User prompt
has que todos los bloques de colores cuenten como uno solo
User prompt
optimizalo
User prompt
que los cuadros sean mas grandes y sean solamente colores primarios y que cubran todo lo de arriba de la pantalla y que la pelota aparezca arriba del cuadro blanco
User prompt
bien crea cuadrados chiquitos de colores que desaparezcan cuando la pelota los toque y asu vez rebote
User prompt
que el cuadro siga el raton
User prompt
ahora que tenga colision con la pelota y que el cuadro siga el raton
User prompt
haz un cuadro largo y grueso que no pueda traspasar las paredes
User prompt
elimina la guitarra y hazlo como el cuadro anterior
User prompt
un poco menos larga
User prompt
has que la guitarra este un poco mas larga
User prompt
cuando la pelota pegue con la zona de abajo salga "game over" y que tenga algo de mas velocidad
User prompt
bueno que el cuadro sea algo mas chico y que la pelota no pueda traspasar las paredes
User prompt
que el cuadro no pueda salir de la pantalla y que la pelota si pero la pelota aparezca del otro lado y viseverza y que la pelota sea mas pequeña
User prompt
no grande si no que largo y que el cuadro sig estatico pero que siga al raton
User prompt
haz a que el cuadrado sea mas grande y quede estatico en la zona abajo de la pantalla
Code edit (1 edits merged)
Please save this source code
User prompt
Bounce Box
Initial prompt
añade un cuadro blanco y un circulo y que el cuadro se pueda mover y el circulo rebote con los cuadros
/**** * Classes ****/ var BouncingCircle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('bouncingCircle', { anchorX: 0.5, anchorY: 0.5 }); // Velocity properties self.velocityX = 12; self.velocityY = 10; self.update = function () { // Move the circle self.x += self.velocityX; self.y += self.velocityY; // Bounce off screen edges if (self.x <= 25) { self.x = 25; self.velocityX = -self.velocityX; } if (self.x >= 2048 - 25) { self.x = 2048 - 25; self.velocityX = -self.velocityX; } if (self.y <= 25) { self.y = 25; self.velocityY = -self.velocityY; } // Check collision with blocks for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; if (self.intersects(block)) { // Remove block block.destroy(); blocks.splice(i, 1); // Bounce ball self.velocityY = -self.velocityY; break; } } // Check collision with paddle before hitting bottom if (self.intersects(paddle)) { // Push ball above paddle self.y = paddle.y - 20 - 25; // Reverse Y velocity for bounce self.velocityY = -Math.abs(self.velocityY); } if (self.y >= 2732 - 25) { self.y = 2732 - 25; self.velocityY = -self.velocityY; } }; return self; }); var ColorBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('colorBlock', { anchorX: 0.5, anchorY: 0.5 }); // Set random color var colors = [0xff4444, 0x44ff44, 0x4444ff, 0xffff44, 0xff44ff, 0x44ffff]; blockGraphics.tint = colors[Math.floor(Math.random() * colors.length)]; return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Prevent paddle from going through left wall if (self.x - 150 < 0) { self.x = 150; } // Prevent paddle from going through right wall if (self.x + 150 > 2048) { self.x = 2048 - 150; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2a2a2a }); /**** * Game Code ****/ var blocks = []; // Create grid of colorful blocks for (var row = 0; row < 5; row++) { for (var col = 0; col < 10; col++) { var block = game.addChild(new ColorBlock()); block.x = 200 + col * 100; block.y = 200 + row * 60; blocks.push(block); } } var bouncingCircle = game.addChild(new BouncingCircle()); bouncingCircle.x = 500; bouncingCircle.y = 400; bouncingCircle.lastIntersecting = false; var paddle = game.addChild(new Paddle()); paddle.x = 1024; paddle.y = 2600; game.move = function (x, y, obj) { paddle.x = x; }; game.update = function () { // Track ball-paddle collision state transitions var currentIntersecting = bouncingCircle.intersects(paddle); if (!bouncingCircle.lastIntersecting && currentIntersecting) { // Collision just started - push ball above paddle and reverse Y velocity bouncingCircle.y = paddle.y - 20 - 25; bouncingCircle.velocityY = -Math.abs(bouncingCircle.velocityY); } bouncingCircle.lastIntersecting = currentIntersecting; // Check if ball hits bottom area (game over zone) if (bouncingCircle.y >= 2700) { LK.showGameOver(); return; } };
===================================================================
--- original.js
+++ change.js
@@ -26,8 +26,20 @@
if (self.y <= 25) {
self.y = 25;
self.velocityY = -self.velocityY;
}
+ // Check collision with blocks
+ for (var i = blocks.length - 1; i >= 0; i--) {
+ var block = blocks[i];
+ if (self.intersects(block)) {
+ // Remove block
+ block.destroy();
+ blocks.splice(i, 1);
+ // Bounce ball
+ self.velocityY = -self.velocityY;
+ break;
+ }
+ }
// Check collision with paddle before hitting bottom
if (self.intersects(paddle)) {
// Push ball above paddle
self.y = paddle.y - 20 - 25;
@@ -40,8 +52,19 @@
}
};
return self;
});
+var ColorBlock = Container.expand(function () {
+ var self = Container.call(this);
+ var blockGraphics = self.attachAsset('colorBlock', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set random color
+ var colors = [0xff4444, 0x44ff44, 0x4444ff, 0xffff44, 0xff44ff, 0x44ffff];
+ blockGraphics.tint = colors[Math.floor(Math.random() * colors.length)];
+ return self;
+});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
@@ -69,8 +92,18 @@
/****
* Game Code
****/
+var blocks = [];
+// Create grid of colorful blocks
+for (var row = 0; row < 5; row++) {
+ for (var col = 0; col < 10; col++) {
+ var block = game.addChild(new ColorBlock());
+ block.x = 200 + col * 100;
+ block.y = 200 + row * 60;
+ blocks.push(block);
+ }
+}
var bouncingCircle = game.addChild(new BouncingCircle());
bouncingCircle.x = 500;
bouncingCircle.y = 400;
bouncingCircle.lastIntersecting = false;