User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'game.bullets.push(bullet);' Line Number: 226
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'game.bullets.push(bullet);' Line Number: 226
User prompt
This game create to like bubble shooter game add to this
Code edit (1 edits merged)
Please save this source code
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Bubble Pop Frenzy
User prompt
Please continue polishing my design document.
Initial prompt
Robbery game to catching a police officer
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, level: 1 }); /**** * Classes ****/ var Bubble = Container.expand(function (color, size) { var self = Container.call(this); self.bubbleColor = color || getRandomColor(); self.bubbleSize = size || 80; self.isMatched = false; self.isPowerUp = false; self.powerUpType = null; self.row = 0; self.col = 0; self.falling = false; var assetId = 'bubble_' + self.bubbleColor; self.graphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: self.bubbleSize / 80, scaleY: self.bubbleSize / 80 }); self.convertToPowerUp = function (type) { self.isPowerUp = true; self.powerUpType = type; // Replace the graphics with powerup graphics self.removeChild(self.graphics); var powerupAssetId = 'powerup_' + type; self.graphics = self.attachAsset(powerupAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: self.bubbleSize / 80, scaleY: self.bubbleSize / 80 }); }; self.match = function () { if (self.isMatched) return; self.isMatched = true; // Play pop animation tween(self.graphics, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; self.move = function (x, y) { self.falling = true; tween(self, { x: x, y: y }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { self.falling = false; } }); }; self.update = function () { // Bubble specific update logic if (self.falling === false && self.y > bottomLineY) { // Bubble has crossed the bottom line gameOver(); } }; self.down = function (x, y, obj) { // Handle bubble click/tap if (game && !self.falling) { game.checkMatches(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game Constants var COLS = 8; var ROWS = 12; var BUBBLE_SIZE = 80; var BUBBLE_SPACING = 10; var GRID_TOP_MARGIN = 150; var GRID_LEFT_MARGIN = (2048 - COLS * (BUBBLE_SIZE + BUBBLE_SPACING)) / 2; var SPAWN_INTERVAL = 2000; var COLORS = ['red', 'blue', 'green', 'yellow', 'purple']; var POWERUP_CHANCE = 0.05; var POWERUP_TYPES = ['bomb', 'line']; var bottomLineY = 2732 - 200; // Game Variables var bubbleGrid = []; var gridPositions = []; var score = 0; var level = storage.level || 1; var highScore = storage.highScore || 0; var spawnTimer = null; var levelUpThreshold = 1000; var gameActive = true; var comboMultiplier = 1; // Game Elements var background = LK.getAsset('game_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(background); // Bottom line (game over line) var bottomLine = LK.getAsset('bottom_line', { anchorX: 0, anchorY: 0, x: 0, y: bottomLineY }); game.addChild(bottomLine); // Setup UI var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 50; scoreTxt.y = 50; LK.gui.addChild(scoreTxt); var levelTxt = new Text2('Level: ' + level, { size: 80, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = 2048 - 50; levelTxt.y = 50; LK.gui.addChild(levelTxt); var highScoreTxt = new Text2('High Score: ' + highScore, { size: 60, fill: 0xFFDD00 }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.x = 2048 / 2; highScoreTxt.y = 50; LK.gui.addChild(highScoreTxt); // Helper Functions function getRandomColor() { return COLORS[Math.floor(Math.random() * COLORS.length)]; } function initialSetup() { // Calculate grid positions calculateGridPositions(); // Initialize bubble grid initializeGrid(); // Start spawning bubbles startSpawning(); // Play background music LK.playMusic('bgmusic'); } function calculateGridPositions() { gridPositions = []; for (var row = 0; row < ROWS; row++) { gridPositions[row] = []; for (var col = 0; col < COLS; col++) { var x = GRID_LEFT_MARGIN + col * (BUBBLE_SIZE + BUBBLE_SPACING) + BUBBLE_SIZE / 2; var y = GRID_TOP_MARGIN + row * (BUBBLE_SIZE + BUBBLE_SPACING) + BUBBLE_SIZE / 2; gridPositions[row][col] = { x: x, y: y }; } } } function initializeGrid() { // Initialize empty grid for (var row = 0; row < ROWS; row++) { bubbleGrid[row] = []; for (var col = 0; col < COLS; col++) { bubbleGrid[row][col] = null; } } // Add initial bubbles (just first row) for (var col = 0; col < COLS; col++) { if (Math.random() < 0.5) { // 50% chance to spawn a bubble spawnBubbleAt(0, col); } } } function spawnBubbleAt(row, col) { if (bubbleGrid[row][col] !== null) return; var bubble = new Bubble(); bubble.row = row; bubble.col = col; // Randomly convert to powerup if (Math.random() < POWERUP_CHANCE) { var powerupType = POWERUP_TYPES[Math.floor(Math.random() * POWERUP_TYPES.length)]; bubble.convertToPowerUp(powerupType); } bubble.x = gridPositions[row][col].x; bubble.y = gridPositions[row][col].y - 300; // Start above the grid game.addChild(bubble); // Animate to correct position bubble.move(gridPositions[row][col].x, gridPositions[row][col].y); bubbleGrid[row][col] = bubble; return bubble; } function startSpawning() { // Clear any existing timer if (spawnTimer) { LK.clearInterval(spawnTimer); } // Adjust spawn interval based on level var adjustedInterval = Math.max(300, SPAWN_INTERVAL - level * 100); spawnTimer = LK.setInterval(function () { if (!gameActive) return; // Shift all bubbles down by one row shiftBubblesDown(); // Spawn new bubbles in top row for (var col = 0; col < COLS; col++) { if (Math.random() < 0.3 + level * 0.03) { // Chance increases with level spawnBubbleAt(0, col); } } }, adjustedInterval); } function shiftBubblesDown() { // Start from bottom row and move up for (var row = ROWS - 1; row > 0; row--) { for (var col = 0; col < COLS; col++) { // Move bubble from row-1 to row bubbleGrid[row][col] = bubbleGrid[row - 1][col]; if (bubbleGrid[row][col]) { bubbleGrid[row][col].row = row; bubbleGrid[row][col].move(gridPositions[row][col].x, gridPositions[row][col].y); } } } // Clear top row for (var col = 0; col < COLS; col++) { bubbleGrid[0][col] = null; } } function checkForMatches(bubble) { if (!bubble || bubble.isMatched || bubble.falling) return []; var visited = {}; var matches = []; var color = bubble.bubbleColor; function visitBubble(r, c) { if (r < 0 || c < 0 || r >= ROWS || c >= COLS) return; if (visited[r + "," + c]) return; if (!bubbleGrid[r][c]) return; if (bubbleGrid[r][c].isMatched) return; if (bubbleGrid[r][c].falling) return; if (!bubble.isPowerUp && bubbleGrid[r][c].bubbleColor !