User prompt
Trigger game over for small ball also
User prompt
Trigger game over if all the balls touches he canon
User prompt
Make the game over it the small ball touch the cannon
User prompt
Add lemon color to the randomly chosen color for split balls
User prompt
Add pink color to the randomly chosen color for split balls
User prompt
Use small ball asset only for second time split balls that is dissapearing balls
User prompt
dont give random colors to small ball use small ball asset only
User prompt
Remove black color from the balls splitting process and randomly add another color
User prompt
Remove black color from the medium balls splitting process randomly add another color
User prompt
dont use balck color in the medium balls splitting
User prompt
Add white color to the randomly chosen color for split balls for medium balls instead of black
User prompt
Add random numbers to balls for identification only for medium ball
User prompt
is it possible to add random numbers in the ball so that identify which ball it is
User prompt
include medium ball green asset also
User prompt
use medium blue ball asset also
User prompt
add white color also
User prompt
add other color instead of blue in randomly chose color split balls
User prompt
Replace the medium ball that appears after a red ball is hit with my custom split ball asset. Ensure the new split balls appear at the same position as the original red ball, moving in slightly different directions. The color of these split balls should either remain red or be randomly chosen from a predefined set."
User prompt
make the medium ball blue split in to two after bullet hits the red ball
User prompt
Remove the medium ball asset for red ball only after hit by the bullet
User prompt
remove the medium ball asset for red ball only after hit by the bullet\
User prompt
Replace medium ball asset with medium ball blue asset after bullet hits a red ball and split two
User prompt
Replace medium ball asset with medium ball blue asset after bullet hit a red ball
User prompt
when red ball got hit release the medium ball blue instead of mediumball
User prompt
when red large ball hits replace the medium ball asset to medium ball blue asset
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Ball = Container.expand(function (size, speedX, speedY) { var self = Container.call(this); self.size = size || 'large'; self.speedX = speedX || Math.random() * 10 - 5; self.speedY = speedY || Math.random() * 5 + 2; var assetName = self.size + 'Ball'; var ballGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.radius = ballGraphics.width / 2; self.update = function () { // Move the ball self.x += self.speedX; self.y += self.speedY; // Bounce off walls if (self.x < self.radius || self.x > 2048 - self.radius) { self.speedX *= -1; // Adjust position to prevent sticking to walls if (self.x < self.radius) { self.x = self.radius; } if (self.x > 2048 - self.radius) { self.x = 2048 - self.radius; } } // Bounce off top if (self.y < self.radius) { self.speedY *= -1; self.y = self.radius; } // Ball bounces off the ground if it's a large or medium ball if ((self.size === 'large' || self.size === 'medium') && self.y > 2732 - self.radius) { self.speedY *= -1; // Adjust position to prevent sticking to the ground self.y = 2732 - self.radius; } // Apply gravity self.speedY += 0.2; }; self.split = function () { // Create two smaller balls when hit var nextSize; if (self.size === 'large') { nextSize = 'medium'; score += 100; } else if (self.size === 'medium') { // Use custom split ball asset assetName = 'customSplitBall'; nextSize = 'small'; score += 200; } else { // Small balls just disappear score += 300; return []; } var newBalls = []; // Create two smaller balls with slightly altered velocities for (var i = 0; i < 2; i++) { var speedMultiplier = i === 0 ? 1 : -1; var colors = [0xff0000, 0x00ff00, 0x0000ff, 0x800080, 0xffffff, 0xffc0cb, 0xfff700]; // Red, Green, Blue, Purple, White, Pink, Lemon var randomColor = colors[Math.floor(Math.random() * colors.length)]; var newBall = new Ball(nextSize, self.speedX * 1.2 * speedMultiplier, self.speedY * 0.8); newBall.x = self.x; newBall.y = self.y; newBall.speedX += (Math.random() - 0.5) * 2; // Add slight random variation to speedX newBall.speedY += (Math.random() - 0.5) * 2; // Add slight random variation to speedY newBall.tint = randomColor; // Apply random color newBalls.push(newBall); } return newBalls; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; // Remove bullet if it goes off-screen if (self.y < -50) { self.markForRemoval = true; } }; return self; }); var Cannon = Container.expand(function () { var self = Container.call(this); // Base of the cannon var base = self.attachAsset('cannonBase', { anchorX: 0.5, anchorY: 0.5, y: 20 }); // The cannon barrel var barrel = self.attachAsset('cannon', { anchorX: 0.5, anchorY: 1.0, y: 0 }); // Fire rate control self.lastFired = 0; self.fireRate = 500; // ms between shots // Cannon shoots automatically self.tryToFire = function () { var currentTime = Date.now(); if (currentTime - self.lastFired > self.fireRate) { self.fire(); self.lastFired = currentTime; } }; self.fire = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - barrel.height; game.addChild(bullet); bullets.push(bullet); LK.getSound('shoot').