User prompt
chain must be move
User prompt
🧠 Path-Following Chain Behavior Ensure the chain of balls follows a clearly defined path that winds across the screen. The path should be a list of (x, y) points forming a spiral, zigzag or maze-like trajectory (e.g., a predefined array called track[]). Each ball in the chain must have a trackPosition value (e.g., 0 to 3000) which increments over time based on game speed. The ball's x and y coordinates must be updated every frame to match the corresponding position on the path: js Kopyala Düzenle ball.x = track[Math.floor(ball.trackPosition)].x; ball.y = track[Math.floor(ball.trackPosition)].y; The entire chain must appear to move smoothly as if traveling through a maze, heading toward a visible goal (hole). When the last ball reaches the end of the track, the player loses. The path can be visualized with faded "track segment" dots to debug or show progress. 🎮 Ekstra Tavsiye: Path Oluştururken Aşağıdaki gibi path oluşturabilirsin: js Kopyala Düzenle // Spiral track for (let i = 0; i < 1000; i++) { let angle = i * 0.05; let radius = 200 + i * 0.5; let x = centerX + Math.cos(angle) * radius; let y = centerY + Math.sin(angle) * radius; track.push({ x, y }); } Ya da karmaşık bir labirent için manuel [{x:..., y:...}, ...] dizisi oluşturabilirsin., ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
A spiral or curved path where a chain of colored balls moves continuously toward a hole. If the chain reaches the hole, the player loses. A rotatable shooter at the bottom center that fires balls toward the chain. The shooter shows a "current ball" inside the barrel, and a clearly separated "next ball preview" somewhere else on the screen (top-right corner recommended). Clicking/tapping fires the current ball toward the mouse/touch direction. Fired balls stick into the chain where they hit and trigger matches if 3+ same colors align. Matching balls disappear with an animation and sound, and the chain retracts slightly. Add power-up balls (5% chance): explosive, freeze, rapid-fire. 🎯 UI Clarity: Next ball should be visually separated and labeled. Current ball should have a glowing border or scale effect. Use distinct UI spacing to avoid confusion between the two. 🔫 Shooter Visuals: Add a visible cannon barrel (muzzle) that rotates toward the mouse. The barrel should be part of the shooter and stretch/scale when firing. 🐛 Bug Prevention: Ensure the ball chain actually moves. Fired balls must always insert into the chain properly. The shooter must not change ball colors on click. 🧪 Extras: Glowing effects on power-up balls. Subtle screen shake or flash on power activation. Score counter, level display, and lose/win screens. Fully responsive to touch and mouse. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Zuma Ball Chain Blaster
Initial prompt
📌 Objective: Develop a fully interactive, polished Zuma-style arcade game from the ground up. The gameplay, visuals, user interface, mechanics, and physics should mimic the classic Zuma Deluxe experience as closely as possible. The game must feel fluid, reactive, and visually engaging. 🎮 GAME TYPE Genre: Arcade / Puzzle View: 2D Top-down Platform: Mobile + Desktop browser compatible Resolution: 1080x1920 (portrait mode) Input: Mouse or Touch (tap to shoot) 🧠 CORE GAMEPLAY MECHANICS 1. Ball Chain (The Marble Train) A sequence of colored balls moves smoothly along a curved or spiral path (track). The ball chain continuously progresses toward a “hole” (goal). If any ball reaches the hole, the game is lost. The chain progresses at a constant speed (e.g., 2 pixels/frame), with possible variations as levels increase. 2. Ball Shooter A rotating shooter is placed at the bottom center of the screen. It can rotate 360° and always aims toward the player’s cursor or touch location. On click/tap, it fires the current ball in the aimed direction. The next ball to shoot is previewed in the UI (beside or above the shooter). If a power-up ball is active, it replaces the current color. 