== color) return; visited[r + "," + c] = true; matches.push(bubbleGrid[r][c]); // Check neighbors visitBubble(r - 1, c); // up visitBubble(r + 1, c); // down visitBubble(r, c - 1); // left visitBubble(r, c + 1); // right } visitBubble(bubble.row, bubble.col); return matches; } function popBubbles(bubbles) { if (!bubbles || bubbles.length === 0) return; // Apply powerups for (var i = 0; i < bubbles.length; i++) { var bubble = bubbles[i]; if (bubble.isPowerUp) { if (bubble.powerUpType === 'bomb') { // Bomb: pop all adjacent bubbles for (var r = Math.max(0, bubble.row - 1); r <= Math.min(ROWS - 1, bubble.row + 1); r++) { for (var c = Math.max(0, bubble.col - 1); c <= Math.min(COLS - 1, bubble.col + 1); c++) { if (bubbleGrid[r][c] && !bubbleGrid[r][c].isMatched) { bubbles.push(bubbleGrid[r][c]); } } } LK.getSound('powerup').play(); } else if (bubble.powerUpType === 'line') { // Line: pop entire row for (var c = 0; c < COLS; c++) { if (bubbleGrid[bubble.row][c] && !bubbleGrid[bubble.row][c].isMatched) { bubbles.push(bubbleGrid[bubble.row][c]); } } LK.getSound('powerup').play(); } } } // Remove duplicates from the array var uniqueBubbles = []; var bubbleIds = {}; for (var i = 0; i < bubbles.length; i++) { var bubbleId = bubbles[i].row + "," + bubbles[i].col; if (!bubbleIds[bubbleId]) { bubbleIds[bubbleId] = true; uniqueBubbles.push(bubbles[i]); } } // Calculate points var points = uniqueBubbles.length * 10 * comboMultiplier; // Play sound if (uniqueBubbles.length >= 5) { LK.getSound('combo').play(); // Increase combo multiplier comboMultiplier++; } else { LK.getSound('pop').play(); } // Pop each bubble for (var i = 0; i < uniqueBubbles.length; i++) { var bubble = uniqueBubbles[i]; // Clear from grid bubbleGrid[bubble.row][bubble.col] = null; // Animate and destroy bubble.match(); } // Update score updateScore(points); // Reset combo after a short delay LK.setTimeout(function () { comboMultiplier = 1; }, 1500); } function updateScore(points) { score += points; scoreTxt.setText('Score: ' + score); // Check for level up if (score >= level * levelUpThreshold) { levelUp(); } // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High Score: ' + highScore); } } function levelUp() { level++; storage.level = level; levelTxt.setText('Level: ' + level); // Flash level text tween(levelTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(levelTxt, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); // Restart spawning with adjusted timing startSpawning(); } function gameOver() { gameActive = false; // Stop spawning if (spawnTimer) { LK.clearInterval(spawnTimer); spawnTimer = null; } // Play game over sound LK.getSound('gameover').play(); // Show game over screen LK.showGameOver(); } // Game Logic game.checkMatches = function (clickedBubble) { if (!gameActive) return; var matches = checkForMatches(clickedBubble); // Need at least 3 matching bubbles or a power-up if (matches.length >= 3 || matches.length > 0 && clickedBubble.isPowerUp) { popBubbles(matches); } }; // Game update function game.update = function () { if (!gameActive) return; // Update all bubbles for (var row = 0; row < ROWS; row++) { for (var col = 0; col < COLS; col++) { if (bubbleGrid[row][col]) { bubbleGrid[row][col].update(); } } } }; // Start the game initialSetup();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,417 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0,
+ level: 1
+});
+
+/****
+* Classes
+****/
+var Bubble = Container.expand(function (color, size) {
