width
for (var i = 0; i < numberOfLavaTiles; i++) {
var lava = game.addChild(new Lava());
a cartoon red brick. bright. shiny. pixel art. no text.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon bomb. bright. shiny. pixel art. no text. front view. already lit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A start button. rectangular. text says "start". pixel art style. red and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon explosion. pixel art style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a blue shiny ball. pixel art style. no shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a shiny silver brick.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a shiny gold brick.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon explosion made of red bricks. no shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.