User prompt
añadele un poco de velocidad ala pelota y una animacion de ajitacion cuando rebote la pelota con el bloque blanco ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ahora quiero que los poderes tengan diferente color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sabes mejor quita eso
User prompt
que la barra de carga este mas abajo y mas grande con una flech blanca xd ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que la onda aparezca donde la pelota ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
añade un modo de carga abajo del bloque blanco que lo que haga esq cuando este llena salga un texto que diga "presiona espacio" y tire una onda que rompa bloques ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que los orbes de poder cambien de colores y que sean chiquitos y que los bloqes azul rojo verde y morado tengan una animacion temblorosa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que sean iguales pero que cambien el color verde y eso si que todos tengan la probabilidad de un 20% ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pero que tengan la misma textura del orbe de poder
User prompt
mejor en un 50% y añade otro orbe de poder que te duplique la pelota blanca con 40% de probabilidad y otra que te haga la pelota mas lenta con un 30% y otra que agranda el cubo blanco para que sea mas facil rebotar la pelota con un 60% pero eso si que todas tengan un color diferente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
aumenta la probabilidad de ese orbe de poder en un 70%
User prompt
y ahora añade un score y quita eso del limite de 10
User prompt
y quita eso de ganar
User prompt
ahora quita lo de destroy all blocks
User prompt
quita eso
User prompt
bueno quita eso y añade la puntuacion
User prompt
pon un objetivo que seria desaparecer todos los bloques y que cuando eso pase ya ganes
User prompt
bien quita eso
User prompt
quiero que quites las tablas y añadas un objetivo que seria desaparecer todos los bloques pero despues de hacer eso el objetivo cambie de color a rojo y diga error para que empiezen a aparecer varios cuadrados aleatoriamente
User prompt
ahora quiero que aparezca tambien un bloque verde con los mismos sonidos y todo lo de mas y quiero que aparezca despues de que desaparezca el bloque rojo y del bloque verde aparecera uno morado igual que todos
User prompt
ahora quiero que todos los bloques que tienen sonidos tambien tengan los sonidos q w e r t
User prompt
quiero que la plataforma blanca tenga todos los sonidos de las paredes
User prompt
bien elimina eso
User prompt
y cuando todos los bloques desaparezcan gane
User prompt
ahora quiero que cuando la pelota alla chocado 10 veces con la plataforma blanca ya no aparezcan bloques azules
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BlueBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('blueBlock', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
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;
// Check collision with blue blocks
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
if (self.intersects(block)) {
// Play blue block sound and additional sounds
LK.getSound('sonidodebloqueazul').play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Block destroyed
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// Spawn red block at random position with minimum distance from other blocks
var newRedBlock = game.addChild(new RedBlock());
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
newRedBlock.x = Math.random() * (2048 - 120) + 60; // Random X within screen bounds
newRedBlock.y = Math.random() * 800 + 200; // Random Y in upper part of screen
validPosition = true;
// Check distance from all existing blue blocks
for (var b = 0; b < blocks.length; b++) {
var existingBlock = blocks[b];
var dx = newRedBlock.x - existingBlock.x;
var dy = newRedBlock.y - existingBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing red blocks
for (var r = 0; r < redBlocks.length; r++) {
var existingRedBlock = redBlocks[r];
var dx = newRedBlock.x - existingRedBlock.x;
var dy = newRedBlock.y - existingRedBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing green blocks
for (var g = 0; g < greenBlocks.length; g++) {
var existingGreenBlock = greenBlocks[g];
var dx = newRedBlock.x - existingGreenBlock.x;
var dy = newRedBlock.y - existingGreenBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing purple blocks
for (var p = 0; p < purpleBlocks.length; p++) {
var existingPurpleBlock = purpleBlocks[p];
var dx = newRedBlock.x - existingPurpleBlock.x;
var dy = newRedBlock.y - existingPurpleBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
attempts++;
}
redBlocks.push(newRedBlock);
// 10% chance to spawn power orb
if (Math.random() < 0.1) {
var powerOrb = game.addChild(new PowerOrb());
powerOrb.x = block.x;
powerOrb.y = block.y;
powerOrbs.push(powerOrb);
}
// Destroy the block
block.destroy();
blocks.splice(i, 1);