+ var self = Container.call(this);
+ self.bubbleColor = color || getRandomColor();
+ self.bubbleSize = size || 80;
+ self.isMatched = false;
+ self.isPowerUp = false;
+ self.powerUpType = null;
+ self.row = 0;
+ self.col = 0;
+ self.falling = false;
+ var assetId = 'bubble_' + self.bubbleColor;
+ self.graphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: self.bubbleSize / 80,
+ scaleY: self.bubbleSize / 80
+ });
+ self.convertToPowerUp = function (type) {
+ self.isPowerUp = true;
+ self.powerUpType = type;
+ // Replace the graphics with powerup graphics
+ self.removeChild(self.graphics);
+ var powerupAssetId = 'powerup_' + type;
+ self.graphics = self.attachAsset(powerupAssetId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: self.bubbleSize / 80,
+ scaleY: self.bubbleSize / 80
+ });
+ };
+ self.match = function () {
+ if (self.isMatched) return;
+ self.isMatched = true;
+ // Play pop animation
+ tween(self.graphics, {
+ scaleX: 1.3,
+ scaleY: 1.3,
+ alpha: 0
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ };
+ self.move = function (x, y) {
+ self.falling = true;
+ tween(self, {
+ x: x,
+ y: y
+ }, {
+ duration: 300,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ self.falling = false;
+ }
+ });
+ };
+ self.update = function () {
+ // Bubble specific update logic
+ if (self.falling === false && self.y > bottomLineY) {
+ // Bubble has crossed the bottom line
+ gameOver();
+ }
+ };
+ self.down = function (x, y, obj) {
+ // Handle bubble click/tap
+ if (game && !self.falling) {
+ game.checkMatches(self);
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Game Constants
+var COLS = 8;
+var ROWS = 12;
+var BUBBLE_SIZE = 80;
+var BUBBLE_SPACING = 10;
+var GRID_TOP_MARGIN = 150;
+var GRID_LEFT_MARGIN = (2048 - COLS * (BUBBLE_SIZE + BUBBLE_SPACING)) / 2;
+var SPAWN_INTERVAL = 2000;
+var COLORS = ['red', 'blue', 'green', 'yellow', 'purple'];
+var POWERUP_CHANCE = 0.05;
+var POWERUP_TYPES = ['bomb', 'line'];
+var bottomLineY = 2732 - 200;
+// Game Variables
+var bubbleGrid = [];
+var gridPositions = [];
+var score = 0;
+var level = storage.level || 1;
+var highScore = storage.highScore || 0;
+var spawnTimer = null;
+var levelUpThreshold = 1000;
+var gameActive = true;
+var comboMultiplier = 1;
+// Game Elements
+var background = LK.getAsset('game_bg', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0
+});
+game.addChild(background);
+// Bottom line (game over line)
+var bottomLine = LK.getAsset('bottom_line', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: bottomLineY
+});
+game.addChild(bottomLine);
+// Setup UI
+var scoreTxt = new Text2('Score: 0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+scoreTxt.x = 50;
+scoreTxt.y = 50;
+LK.gui.addChild(scoreTxt);
+var levelTxt = new Text2('Level: ' + level, {
+ size: 80,
+ fill: 0xFFFFFF
+});
+levelTxt.anchor.set(1, 0);
+levelTxt.x = 2048 - 50;
+levelTxt.y = 50;
+LK.gui.addChild(levelTxt);
+var highScoreTxt = new Text2('High Score: ' + highScore, {
+ size: 60,
+ fill: 0xFFDD00
+});
+highScoreTxt.anchor.set(0.5, 0);
+highScoreTxt.x = 2048 / 2;
+highScoreTxt.y = 50;
+LK.gui.addChild(highScoreTxt);
+// Helper Functions
+function getRandomColor() {
+ return COLORS[Math.floor(Math.random() * COLORS.length)];
+}
+function initialSetup() {
+ // Calculate grid positions
+ calculateGridPositions();
+ // Initialize bubble grid