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x202060 }); /**** * Game Code ****/ // Attach background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); var balls = []; var bullets = []; var score = 0; var isGameOver = false; var lastBallSpawnTime = 0; var ballSpawnInterval = 3000; // ms between ball spawns var timeSinceLastHit = 0; var comboMultiplier = 1; var comboTimeout = 1000; // ms to maintain combo // Create cannon var cannon = new Cannon(); cannon.x = 2048 / 2; cannon.y = 2732 - 100; game.addChild(cannon); // Create score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -scoreTxt.width - 20; scoreTxt.y = 20; // Create multiplier display var multiplierTxt = new Text2('x1', { size: 60, fill: 0xFFCC00 }); multiplierTxt.anchor.set(0, 0); LK.gui.topRight.addChild(multiplierTxt); multiplierTxt.x = -multiplierTxt.width - 20; multiplierTxt.y = scoreTxt.height + 30; // Handle ball spawning function spawnBall() { var ballColorSequence = ['largeBall', 'largeBallYellow', 'largeBallOrangeYellow']; var ballColorIndex = balls.length % ballColorSequence.length; var ball = new Ball('large', undefined, undefined); ball.attachAsset(ballColorSequence[ballColorIndex], { anchorX: 0.5, anchorY: 0.5 }); ball.x = Math.random() * (2048 - 200) + 100; // Avoid spawning too close to edges ball.y = -100; game.addChild(ball); balls.push(ball); } // Cannon movement var isDragging = false; game.down = function (x, y, obj) { isDragging = true; moveCannonTo(x); }; game.move = function (x, y, obj) { if (isDragging) { moveCannonTo(x); } }; game.up = function (x, y, obj) { isDragging = false; }; function moveCannonTo(x) { // Constrain cannon position to screen boundaries var minX = 100; var maxX = 2048 - 100; cannon.x = Math.max(minX, Math.min(maxX, x)); } // Update game state game.update = function () { if (isGameOver) { return; } // Update combo multiplier timeSinceLastHit += 16.67; // Approximate ms per frame at 60fps if (timeSinceLastHit > comboTimeout && comboMultiplier > 1) { comboMultiplier = 1; updateMultiplierDisplay(); } // Spawn new balls periodically var currentTime = Date.now(); if (currentTime - lastBallSpawnTime > ballSpawnInterval) { spawnBall(); lastBallSpawnTime = currentTime; // Gradually decrease spawn interval to increase difficulty ballSpawnInterval = Math.max(1000, ballSpawnInterval - 50); } // Automatically fire cannon cannon.tryToFire(); // Update all bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check for collisions with balls for (var j = balls.length - 1; j >= 0; j--) { var ball = balls[j]; // Simple distance-based collision detection var dx = bullet.x - ball.x; var dy = bullet.y - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < ball.radius) { // Hit detected LK.getSound('hit').play(); // Update combo system timeSinceLastHit = 0; comboMultiplier = Math.min(10, comboMultiplier + 1); updateMultiplierDisplay(); // Check if the ball is red and split the medium blue ball if (ball.size === 'large' && ball.assetName === 'largeBall') { for (var b = balls.length - 1; b >= 0; b--) { var otherBall = balls[b]; if (otherBall.size === 'medium' && otherBall.assetName === 'mediumBallBlue') { var newBalls = otherBall.split(); for (var k = 0; k < newBalls.length; k++) { game.addChild(newBalls[k]); balls.push(newBalls[k]); } game.removeChild(otherBall); balls.splice(b, 1); } } } // Create new smaller balls var newBalls = ball.split(); for (var k = 0; k < newBalls.length; k++) { game.addChild(newBalls[k]); balls.push(newBalls[k]); } // Remove the current ball and bullet game.removeChild(ball); balls.splice(j, 1); game.removeChild(bullet); bullets.splice(i, 1); // Update score updateScore(); // Break out of inner loop since bullet is gone break; } } // Remove bullets marked for removal if (bullet.markForRemoval) { game.removeChild(bullet); bullets.splice(i, 1); } } // Update all balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; // Check collision with cannon var dx = ball.x - cannon.x; var dy = ball.y - cannon.y; var distance = Math.sqrt(dx * dx + dy * dy); if (ball.size === 'small' && distance < ball.radius + 75) { // Mark the ball for removal ball.markForRemoval = true; } // Check if all small balls have touched the cannon var allSmallBallsTouched = balls.every(function (b) { return b.size !== 'small' || b.markForRemoval; }); if (allSmallBallsTouched) { // Trigger game over if all small balls have touched the cannon gameOver(); break; } // Remove balls marked for removal if (ball.markForRemoval) { game.removeChild(ball); balls.splice(i, 1); } } }; function updateScore() { // Apply the multiplier to score updates score += 50 * comboMultiplier; scoreTxt.setText('Score: ' + score); // Update the internal LK score for leaderboards LK.setScore(score); } function updateMultiplierDisplay() { multiplierTxt.setText('x' + comboMultiplier); // Change color based on multiplier level if (comboMultiplier > 5) { multiplierTxt.setStyle({ fill: 0xFF3333 }); // Red for high multiplier } else if (comboMultiplier > 2) { multiplierTxt.setStyle({ fill: 0xFFAA00 }); // Orange for medium multiplier } else { multiplierTxt.setStyle({ fill: 0xFFCC00 }); // Default yellow } } function gameOver() { if (isGameOver) { return; } isGameOver = true; LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.7, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -300,9 +300,17 @@
var dx = ball.x - cannon.x;
var dy = ball.y - cannon.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (ball.size === 'small' && distance < ball.radius + 75) {
- // Trigger game over if a small ball touches the cannon
+ // Mark the ball for removal
+ ball.markForRemoval = true;
+ }
+ // Check if all small balls have touched the cannon
+ var allSmallBallsTouched = balls.every(function (b) {
+ return b.size !== 'small' || b.markForRemoval;
+ });
+ if (allSmallBallsTouched) {
+ // Trigger game over if all small balls have touched the cannon
gameOver();
break;
}
// Remove balls marked for removal