// Reverse ball Y velocity
self.velocityY = -self.velocityY;
break; // Only hit one block per frame
}
}
// Check collision with red blocks
for (var j = redBlocks.length - 1; j >= 0; j--) {
var redBlock = redBlocks[j];
if (self.intersects(redBlock)) {
// Play red block sound and additional sounds
LK.getSound('sonidodebloquerojo').play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Block destroyed
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// Spawn green block at random position with minimum distance from other blocks
var newGreenBlock = game.addChild(new GreenBlock());
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
newGreenBlock.x = Math.random() * (2048 - 120) + 60; // Random X within screen bounds
newGreenBlock.y = Math.random() * 800 + 200; // Random Y in upper part of screen
validPosition = true;
// Check distance from all existing blue blocks
for (var b = 0; b < blocks.length; b++) {
var existingBlock = blocks[b];
var dx = newGreenBlock.x - existingBlock.x;
var dy = newGreenBlock.y - existingBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing red blocks
for (var r = 0; r < redBlocks.length; r++) {
var existingRedBlock = redBlocks[r];
var dx = newGreenBlock.x - existingRedBlock.x;
var dy = newGreenBlock.y - existingRedBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing green blocks
for (var g = 0; g < greenBlocks.length; g++) {
var existingGreenBlock = greenBlocks[g];
var dx = newGreenBlock.x - existingGreenBlock.x;
var dy = newGreenBlock.y - existingGreenBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing purple blocks
for (var p = 0; p < purpleBlocks.length; p++) {
var existingPurpleBlock = purpleBlocks[p];
var dx = newGreenBlock.x - existingPurpleBlock.x;
var dy = newGreenBlock.y - existingPurpleBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
attempts++;
}
greenBlocks.push(newGreenBlock);
// 10% chance to spawn power orb
if (Math.random() < 0.1) {
var powerOrb = game.addChild(new PowerOrb());
powerOrb.x = redBlock.x;
powerOrb.y = redBlock.y;
powerOrbs.push(powerOrb);
}
// Destroy the red block
redBlock.destroy();
redBlocks.splice(j, 1);
// Reverse ball Y velocity
self.velocityY = -self.velocityY;
break; // Only hit one block per frame
}
}
// Check collision with green blocks
for (var k = greenBlocks.length - 1; k >= 0; k--) {
var greenBlock = greenBlocks[k];
if (self.intersects(greenBlock)) {
// Play green block sound and additional sounds
LK.getSound('sonidodebloquerojo').play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Block destroyed
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// Spawn purple block at random position with minimum distance from other blocks
var newPurpleBlock = game.addChild(new PurpleBlock());
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
newPurpleBlock.x = Math.random() * (2048 - 120) + 60; // Random X within screen bounds
newPurpleBlock.y = Math.random() * 800 + 200; // Random Y in upper part of screen
validPosition = true;
// Check distance from all existing blue blocks
for (var b = 0; b < blocks.length; b++) {
var existingBlock = blocks[b];
var dx = newPurpleBlock.x - existingBlock.x;
var dy = newPurpleBlock.y - existingBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing red blocks
for (var r = 0; r < redBlocks.length; r++) {
var existingRedBlock = redBlocks[r];
var dx = newPurpleBlock.x - existingRedBlock.x;
var dy = newPurpleBlock.y - existingRedBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing green blocks
for (var g = 0; g < greenBlocks.length; g++) {
var existingGreenBlock = greenBlocks[g];
var dx = newPurpleBlock.x - existingGreenBlock.x;
var dy = newPurpleBlock.y - existingGreenBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing purple blocks
for (var p = 0; p < purpleBlocks.length; p++) {
var existingPurpleBlock = purpleBlocks[p];
var dx = newPurpleBlock.x - existingPurpleBlock.x;
var dy = newPurpleBlock.y - existingPurpleBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
attempts++;
}
purpleBlocks.push(newPurpleBlock);
// 10% chance to spawn power orb
if (Math.random() < 0.1) {
var powerOrb = game.addChild(new PowerOrb());
powerOrb.x = greenBlock.x;
powerOrb.y = greenBlock.y;
powerOrbs.push(powerOrb);
}
// Destroy the green block
greenBlock.destroy();
greenBlocks.splice(k, 1);
// Reverse ball Y velocity
self.velocityY = -self.velocityY;
break; // Only hit one block per frame
}
}
// Check collision with purple blocks
for (var l = purpleBlocks.length - 1; l >= 0; l--) {
var purpleBlock = purpleBlocks[l];
if (self.intersects(purpleBlock)) {
// Play purple block sound and additional sounds
LK.getSound('sonidodebloquerojo').play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Block destroyed
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// 10% chance to spawn power orb
if (Math.random() < 0.1) {
var powerOrb = game.addChild(new PowerOrb());
powerOrb.x = purpleBlock.x;
powerOrb.y = purpleBlock.y;
powerOrbs.push(powerOrb);
