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
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y quita eso de ganar
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ahora quita lo de destroy all blocks
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quita eso
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bueno quita eso y añade la puntuacion
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pon un objetivo que seria desaparecer todos los bloques y que cuando eso pase ya ganes
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bien quita eso
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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
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quiero que la plataforma blanca tenga todos los sonidos de las paredes
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bien elimina eso
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y cuando todos los bloques desaparezcan gane
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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 }); // Add continuous shaking animation self.update = function () { var shake = Math.sin(LK.ticks * 0.5) * 2; self.x += shake; }; 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]; var ballHit = false; // Check collision with all bouncing circles for (var circleIndex = 0; circleIndex < bouncingCircles.length; circleIndex++) { var circle = bouncingCircles[circleIndex]; if (circle.intersects(block)) { ballHit = true; break; } } if (ballHit) { // 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 // Increment score score += 10; scoreTxt.setText('Score: ' + score); // 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); // 20% chance to spawn power orb if (Math.random() < 0.2) { var powerOrb = game.addChild(new PowerOrb()); powerOrb.x = block.x; powerOrb.y = block.y; powerOrbs.push(powerOrb); } // 20% chance to spawn double ball orb if (Math.random() < 0.2) { var doubleBallOrb = game.addChild(new DoubleBallOrb()); doubleBallOrb.x = block.x; doubleBallOrb.y = block.y; doubleBallOrbs.push(doubleBallOrb); } // 20% chance to spawn slow ball orb if (Math.random() < 0.2) { var slowBallOrb = game.addChild(new SlowBallOrb()); slowBallOrb.x = block.x; slowBallOrb.y = block.y; slowBallOrbs.push(slowBallOrb); } // 20% chance to spawn enlarge paddle orb if (Math.random() < 0.2) { var enlargePaddleOrb = game.addChild(new EnlargePaddleOrb()); enlargePaddleOrb.x = block.x; enlargePaddleOrb.y = block.y; enlargePaddleOrbs.push(enlargePaddleOrb); } // 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 // Increment score score += 15; scoreTxt.setText('Score: ' + score); // 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); // 20% chance to spawn power orb if (Math.random() < 0.2) { var powerOrb = game.addChild(new PowerOrb()); powerOrb.x = redBlock.x; powerOrb.y = redBlock.y; powerOrbs.push(powerOrb); } // 20% chance to spawn double ball orb if (Math.random() < 0.2) { var doubleBallOrb = game.addChild(new DoubleBallOrb()); doubleBallOrb.x = redBlock.x; doubleBallOrb.y = redBlock.y; doubleBallOrbs.push(doubleBallOrb); } // 20% chance to spawn slow ball orb if (Math.random() < 0.2) { var slowBallOrb = game.addChild(new SlowBallOrb()); slowBallOrb.x = redBlock.x; slowBallOrb.y = redBlock.y; slowBallOrbs.push(slowBallOrb); } // 20% chance to spawn enlarge paddle orb if (Math.random() < 0.2) { var enlargePaddleOrb = game.addChild(new EnlargePaddleOrb()); enlargePaddleOrb.x = redBlock.x; enlargePaddleOrb.y = redBlock.y; enlargePaddleOrbs.push(enlargePaddleOrb); } // 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 // Increment score score += 20; scoreTxt.setText('Score: ' + score); // 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); // 20% chance to spawn power orb if (Math.random() < 0.2) { var powerOrb = game.addChild(new PowerOrb()); powerOrb.x = greenBlock.x; powerOrb.y = greenBlock.y; powerOrbs.push(powerOrb); } // 20% chance to spawn double ball orb if (Math.random() < 0.2) { var doubleBallOrb = game.addChild(new DoubleBallOrb()); doubleBallOrb.x = greenBlock.x; doubleBallOrb.y = greenBlock.y; doubleBallOrbs.push(doubleBallOrb); } // 20% chance to spawn slow ball orb if (Math.random() < 0.2) { var slowBallOrb = game.addChild(new SlowBallOrb()); slowBallOrb.x = greenBlock.x; slowBallOrb.y = greenBlock.y; slowBallOrbs.push(slowBallOrb); } // 20% chance to spawn enlarge paddle orb if (Math.random() < 0.2) { var enlargePaddleOrb = game.addChild(new EnlargePaddleOrb()); enlargePaddleOrb.x = greenBlock.x; enlargePaddleOrb.y = greenBlock.y; enlargePaddleOrbs.push(enlargePaddleOrb); } // 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 // Increment score score += 25; scoreTxt.setText('Score: ' + score); // 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 }); } }); // 20% chance to spawn power orb if (Math.random() < 0.2) { var powerOrb = game.addChild(new PowerOrb()); powerOrb.x = purpleBlock.x; powerOrb.y = purpleBlock.y; powerOrbs.push(powerOrb); } // 20% chance to spawn double ball orb if (Math.random() < 0.2) { var doubleBallOrb = game.addChild(new DoubleBallOrb()); doubleBallOrb.x = purpleBlock.x; doubleBallOrb.y = purpleBlock.y; doubleBallOrbs.push(doubleBallOrb); } // 20% chance to spawn slow ball orb if (Math.random() < 0.2) { var slowBallOrb = game.addChild(new SlowBallOrb()); slowBallOrb.x = purpleBlock.x; slowBallOrb.y = purpleBlock.y; slowBallOrbs.push(slowBallOrb); } // 20% chance to spawn enlarge paddle orb if (Math.random() < 0.2) { var enlargePaddleOrb = game.addChild(new EnlargePaddleOrb()); enlargePaddleOrb.x = purpleBlock.x; enlargePaddleOrb.y = purpleBlock.y; enlargePaddleOrbs.push(enlargePaddleOrb); } // 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 DoubleBallOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('doubleBallOrb', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ffff }); // 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 doubleBallOrbs array for (var i = doubleBallOrbs.length - 1; i >= 0; i--) { if (doubleBallOrbs[i] === self) { doubleBallOrbs.splice(i, 1); break; } } } }; return self; }); var EnlargePaddleOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('enlargePaddleOrb', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ff80 }); // 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 enlargePaddleOrbs array for (var i = enlargePaddleOrbs.length - 1; i >= 0; i--) { if (enlargePaddleOrbs[i] === self) { enlargePaddleOrbs.splice(i, 1); break; } } } }; return self; }); var GreenBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('greenBlock', { anchorX: 0.5, anchorY: 0.5 }); // Add continuous shaking animation self.update = function () { var shake = Math.sin(LK.ticks * 0.6) * 1.5; self.x += shake; }; 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, tint: 0xffff00 }); // 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 }); // Add continuous shaking animation self.update = function () { var shake = Math.sin(LK.ticks * 0.7) * 1.8; self.y += shake; }; return self; }); var RedBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('redBlock', { anchorX: 0.5, anchorY: 0.5 }); // Add continuous shaking animation self.update = function () { var shake = Math.sin(LK.ticks * 0.4) * 2; self.y += shake; }; return self; }); var SlowBallOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('slowBallOrb', { anchorX: 0.5, anchorY: 0.5, tint: 0xff00ff }); // 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 slowBallOrbs array for (var i = slowBallOrbs.length - 1; i >= 0; i--) { if (slowBallOrbs[i] === self) { slowBallOrbs.splice(i, 1); break; } } } }; 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 doubleBallOrbs = []; var slowBallOrbs = []; var enlargePaddleOrbs = []; var bouncingCircles = []; var paddleCollisions = 0; var score = 0; var bouncingCircle = game.addChild(new BouncingCircle()); bouncingCircle.x = 1024; bouncingCircle.y = 2550; // Position above paddle bouncingCircle.lastIntersecting = false; bouncingCircles.push(bouncingCircle); var paddle = game.addChild(new Paddle()); paddle.x = 1024; paddle.y = 2600; var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.move = function (x, y, obj) { paddle.x = x; }; game.down = function (x, y, obj) {}; // 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 }); } }); // 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 for all balls var speedMultiplier = 1.5; for (var circleIndex = 0; circleIndex < bouncingCircles.length; circleIndex++) { var circle = bouncingCircles[circleIndex]; circle.velocityX *= speedMultiplier; circle.velocityY *= speedMultiplier; // Visual feedback - flash ball green tween(circle, { tint: 0x00ff00 }, { duration: 200, onFinish: function onFinish() { tween(circle, { tint: 0xffffff }, { duration: 200 }); } }); } // Remove power orb powerOrb.destroy(); powerOrbs.splice(k, 1); } } // Check double ball orb collisions with paddle for (var d = doubleBallOrbs.length - 1; d >= 0; d--) { var doubleBallOrb = doubleBallOrbs[d]; if (doubleBallOrb.intersects(paddle)) { // Create new bouncing ball var newBall = game.addChild(new BouncingCircle()); newBall.x = bouncingCircle.x + 50; newBall.y = bouncingCircle.y; newBall.velocityX = -bouncingCircle.velocityX; newBall.velocityY = bouncingCircle.velocityY; newBall.lastIntersecting = false; bouncingCircles.push(newBall); // Visual feedback - flash original ball green tween(bouncingCircle, { tint: 0x00ff00 }, { duration: 200, onFinish: function onFinish() { tween(bouncingCircle, { tint: 0xffffff }, { duration: 200 }); } }); // Remove double ball orb doubleBallOrb.destroy(); doubleBallOrbs.splice(d, 1); } } // Check slow ball orb collisions with paddle for (var s = slowBallOrbs.length - 1; s >= 0; s--) { var slowBallOrb = slowBallOrbs[s]; if (slowBallOrb.intersects(paddle)) { // Slow down all balls var slowMultiplier = 0.7; for (var circleIndex = 0; circleIndex < bouncingCircles.length; circleIndex++) { var circle = bouncingCircles[circleIndex]; circle.velocityX *= slowMultiplier; circle.velocityY *= slowMultiplier; // Visual feedback - flash ball orange tween(circle, { tint: 0xff6600 }, { duration: 200, onFinish: function onFinish() { tween(circle, { tint: 0xffffff }, { duration: 200 }); } }); } // Remove slow ball orb slowBallOrb.destroy(); slowBallOrbs.splice(s, 1); } } // Check enlarge paddle orb collisions with paddle for (var e = enlargePaddleOrbs.length - 1; e >= 0; e--) { var enlargePaddleOrb = enlargePaddleOrbs[e]; if (enlargePaddleOrb.intersects(paddle)) { // Enlarge paddle tween(paddle, { scaleX: 1.5 }, { duration: 300, easing: tween.easeOut }); // Visual feedback - flash paddle blue tween(paddle, { tint: 0x0066ff }, { duration: 200, onFinish: function onFinish() { tween(paddle, { tint: 0xffffff }, { duration: 200 }); } }); // Remove enlarge paddle orb enlargePaddleOrb.destroy(); enlargePaddleOrbs.splice(e, 1); } } // Check if any ball hits bottom area and remove it for (var circleIndex = bouncingCircles.length - 1; circleIndex >= 0; circleIndex--) { var circle = bouncingCircles[circleIndex]; if (circle.y >= 2700) { circle.destroy(); bouncingCircles.splice(circleIndex, 1); } } // Game over if no balls left if (bouncingCircles.length === 0) { LK.showGameOver(); return; } };
===================================================================
--- original.js
+++ change.js
@@ -53,11 +53,8 @@
// Block destroyed
// Increment score
score += 10;
scoreTxt.setText('Score: ' + score);
- // Increase charge
- chargeLevel += 5;
- if (chargeLevel > maxCharge) chargeLevel = maxCharge;
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
@@ -181,11 +178,8 @@
// Block destroyed
// Increment score
score += 15;
scoreTxt.setText('Score: ' + score);
- // Increase charge
- chargeLevel += 6;
- if (chargeLevel > maxCharge) chargeLevel = maxCharge;
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
@@ -309,11 +303,8 @@
// Block destroyed
// Increment score
score += 20;
scoreTxt.setText('Score: ' + score);
- // Increase charge
- chargeLevel += 7;
- if (chargeLevel > maxCharge) chargeLevel = maxCharge;
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
@@ -437,11 +428,8 @@
// Block destroyed
// Increment score
score += 25;
scoreTxt.setText('Score: ' + score);
- // Increase charge
- chargeLevel += 8;
- if (chargeLevel > maxCharge) chargeLevel = maxCharge;
// Add expansion animation to bouncing circle
tween(self, {
scaleX: 1.5,
scaleY: 1.5
@@ -797,66 +785,8 @@
}
};
return self;
});
-var SpecialWave = Container.expand(function () {
- var self = Container.call(this);
- var waveGraphics = self.attachAsset('chargeFill', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 100,
- height: 100,
- tint: 0x00ffff
- });
- self.radius = 50;
- self.maxRadius = 800;
- self.expansionSpeed = 20;
- self.update = function () {
- // Expand the wave
- self.radius += self.expansionSpeed;
- // Update visual size
- var scale = self.radius / 50;
- waveGraphics.scaleX = scale;
- waveGraphics.scaleY = scale;
- waveGraphics.alpha = 1 - self.radius / self.maxRadius;