+ initializeGrid();
+ // Start spawning bubbles
+ startSpawning();
+ // Play background music
+ LK.playMusic('bgmusic');
+}
+function calculateGridPositions() {
+ gridPositions = [];
+ for (var row = 0; row < ROWS; row++) {
+ gridPositions[row] = [];
+ for (var col = 0; col < COLS; col++) {
+ var x = GRID_LEFT_MARGIN + col * (BUBBLE_SIZE + BUBBLE_SPACING) + BUBBLE_SIZE / 2;
+ var y = GRID_TOP_MARGIN + row * (BUBBLE_SIZE + BUBBLE_SPACING) + BUBBLE_SIZE / 2;
+ gridPositions[row][col] = {
+ x: x,
+ y: y
+ };
+ }
+ }
+}
+function initializeGrid() {
+ // Initialize empty grid
+ for (var row = 0; row < ROWS; row++) {
+ bubbleGrid[row] = [];
+ for (var col = 0; col < COLS; col++) {
+ bubbleGrid[row][col] = null;
+ }
+ }
+ // Add initial bubbles (just first row)
+ for (var col = 0; col < COLS; col++) {
+ if (Math.random() < 0.5) {
+ // 50% chance to spawn a bubble
+ spawnBubbleAt(0, col);
+ }
+ }
+}
+function spawnBubbleAt(row, col) {
+ if (bubbleGrid[row][col] !== null) return;
+ var bubble = new Bubble();
+ bubble.row = row;
+ bubble.col = col;
+ // Randomly convert to powerup
+ if (Math.random() < POWERUP_CHANCE) {
+ var powerupType = POWERUP_TYPES[Math.floor(Math.random() * POWERUP_TYPES.length)];
+ bubble.convertToPowerUp(powerupType);
+ }
+ bubble.x = gridPositions[row][col].x;
+ bubble.y = gridPositions[row][col].y - 300; // Start above the grid
+ game.addChild(bubble);
+ // Animate to correct position
+ bubble.move(gridPositions[row][col].x, gridPositions[row][col].y);
+ bubbleGrid[row][col] = bubble;
+ return bubble;
+}
+function startSpawning() {
+ // Clear any existing timer
+ if (spawnTimer) {
+ LK.clearInterval(spawnTimer);
+ }
+ // Adjust spawn interval based on level
+ var adjustedInterval = Math.max(300, SPAWN_INTERVAL - level * 100);
+ spawnTimer = LK.setInterval(function () {
+ if (!gameActive) return;
+ // Shift all bubbles down by one row
+ shiftBubblesDown();
+ // Spawn new bubbles in top row
+ for (var col = 0; col < COLS; col++) {
+ if (Math.random() < 0.3 + level * 0.03) {
+ // Chance increases with level
+ spawnBubbleAt(0, col);
+ }
+ }
+ }, adjustedInterval);
+}
+function shiftBubblesDown() {
+ // Start from bottom row and move up
+ for (var row = ROWS - 1; row > 0; row--) {
+ for (var col = 0; col < COLS; col++) {
+ // Move bubble from row-1 to row
+ bubbleGrid[row][col] = bubbleGrid[row - 1][col];
+ if (bubbleGrid[row][col]) {
+ bubbleGrid[row][col].row = row;
+ bubbleGrid[row][col].move(gridPositions[row][col].x, gridPositions[row][col].y);
+ }
+ }
+ }
+ // Clear top row
+ for (var col = 0; col < COLS; col++) {
+ bubbleGrid[0][col] = null;
+ }
+}
+function checkForMatches(bubble) {
+ if (!bubble || bubble.isMatched || bubble.falling) return [];
+ var visited = {};
+ var matches = [];
+ var color = bubble.bubbleColor;
+ function visitBubble(r, c) {
+ if (r < 0 || c < 0 || r >= ROWS || c >= COLS) return;
+ if (visited[r + "," + c]) return;
+ if (!bubbleGrid[r][c]) return;
+ if (bubbleGrid[r][c].isMatched) return;
+ if (bubbleGrid[r][c].falling) return;
+ if (!bubble.isPowerUp && bubbleGrid[r][c].bubbleColor !== color) return;
+ visited[r + "," + c] = true;
+ matches.push(bubbleGrid[r][c]);
+ // Check neighbors
+ visitBubble(r - 1, c); // up
+ visitBubble(r + 1, c); // down
+ visitBubble(r, c - 1); // left
+ visitBubble(r, c + 1); // right
+ }
+ visitBubble(bubble.row, bubble.col);