}
// Destroy the purple block
purpleBlock.destroy();
purpleBlocks.splice(l, 1);
// Reverse ball Y velocity
self.velocityY = -self.velocityY;
break; // Only hit one block per frame
}
}
// 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;
}
if (self.y >= 2732 - 25) {
self.y = 2732 - 25;
self.velocityY = -self.velocityY;
}
};
return self;
});
var CornerBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('cornerBlock', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000
});
// Track collision state for sound triggering
self.lastIntersecting = false;
self.update = function () {
// Check collision with bouncing circle
var currentIntersecting = self.intersects(bouncingCircle);
if (!self.lastIntersecting && currentIntersecting) {
// Collision just started - play random sound (C, A, or G)
var sounds = ['c', 'a', 'g'];
var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
LK.getSound(randomSound).play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Add expansion animation to bouncing circle
tween(bouncingCircle, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bouncingCircle, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
self.lastIntersecting = currentIntersecting;
};
return self;
});
var CornerBlockRight = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('cornerBlockRight', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000
});
// Track collision state for sound triggering
self.lastIntersecting = false;
self.update = function () {
// Check collision with bouncing circle
var currentIntersecting = self.intersects(bouncingCircle);
if (!self.lastIntersecting && currentIntersecting) {
// Collision just started - play random sound (C, A, or G)
var sounds = ['c', 'a', 'g'];
var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
LK.getSound(randomSound).play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Add expansion animation to bouncing circle
tween(bouncingCircle, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bouncingCircle, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
self.lastIntersecting = currentIntersecting;
};
return self;
});
var CornerBlockTop = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('cornerBlockTop', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000
});
// Track collision state for sound triggering
self.lastIntersecting = false;
self.update = function () {
// Check collision with bouncing circle
var currentIntersecting = self.intersects(bouncingCircle);
if (!self.lastIntersecting && currentIntersecting) {
// Collision just started - play random sound (C, A, or G)
var sounds = ['c', 'a', 'g'];
var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
LK.getSound(randomSound).play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Add expansion animation to bouncing circle
tween(bouncingCircle, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bouncingCircle, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
self.lastIntersecting = currentIntersecting;
};
return self;
});
var GreenBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('greenBlock', {
anchorX: 0.5,
anchorY: 0.5
});
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;
});
var PowerOrb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('powerOrb', {
anchorX: 0.5,
anchorY: 0.5
});
// Fall downward
self.velocityY = 8;
self.update = function () {
self.y += self.velocityY;
// Remove if goes off screen
if (self.y > 2800) {
self.destroy();
// Remove from powerOrbs array
for (var i = powerOrbs.length - 1; i >= 0; i--) {
if (powerOrbs[i] === self) {
powerOrbs.splice(i, 1);
break;
}
}
}
};
return self;
});
var PurpleBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('purpleBlock', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var RedBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('redBlock', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Add scattered musical wave symbols across the background
var musicalWaves = [];
for (var i = 0; i < 20; i++) {
var waveType = 'musicalWave' + (Math.floor(Math.random() * 4) + 1);
var wave = game.addChild(LK.getAsset(waveType, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
alpha: 0.3,
rotation: Math.random() * Math.PI * 2
}));
musicalWaves.push(wave);
}
// Add scattered musical notes across the background
var musicalNotes = [];
for (var i = 0; i < 15; i++) {
var noteType = 'musicalNote' + (Math.floor(Math.random() * 3) + 1);
var note = game.addChild(LK.getAsset(noteType, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
alpha: 0.25,
rotation: Math.random() * Math.PI * 2
}));
musicalNotes.push(note);
}
// Add staff lines across the background
var staffLines = [];
for (var i = 0; i < 12; i++) {
var staffType = 'staffLine' + (Math.floor(Math.random() * 3) + 1);
var staff = game.addChild(LK.getAsset(staffType, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
alpha: 0.2,
rotation: Math.random() * Math.PI * 0.5
}));
staffLines.push(staff);
}
