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quiero que cuando la pelota toque algo tenga una animacion de espancion ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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quiero que en esas tres partes tambien añadas el sonido g y que cuando inicie el juego ya esten de color negro que no sea necesario tocarlos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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pero que no las toque juntas que sea una sola y que sea aleatoria al igual pon lo mismo en el otro lado y arriba ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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quiero que ese bloque blanco que pude reproduzca el sonido C y el sonido un cuando la pelota blanca lo toque y que se haga de color negro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que sea blanco y que cubra todo un lado de la pantalla
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añade un bloque delgado y largo en una esquina de la pantalla
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quiero que los circulos del fondo sean mas grandes y aigan mas
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quiero que el bloque rojo haga el sonido de sonidodebloquerojo cuando desaparezca
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y ahora añade circulos en el fondo
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añade mas
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no que tenga circulos si no que ondas musicales y asi
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ahora que tenga fondo negro completamente negro y que tenga varios simbolos de notas musicales
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pero que el fondo tenga destas musicales
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añade un fondo con teclas musicales pero con una opacidad de oscuridad
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mejor elimina el aim
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ahora quiero que los bloques azules y rojos nose interpongan entre si osea que aparezcan alejados entre si y quiero que la pelota blanca tenga un aim para que se mas sencillo darle a los destas
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que aiga una puntuacion arriba de bloques azules rotos y de bloques rojos rotos
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haz que aiga una probabilid del 10% en el momento en el que choque la pelota blanca con un blockblue o blockred caiga un circulo chiquito que le de mas velocidad ala pelota blanca si el bloque blanco de abajo lo toca ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz a que aparezca aleatoriamente y añade musica
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haz que cuando destruyan el bloque azul salga un bloque rojo color fuerte neon
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ahora quiero que el bloque azul tenga el sonido de sonidodebloqueazul
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pero que esos bloques tengan colisiones y la bolita los pueda destruir
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quiero que por cada colision aparezca un nuevo bloque de color azul fuerte
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quita los bloques de colores
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pero no en ese sentido si no que tenga que romper varios bloques pero todos esos bloques cuenten como uno para que no de lag
/**** * 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 (skip if no blocks remain) if (blocks.length > 0) { for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; if (self.intersects(block)) { // Damage the block var shouldDestroy = block.takeDamage(); if (shouldDestroy) { block.destroy(); blocks.splice(i, 1); } // Bounce ball self.velocityY = -self.velocityY; break; } } } if (self.y >= 2732 - 25) { self.y = 2732 - 25; self.velocityY = -self.velocityY; } }; return self; }); // Cache colors array for performance // Red, Green, Blue var ColorBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('colorBlock', { anchorX: 0.5, anchorY: 0.5 }); // Set primary colors only blockGraphics.tint = PRIMARY_COLORS[Math.floor(Math.random() * PRIMARY_COLORS.length)]; // Initialize block health (number of hits needed to destroy) self.health = 3; self.maxHealth = 3; // Method to take damage and update visual feedback self.takeDamage = function () { self.health--; // Update alpha based on remaining health for visual feedback blockGraphics.alpha = self.health / self.maxHealth; return self.health <= 0; // Return true if block should be destroyed }; return self; }); // Cache paddle constants 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 < PADDLE_HALF_WIDTH) { self.x = PADDLE_HALF_WIDTH; } // Prevent paddle from going through right wall if (self.x > SCREEN_WIDTH - PADDLE_HALF_WIDTH) { self.x = SCREEN_WIDTH - PADDLE_HALF_WIDTH; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2a2a2a }); /**** * Game Code ****/ // Cache colors array for performance var PRIMARY_COLORS = [0xff0000, 0x00ff00, 0x0000ff]; // Cache paddle constants var PADDLE_HALF_WIDTH = 150; var SCREEN_WIDTH = 2048; var blocks = []; // Create grid of colorful blocks covering top of screen for (var row = 0; row < 8; row++) { for (var col = 0; col < 17; col++) { var block = game.addChild(new ColorBlock()); block.x = 60 + col * 120; block.y = 60 + row * 60; blocks.push(block); } } var bouncingCircle = game.addChild(new BouncingCircle()); bouncingCircle.x = 1024; bouncingCircle.y = 2550; // Position above paddle 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 win condition - all blocks destroyed if (blocks.length === 0) { LK.showYouWin(); return; } // Check if ball hits bottom area (game over zone) if (bouncingCircle.y >= 2700) { LK.showGameOver(); return; } };
/****
* 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 (skip if no blocks remain)
if (blocks.length > 0) {
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
if (self.intersects(block)) {
// Damage the block
var shouldDestroy = block.takeDamage();
if (shouldDestroy) {
block.destroy();
blocks.splice(i, 1);
}
// Bounce ball
self.velocityY = -self.velocityY;
break;
}
}
}
if (self.y >= 2732 - 25) {
self.y = 2732 - 25;
self.velocityY = -self.velocityY;
}
};
return self;
});
// Cache colors array for performance
// Red, Green, Blue
var ColorBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('colorBlock', {
anchorX: 0.5,
anchorY: 0.5
});
// Set primary colors only
blockGraphics.tint = PRIMARY_COLORS[Math.floor(Math.random() * PRIMARY_COLORS.length)];
// Initialize block health (number of hits needed to destroy)
self.health = 3;
self.maxHealth = 3;
// Method to take damage and update visual feedback
self.takeDamage = function () {
self.health--;
// Update alpha based on remaining health for visual feedback
blockGraphics.alpha = self.health / self.maxHealth;
return self.health <= 0; // Return true if block should be destroyed
};
return self;
});
// Cache paddle constants
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 < PADDLE_HALF_WIDTH) {
self.x = PADDLE_HALF_WIDTH;
}
// Prevent paddle from going through right wall
if (self.x > SCREEN_WIDTH - PADDLE_HALF_WIDTH) {
self.x = SCREEN_WIDTH - PADDLE_HALF_WIDTH;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2a2a2a
});
/****
* Game Code
****/
// Cache colors array for performance
var PRIMARY_COLORS = [0xff0000, 0x00ff00, 0x0000ff];
// Cache paddle constants
var PADDLE_HALF_WIDTH = 150;
var SCREEN_WIDTH = 2048;
var blocks = [];
// Create grid of colorful blocks covering top of screen
for (var row = 0; row < 8; row++) {
for (var col = 0; col < 17; col++) {
var block = game.addChild(new ColorBlock());
block.x = 60 + col * 120;
block.y = 60 + row * 60;
blocks.push(block);
}
}
var bouncingCircle = game.addChild(new BouncingCircle());
bouncingCircle.x = 1024;
bouncingCircle.y = 2550; // Position above paddle
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 win condition - all blocks destroyed
if (blocks.length === 0) {
LK.showYouWin();
return;
}
// Check if ball hits bottom area (game over zone)
if (bouncingCircle.y >= 2700) {
LK.showGameOver();
return;
}
};