3. Ball Insertion & Matching When a fired ball hits the chain, it must be inserted between two balls. The inserted ball triggers a match if 3 or more consecutive balls of the same color are connected. Matching balls are destroyed, and the chain slides backward slightly to close the gap. If no match is made, the ball stays in place and the chain continues moving forward. 4. Ball Colors Use a set of 5 to 6 colors: Red, Blue, Green, Yellow, Purple, Orange. The game randomly generates ball colors for the chain and for shooting. Only colors present in the chain should be used for shooting. 💥 POWER-UP BALLS (5% CHANCE PER BALL) Explosive Ball (💣): Explodes on impact and destroys nearby 4–6 balls (regardless of color). Triggered on contact or when part of a match. Plays explosion animation and sound. Freeze Ball (❄️): Stops the entire chain movement for 3 seconds. Chain resumes after time expires. Applies icy tint to chain balls during freeze effect. Rapid Fire Ball (⚡): Activates rapid fire mode for 5 seconds. Cooldown between shots is reduced significantly. Applies glowing tint to the shooter during this time. 🖼️ VISUAL COMPONENTS & UI 1. Balls Shape: Circle (80px diameter) Style: Bright solid colors, slightly glossy, glowing border if it's a power-up Animation: Smooth scaling on impact, glow pulse for power-ups 2. Shooter Centered at bottom of screen Rotatable gun/turret with visible barrel Displays: Current ball (inside shooter) Next ball (as a floating preview nearby) 3. Path / Track Designed as a curved or spiral track Consists of coordinate points (x, y) that define the full path Visual “track markers” (e.g., small faded segments every 4–5 points) for clarity 4. Hole (Goal Point) Located at the end of the path Appears as a black circular “hole” that absorbs balls Losing animation when ball enters 5. User Interface (UI) Top-right: Score counter Top-left: Level indicator Bottom-right: Preview of next ball Optional pause and mute buttons ⚙️ PHYSICS & TIMING Ball speed in chain: 2 px/frame (can increase over time) Fired ball speed: 12 px/frame Collision detection threshold: ~40–45px (center-to-center) Ball spacing in chain: ~45px Chain update interval: every game frame Inserted ball spacing should maintain consistent alignment with the chain 🔁 GAME LOOP OVERVIEW The ball chain moves automatically along the track. The player rotates the shooter toward the target direction. Player clicks/taps to shoot. The shot ball moves forward and checks for collisions: If it hits the chain, it is inserted between two balls. If a group of 3+ same-color balls is formed, they disappear. If a match is made, score is awarded, and the chain pulls back slightly. If no match is made, the ball remains inserted, and the chain keeps moving. If the chain reaches the hole, the game ends. If the entire chain is cleared, the player wins and moves to the next level. ✅ WIN / LOSE CONDITIONS Win: All balls in the chain are cleared before reaching the hole. Lose: Any ball reaches the hole. 🎁 ADDITIONAL FEATURES (Optional, but recommended) Combo system (consecutive matches = bonus score) Level system with increasing difficulty: Faster chain speed Longer tracks More colors introduced Score-based power-up unlocks Visual and sound feedback for every match or power activation Game over & level complete screen with transitions Support for high scores or leaderboard 🚫 BUGS TO AVOID (Explicitly Clarify) Do not allow shooter to change the current ball color by clicking — no manual switching! Fired balls must always stick into the chain if collision occurs. Do not let balls pass through the chain or disappear. Make sure collision and insertion always happen smoothly and visibly. Ensure the shooter cannot fire during cooldown or rapid-fire cooldown gaps. ✨ POLISH REQUIREMENTS Smooth animations (tween scale, fade, glow) Sound effects: Shoot, match, explosion, freeze, rapid-fire Subtle screen shake or flash for power-ups Responsive and mobile-friendly touch support