+ return matches;
+}
+function popBubbles(bubbles) {
+ if (!bubbles || bubbles.length === 0) return;
+ // Apply powerups
+ for (var i = 0; i < bubbles.length; i++) {
+ var bubble = bubbles[i];
+ if (bubble.isPowerUp) {
+ if (bubble.powerUpType === 'bomb') {
+ // Bomb: pop all adjacent bubbles
+ for (var r = Math.max(0, bubble.row - 1); r <= Math.min(ROWS - 1, bubble.row + 1); r++) {
+ for (var c = Math.max(0, bubble.col - 1); c <= Math.min(COLS - 1, bubble.col + 1); c++) {
+ if (bubbleGrid[r][c] && !bubbleGrid[r][c].isMatched) {
+ bubbles.push(bubbleGrid[r][c]);
+ }
+ }
+ }
+ LK.getSound('powerup').play();
+ } else if (bubble.powerUpType === 'line') {
+ // Line: pop entire row
+ for (var c = 0; c < COLS; c++) {
+ if (bubbleGrid[bubble.row][c] && !bubbleGrid[bubble.row][c].isMatched) {
+ bubbles.push(bubbleGrid[bubble.row][c]);
+ }
+ }
+ LK.getSound('powerup').play();
+ }
+ }
+ }
+ // Remove duplicates from the array
+ var uniqueBubbles = [];
+ var bubbleIds = {};
+ for (var i = 0; i < bubbles.length; i++) {
+ var bubbleId = bubbles[i].row + "," + bubbles[i].col;
+ if (!bubbleIds[bubbleId]) {
+ bubbleIds[bubbleId] = true;
+ uniqueBubbles.push(bubbles[i]);
+ }
+ }
+ // Calculate points
+ var points = uniqueBubbles.length * 10 * comboMultiplier;
+ // Play sound
+ if (uniqueBubbles.length >= 5) {
+ LK.getSound('combo').play();
+ // Increase combo multiplier
+ comboMultiplier++;
+ } else {
+ LK.getSound('pop').play();
+ }
+ // Pop each bubble
+ for (var i = 0; i < uniqueBubbles.length; i++) {
+ var bubble = uniqueBubbles[i];
+ // Clear from grid
+ bubbleGrid[bubble.row][bubble.col] = null;
+ // Animate and destroy
+ bubble.match();
+ }
+ // Update score
+ updateScore(points);
+ // Reset combo after a short delay
+ LK.setTimeout(function () {
+ comboMultiplier = 1;
+ }, 1500);
+}
+function updateScore(points) {
+ score += points;
+ scoreTxt.setText('Score: ' + score);
+ // Check for level up
+ if (score >= level * levelUpThreshold) {
+ levelUp();
+ }
+ // Update high score if needed
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ highScoreTxt.setText('High Score: ' + highScore);
+ }
+}
+function levelUp() {
+ level++;
+ storage.level = level;
+ levelTxt.setText('Level: ' + level);
+ // Flash level text
+ tween(levelTxt, {
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(levelTxt, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.easeIn
+ });
+ }
+ });
+ // Restart spawning with adjusted timing
+ startSpawning();
+}
+function gameOver() {
+ gameActive = false;
+ // Stop spawning
+ if (spawnTimer) {
+ LK.clearInterval(spawnTimer);
+ spawnTimer = null;
+ }
+ // Play game over sound
+ LK.getSound('gameover').play();
+ // Show game over screen
+ LK.showGameOver();
+}
+// Game Logic
+game.checkMatches = function (clickedBubble) {
+ if (!gameActive) return;
+ var matches = checkForMatches(clickedBubble);
+ // Need at least 3 matching bubbles or a power-up
+ if (matches.length >= 3 || matches.length > 0 && clickedBubble.isPowerUp) {
+ popBubbles(matches);
+ }
+};
+// Game update function
+game.update = function () {
+ if (!gameActive) return;
+ // Update all bubbles
+ for (var row = 0; row < ROWS; row++) {
+ for (var col = 0; col < COLS; col++) {
+ if (bubbleGrid[row][col]) {
+ bubbleGrid[row][col].update();
+ }
+ }
+ }
+};
+// Start the game
+initialSetup();
\ No newline at end of file