// Add treble clefs scattered in the background
var trebleClefs = [];
for (var i = 0; i < 8; i++) {
var clef = game.addChild(LK.getAsset('trebleClef', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
alpha: 0.15,
rotation: Math.random() * Math.PI * 2
}));
trebleClefs.push(clef);
}
// Add scattered background circles
var backgroundCircles = [];
for (var i = 0; i < 40; i++) {
var circleType = 'backgroundCircle' + (Math.floor(Math.random() * 6) + 1);
var circle = game.addChild(LK.getAsset(circleType, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
alpha: 0.1
}));
backgroundCircles.push(circle);
}
// Cache paddle constants
var PADDLE_HALF_WIDTH = 150;
var SCREEN_WIDTH = 2048;
var blocks = [];
var redBlocks = [];
var greenBlocks = [];
var purpleBlocks = [];
var powerOrbs = [];
var paddleCollisions = 0;
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;
};
// Add corner block covering entire left side of screen
var cornerBlock = game.addChild(new CornerBlock());
cornerBlock.x = 10; // Position at left edge
cornerBlock.y = 1366; // Center vertically (half of 2732)
// Add corner block covering entire right side of screen
var cornerBlockRight = game.addChild(new CornerBlockRight());
cornerBlockRight.x = 2038; // Position at right edge
cornerBlockRight.y = 1366; // Center vertically (half of 2732)
// Add corner block covering entire top side of screen
var cornerBlockTop = game.addChild(new CornerBlockTop());
cornerBlockTop.x = 1024; // Center horizontally (half of 2048)
cornerBlockTop.y = 10; // Position at top edge
// Play background music
LK.playMusic('musica');
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);
// Increment paddle collision counter
paddleCollisions++;
// Play random sound (C, A, or G)
var sounds = ['c', 'a', 'g'];
var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
LK.getSound(randomSound).play();
var additionalSounds = ['q', 'w', 'e', 'r', 't'];
var randomAdditionalSound = additionalSounds[Math.floor(Math.random() * additionalSounds.length)];
LK.getSound(randomAdditionalSound).play();
// Add expansion animation to bouncing circle
tween(bouncingCircle, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bouncingCircle, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// Only spawn blue blocks if paddle collisions are less than 10
if (paddleCollisions < 10) {
// Spawn new blue block at random position with minimum distance from other blocks
var newBlock = game.addChild(new BlueBlock());
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
newBlock.x = Math.random() * (2048 - 120) + 60; // Random X within screen bounds
newBlock.y = Math.random() * 800 + 200; // Random Y in upper part of screen
validPosition = true;
// Check distance from all existing blue blocks
for (var b = 0; b < blocks.length; b++) {
var existingBlock = blocks[b];
var dx = newBlock.x - existingBlock.x;
var dy = newBlock.y - existingBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing red blocks
for (var r = 0; r < redBlocks.length; r++) {
var existingRedBlock = redBlocks[r];
var dx = newBlock.x - existingRedBlock.x;
var dy = newBlock.y - existingRedBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing green blocks
for (var g = 0; g < greenBlocks.length; g++) {
var existingGreenBlock = greenBlocks[g];
var dx = newBlock.x - existingGreenBlock.x;
var dy = newBlock.y - existingGreenBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
// Check distance from all existing purple blocks
for (var p = 0; p < purpleBlocks.length; p++) {
var existingPurpleBlock = purpleBlocks[p];
var dx = newBlock.x - existingPurpleBlock.x;
var dy = newBlock.y - existingPurpleBlock.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Minimum distance of 200 pixels
validPosition = false;
break;
}
}
attempts++;
}
blocks.push(newBlock);
}
}
bouncingCircle.lastIntersecting = currentIntersecting;
// Check power orb collisions with paddle
for (var k = powerOrbs.length - 1; k >= 0; k--) {
var powerOrb = powerOrbs[k];
if (powerOrb.intersects(paddle)) {
// Increase ball speed
var speedMultiplier = 1.5;
bouncingCircle.velocityX *= speedMultiplier;
bouncingCircle.velocityY *= speedMultiplier;
// Visual feedback - flash ball green
tween(bouncingCircle, {
tint: 0x00ff00
}, {
duration: 200,
onFinish: function onFinish() {
tween(bouncingCircle, {
tint: 0xffffff
}, {
duration: 200
});
}
});
// Remove power orb
powerOrb.destroy();
powerOrbs.splice(k, 1);
}
}
// Check if ball hits bottom area (game over zone)
if (bouncingCircle.y >= 2700) {
LK.showGameOver();
return;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -819,14 +819,8 @@
powerOrb.destroy();
powerOrbs.splice(k, 1);
}
}
- // Check win condition - all blocks destroyed
- var totalBlocks = blocks.length + redBlocks.length + greenBlocks.length + purpleBlocks.length;
- if (totalBlocks === 0) {
- LK.showYouWin();
- return;
- }
// Check if ball hits bottom area (game over zone)
if (bouncingCircle.y >= 2700) {
LK.showGameOver();
return;