User prompt
Make it so you can drag to explode at any time
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Make it so you can drag to explode
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Play explode when exploding bricks
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Make the explosion sound play when exploding bricks
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Make a people accidentally killed bar
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Make the people explode like the bricks
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Make the people spawn randomly on the bricks. Make it a 1 in 20 chance of a person spawning
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Remove the people
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Make the people sprite be the only one to spawn
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Make a bricks broken bar and a people murdered bar when you explode someone
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Make the people in front of the bricks
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Make people have a sprite and spawn less frequently ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make people on the bricks that spawn randomly and you can explode them like the bricks ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make a destroying animation make it realistic with physics ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make it so the bricks respawn when you destroy them all
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Please fix the bug: 'facekit.getPhotos is not a function. (In 'facekit.getPhotos({ onLoad: function onLoad(photoList) { __$(30); if (photoList && photoList.length > 0) { __$(31); var randomIndex = Math.floor(Math.random() * photoList.length); __$(32); var photoAsset = photoList[randomIndex]; // Remove previous background if any __$(33); if (photoBackground && photoBackground.parent) { __$(34); photoBackground.parent.removeChild(photoBackground); } // Place photo as background, scaled to cover the game area __$(35); photoBackground = LK.getAsset(photoAsset.id, { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); // Insert as the first child so it's behind everything __$(36); game.addChildAt(photoBackground, 0); } } })', 'facekit.getPhotos' is undefined)' in or related to this line: 'facekit.getPhotos({' Line Number: 92
User prompt
Please fix the bug: 'facekit.getPhoto is not a function. (In 'facekit.getPhoto({ index: Math.floor(Math.random() * 10), // Try up to 10 different photos, random index onLoad: function onLoad(photoAsset) { // Remove previous background if any __$(30); if (photoBackground && photoBackground.parent) { __$(31); photoBackground.parent.removeChild(photoBackground); } // Place photo as background, scaled to cover the game area __$(32); photoBackground = LK.getAsset(photoAsset.id, { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); // Insert as the first child so it's behind everything __$(33); game.addChildAt(photoBackground, 0); } })', 'facekit.getPhoto' is undefined)' in or related to this line: 'facekit.getPhoto({' Line Number: 92
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Please fix the bug: 'facekit.getRandomPhoto is not a function. (In 'facekit.getRandomPhoto(function (photoAsset) { // Remove previous background if any __$(30); if (photoBackground && photoBackground.parent) { __$(31); photoBackground.parent.removeChild(photoBackground); } // Place photo as background, scaled to cover the game area __$(32); photoBackground = LK.getAsset(photoAsset.id, { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); // Insert as the first child so it's behind everything __$(33); game.addChildAt(photoBackground, 0); })', 'facekit.getRandomPhoto' is undefined)' in or related to this line: 'facekit.getRandomPhoto(function (photoAsset) {' Line Number: 91
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Make it so the bricks cover up a random photo
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Make it so the wall cover morenof the screen and make more levels
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Remove all objectives and make it a sandbox game
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Remove the taps bar
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Make it so you can play infinitely
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Remove the game over function
