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
User prompt
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