- // Check collision with blocks and destroy them
- var blocksToCheck = [blocks, redBlocks, greenBlocks, purpleBlocks];
- var blockArrayNames = ['blocks', 'redBlocks', 'greenBlocks', 'purpleBlocks'];
- var scoreValues = [10, 15, 20, 25];
- for (var arrayIndex = 0; arrayIndex < blocksToCheck.length; arrayIndex++) {
- var blockArray = blocksToCheck[arrayIndex];
- var scoreValue = scoreValues[arrayIndex];
- for (var i = blockArray.length - 1; i >= 0; i--) {
- var block = blockArray[i];
- var dx = block.x - self.x;
- var dy = block.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance <= self.radius) {
- // Block hit by wave - destroy it
- score += scoreValue;
- scoreTxt.setText('Score: ' + score);
- // Visual effect on block destruction
- tween(block, {
- scaleX: 0,
- scaleY: 0,
- alpha: 0
- }, {
- duration: 100,
- onFinish: function onFinish() {
- block.destroy();
- }
- });
- blockArray.splice(i, 1);
- }
- }
- }
- // Remove wave when it reaches max size
- if (self.radius >= self.maxRadius) {
- self.destroy();
- }
- };
- return self;
-});
/****
* Initialize Game
****/
@@ -948,14 +878,8 @@
var enlargePaddleOrbs = [];
var bouncingCircles = [];
var paddleCollisions = 0;
var score = 0;
-var chargeLevel = 0;
-var maxCharge = 100;
-var chargeBar;
-var chargeFill;
-var chargeText;
-var isChargeReady = false;
var bouncingCircle = game.addChild(new BouncingCircle());
bouncingCircle.x = 1024;
bouncingCircle.y = 2550; // Position above paddle
bouncingCircle.lastIntersecting = false;
@@ -968,78 +892,12 @@
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
-// Create charge bar below paddle - larger and lower
-chargeBar = game.addChild(LK.getAsset('chargeBar', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 1.5
-}));
-chargeBar.x = 1024;
-chargeBar.y = 2680;
-chargeFill = game.addChild(LK.getAsset('chargeFill', {
- anchorX: 0,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 1.5
-}));
-chargeFill.x = chargeBar.x - 200;
-chargeFill.y = chargeBar.y;
-chargeText = new Text2('', {
- size: 50,
- fill: 0xffffff
-});
-chargeText.anchor.set(0.5, 0.5);
-chargeText.x = chargeBar.x;
-chargeText.y = chargeBar.y - 60;
-game.addChild(chargeText);
-// Add white arrow pointing up
-var chargeArrow = new Text2('↑', {
- size: 60,
- fill: 0xffffff
-});
-chargeArrow.anchor.set(0.5, 0.5);
-chargeArrow.x = chargeBar.x;
-chargeArrow.y = chargeBar.y + 60;
-game.addChild(chargeArrow);
game.move = function (x, y, obj) {
paddle.x = x;
};
-game.down = function (x, y, obj) {
- // Activate special wave if charge is ready
- if (isChargeReady) {
- // Create special wave at first ball position
- var specialWave = game.addChild(new SpecialWave());
- if (bouncingCircles.length > 0) {
- specialWave.x = bouncingCircles[0].x;
- specialWave.y = bouncingCircles[0].y;
- } else {
- specialWave.x = paddle.x;
- specialWave.y = paddle.y;
- }
- // Reset charge
- chargeLevel = 0;
- isChargeReady = false;
- chargeText.setText('');
- chargeText.scaleX = 1;
- chargeText.scaleY = 1;
- // Visual feedback
- tween(paddle, {
- tint: 0x00ffff
- }, {
- duration: 300,
- onFinish: function onFinish() {
- tween(paddle, {
- tint: 0xffffff
- }, {
- duration: 200
- });
- }
- });
- }
-};
+game.down = function (x, y, obj) {};
// 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)
@@ -1146,33 +1004,8 @@
}
blocks.push(newBlock);
}
bouncingCircle.lastIntersecting = currentIntersecting;
- // Update charge bar visuals
- var chargePercentage = chargeLevel / maxCharge;
- chargeFill.width = 400 * chargePercentage;
- // Update charge ready state
- if (chargeLevel >= maxCharge && !isChargeReady) {
- isChargeReady = true;
- chargeText.setText('PRESIONA ESPACIO');
- tween(chargeText, {
- tint: 0x00ff00
- }, {
- duration: 500,
- easing: tween.easeInOut
- });
- } else if (chargeLevel < maxCharge) {
- isChargeReady = false;
- chargeText.setText('');
- chargeText.tint = 0xffffff;
- }
- // Handle space key press (simulated through touch/click when charge is ready)
- if (isChargeReady) {
- // Add visual pulsing effect to indicate ready state
- var pulseScale = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
- chargeText.scaleX = pulseScale;
- chargeText.scaleY = pulseScale;
- }
// Check power orb collisions with paddle
for (var k = powerOrbs.length - 1; k >= 0; k--) {
var powerOrb = powerOrbs[k];
if (powerOrb.intersects(paddle)) {