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Brick class var Brick = Container.expand(function () { var self = Container.call(this); var brickAsset = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); self.isDestroyed = false; self.row = 0; self.col = 0; self.destroyBrick = function () { if (self.isDestroyed) return; self.isDestroyed = true; // Animate fade out and scale up tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); // Explosion effect class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionAsset = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, scaleX: 0.2, scaleY: 0.2 }); self.radius = 120; // pixels, effective blast radius self.play = function (_onFinish) { // Animate scale up and fade out tween(explosionAsset, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 350, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); if (_onFinish) _onFinish(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Bricks: simple colored boxes // Wall/grid settings var BRICK_SIZE = 90; var BRICK_GAP = 8; var WALL_COLS = 16; // 16*90 + 15*8 = 1440 + 120 = 1560px, fits in 2048px var WALL_ROWS = 12; // 12*90 + 11*8 = 1080 + 88 = 1168px, fits in 2732px var wallOffsetX = Math.floor((2048 - (WALL_COLS * BRICK_SIZE + (WALL_COLS - 1) * BRICK_GAP)) / 2); var wallOffsetY = 320; // leave space at top for score // Game state var bricks = []; var isAnimating = false; // Build wall of bricks function buildWall() { bricks = []; for (var row = 0; row < WALL_ROWS; row++) { for (var col = 0; col < WALL_COLS; col++) { var brick = new Brick(); brick.x = wallOffsetX + col * (BRICK_SIZE + BRICK_GAP) + BRICK_SIZE / 2; brick.y = wallOffsetY + row * (BRICK_SIZE + BRICK_GAP) + BRICK_SIZE / 2; brick.row = row; brick.col = col; game.addChild(brick); if (!bricks[row]) bricks[row] = []; bricks[row][col] = brick; } } } // Reset game state function resetGame() { buildWall(); isAnimating = false; } // Helper: get bricks within radius of (x, y) function getBricksInRadius(x, y, radius) { var hit = []; for (var row = 0; row < WALL_ROWS; row++) { for (var col = 0; col < WALL_COLS; col++) { var brick = bricks[row][col]; if (brick && !brick.isDestroyed) { var dx = brick.x - x; var dy = brick.y - y; if (dx * dx + dy * dy <= radius * radius) { hit.push(brick); } } } } return hit; } // Chain reaction: destroy bricks, trigger new explosions if enough bricks destroyed function triggerExplosion(x, y, chainLevel) { var explosion = new Explosion(); explosion.x = x; explosion.y = y; game.addChild(explosion); explosion.play(); var affected = getBricksInRadius(x, y, explosion.radius); var destroyed = []; for (var i = 0; i < affected.length; i++) { var brick = affected[i]; if (!brick.isDestroyed) { brick.destroyBrick(); destroyed.push(brick); } } // Chain reaction: if 3+ bricks destroyed, trigger new explosions at their positions (but only up to 2 chains deep) if (destroyed.length >= 3 && chainLevel < 2) { // Delay next chain for effect LK.setTimeout(function () { for (var j = 0; j < destroyed.length; j++) { var b = destroyed[j]; triggerExplosion(b.x, b.y, chainLevel + 1); } }, 180); } // No win/lose check, play infinitely } // Handle tap/click to trigger explosion game.down = function (x, y, obj) { if (isAnimating) return; // Don't allow taps in top 100px (menu area) if (y < 100) return; isAnimating = true; triggerExplosion(x, y, 0); // Allow next tap after short delay LK.setTimeout(function () { isAnimating = false; }, 400); }; // No drag/move/up needed for this game game.move = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // Main update loop (not much needed here) game.update = function () {}; // Start game resetGame();
===================================================================
--- original.js
+++ change.js
@@ -82,22 +82,12 @@
var wallOffsetX = Math.floor((2048 - (WALL_COLS * BRICK_SIZE + (WALL_COLS - 1) * BRICK_GAP)) / 2);
var wallOffsetY = 320; // leave space at top for score
// Game state
var bricks = [];
-var bricksLeft = 0;
-var score = 0;
var isAnimating = false;
-// Score display
-var scoreTxt = new Text2('0', {
- size: 120,
- fill: "#fff"
-});
-scoreTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreTxt);
// Build wall of bricks
function buildWall() {
bricks = [];
- bricksLeft = 0;
for (var row = 0; row < WALL_ROWS; row++) {
for (var col = 0; col < WALL_COLS; col++) {
var brick = new Brick();
brick.x = wallOffsetX + col * (BRICK_SIZE + BRICK_GAP) + BRICK_SIZE / 2;
@@ -106,16 +96,13 @@
brick.col = col;
game.addChild(brick);
if (!bricks[row]) bricks[row] = [];
bricks[row][col] = brick;
- bricksLeft++;
}
}
}
// Reset game state
function resetGame() {
- score = 0;
- scoreTxt.setText('0');
buildWall();
isAnimating = false;
}
// Helper: get bricks within radius of (x, y)
@@ -148,13 +135,10 @@
var brick = affected[i];
if (!brick.isDestroyed) {
brick.destroyBrick();
destroyed.push(brick);
- bricksLeft--;
- score++;
}
}
- scoreTxt.setText(score + '');
// Chain reaction: if 3+ bricks destroyed, trigger new explosions at their positions (but only up to 2 chains deep)
if (destroyed.length >= 3 && chainLevel < 2) {
// Delay next chain for effect
LK.setTimeout(function () {