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function (color) { var self = Container.call(this); self.color = color; self.ballColors = ['red', 'blue', 'green', 'yellow', 'purple', 'orange']; self.isSpecial = false; self.specialType = null; // 'explosive', 'freeze', 'rapid' var ballGraphics = self.attachAsset('ball_' + color, { anchorX: 0.5, anchorY: 0.5 }); // 5% chance for special balls if (Math.random() < 0.05) { self.isSpecial = true; var specials = ['explosive', 'freeze', 'rapid']; self.specialType = specials[Math.floor(Math.random() * specials.length)]; ballGraphics.alpha = 0.8; // Add glow effect for special balls ballGraphics.scaleX = 1.2; ballGraphics.scaleY = 1.2; } self.trackPosition = 0; self.trackX = 0; self.trackY = 0; self.isMoving = false; return self; }); var ChainBall = Ball.expand(function (color) { var self = Ball.call(this, color); self.chainIndex = 0; self.targetX = 0; self.targetY = 0; self.update = function () { if (self.isMoving) { // Smooth movement towards target position var dx = self.targetX - self.x; var dy = self.targetY - self.y; self.x += dx * 0.3; self.y += dy * 0.3; if (Math.abs(dx) < 1 && Math.abs(dy) < 1) { self.isMoving = false; self.x = self.targetX; self.y = self.targetY; } } }; return self; }); var Shooter = Container.expand(function () { var self = Container.call(this); var shooterGraphics = self.attachAsset('shooter', { anchorX: 0.5, anchorY: 0.5 }); self.angle = 0; self.currentBall = null; self.nextBall = null; self.rapidFire = false; self.rapidFireTimer = 0; self.shootCooldown = 0; self.loadBall = function () { if (self.currentBall) { self.currentBall.destroy(); } self.currentBall = self.nextBall; if (self.currentBall) { self.currentBall.x = 0; self.currentBall.y = -40; self.addChild(self.currentBall); } // Generate next ball var colors = ['red', 'blue', 'green', 'yellow', 'purple', 'orange']; var randomColor = colors[Math.floor(Math.random() * colors.length)]; self.nextBall = new Ball(randomColor); }; self.aimAt = function (x, y) { var dx = x - self.x; var dy = y - self.y; self.angle = Math.atan2(dy, dx); self.rotation = self.angle; }; self.shoot = function () { if (self.shootCooldown > 0 || !self.currentBall) return null; var ball = self.currentBall; self.removeChild(ball); // Set ball velocity var speed = 8; ball.vx = Math.cos(self.angle) * speed; ball.vy = Math.sin(self.angle) * speed; ball.x = self.x; ball.y = self.y; self.loadBall(); // Set cooldown self.shootCooldown = self.rapidFire ? 10 : 20; LK.getSound('shoot').play(); return ball; }; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.rapidFire) { self.rapidFireTimer--; if (self.rapidFireTimer <= 0) { self.rapidFire = false; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game variables var chain = []; var flyingBalls = []; var shooter; var trackPoints = []; var chainSpeed = 1; var chainFrozen = false; var freezeTimer = 0; var level = 1; var gameWon = false; var gameLost = false; // Create curved track path function createTrackPath() { trackPoints = []; var centerX = 1024; var centerY = 1366; var radius = 800; var segments = 200; for (var i = 0; i < segments; i++) { var angle = i / segments * Math.PI * 2; var x = centerX + Math.cos(angle) * (radius - i * 2); var y = centerY + Math.sin(angle) * (radius - i * 2) * 0.6; trackPoints.push({ x: x, y: y }); } } // Create hole at end of track var hole = game.addChild(LK.getAsset('hole', { anchorX: 0.5, anchorY: 0.5 })); // Create shooter shooter = game.addChild(new Shooter()); shooter.x = 1024; shooter.y = 2500; // Initialize first balls shooter.loadBall(); shooter.loadBall(); // Create initial chain function createChain() { chain = []; var chainLength = 15 + level * 5; var colors = ['red', 'blue', 'green', 'yellow']; if (level > 2) colors.push('purple'); if (level > 4) colors.push('orange'); for (var i = 0; i < chainLength; i++) { var color = colors[Math.floor(Math.random() * colors.length)]; var ball = game.addChild(new ChainBall(color)); ball.chainIndex = i; chain.push(ball); } } // Position ball on track function positionBallOnTrack(ball, trackPosition) { if (trackPosition >= trackPoints.length) { ball.x = trackPoints[trackPoints.length - 1].x; ball.y = trackPoints[trackPoints.length - 1].y; return; } var pointIndex = Math.floor(trackPosition); var nextIndex = Math.min(pointIndex + 1, trackPoints.length - 1); var t = trackPosition - pointIndex; var point1 = trackPoints[pointIndex]; var point2 = trackPoints[nextIndex]; ball.targetX = point1.x + (point2.x - point1.x) * t; ball.targetY = point1.y + (point2.y - point1.y) * t; ball.isMoving = true; } // Update chain positions function updateChain() { if (chainFrozen) { freezeTimer--; if (freezeTimer <= 0) { chainFrozen = false; } return; } for (var i = 0; i < chain.length; i++) { var ball = chain[i]; var spacing = 55; var trackPos = i * spacing / 10; // Move chain forward trackPos += chainSpeed; ball.trackPosition = trackPos; positionBallOnTrack(ball, trackPos); // Check if reached hole if (trackPos >= trackPoints.length - 1) { gameLost = true; LK.showGameOver(); return; } } } // Check for matches function checkMatches() { var matches = []; var currentColor = null; var currentMatch = []; for (var i = 0; i < chain.length; i++) { var ball = chain[i]; if (ball.color === currentColor) { currentMatch.push(ball); } else { if (currentMatch.length >= 3) { matches.push(currentMatch.slice()); } currentColor = ball.color; currentMatch = [ball]; } } // Check last group if (currentMatch.length >= 3) { matches.push(currentMatch.slice()); } // Remove matches for (var m = 0; m < matches.length; m++) { var match = matches[m]; var score = match.length * 10; // Check for special balls for (var b = 0; b < match.length; b++) { var ball = match[b]; if (ball.isSpecial) { handleSpecialBall(ball); } } // Remove matched balls for (var b = 0; b < match.length; b++) { var ball = match[b]; var index = chain.indexOf(ball); if (index > -1) { chain.splice(index, 1); ball.destroy(); } } LK.setScore(LK.getScore() + score); LK.getSound('match').play(); // Pull chain back chainSpeed = Math.max(0.5, chainSpeed - 0.1); } // Check win condition if (chain.length === 0) { gameWon = true; level++; LK.showYouWin(); } } // Handle special ball effects function handleSpecialBall(ball) { if (ball.specialType === 'explosive') { // Remove nearby balls var explosionRadius = 3; var ballIndex = chain.indexOf(ball); var toRemove = []; for (var i = Math.max(0, ballIndex - explosionRadius); i < Math.min(chain.length, ballIndex + explosionRadius + 1); i++) { if (chain[i] !== ball) { toRemove.push(chain[i]); } } for (var i = 0; i < toRemove.length; i++) { var index = chain.indexOf(toRemove[i]); if (index > -1) { chain.splice(index, 1); toRemove[i].destroy(); } } LK.effects.flashScreen(0xff8000, 300); } else if (ball.specialType === 'freeze') { chainFrozen = true; freezeTimer = 180; // 3 seconds at 60fps LK.effects.flashScreen(0x00ffff, 500); } else if (ball.specialType === 'rapid') { shooter.rapidFire = true; shooter.rapidFireTimer = 300; // 5 seconds at 60fps LK.effects.flashScreen(0xffff00, 200); } LK.getSound('powerup').play(); } // Insert ball into chain function insertBallIntoChain(ball, insertIndex) { var chainBall = new ChainBall(ball.color); chainBall.isSpecial = ball.isSpecial; chainBall.specialType = ball.specialType; chainBall.x = ball.x; chainBall.y = ball.y; game.addChild(chainBall); chain.splice(insertIndex, 0, chainBall); // Update chain indices for (var i = 0; i < chain.length; i++) { chain[i].chainIndex = i; } checkMatches(); } // Initialize game createTrackPath(); createChain(); // Position hole at end of track hole.x = trackPoints[trackPoints.length - 1].x; hole.y = trackPoints[trackPoints.length - 1].y; // Score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Level display var levelTxt = new Text2('Level: 1', { size: 50, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); levelTxt.x = 50; levelTxt.y = 50; LK.gui.topLeft.addChild(levelTxt); // Next ball preview var nextBallTxt = new Text2('Next:', { size: 40, fill: 0xFFFFFF }); nextBallTxt.anchor.set(0.5, 0); nextBallTxt.x = 1024; nextBallTxt.y = 2400; game.addChild(nextBallTxt); // Game input game.down = function (x, y, obj) { shooter.aimAt(x, y); var ball = shooter.shoot(); if (ball) { flyingBalls.push(ball); game.addChild(ball); } }; // Main game loop game.update = function () { if (gameWon || gameLost) return; // Update chain updateChain(); // Update flying balls for (var i = flyingBalls.length - 1; i >= 0; i--) { var ball = flyingBalls[i]; ball.x += ball.vx; ball.y += ball.vy; // Check collision with chain var inserted = false; for (var j = 0; j < chain.length; j++) { var chainBall = chain[j]; if (ball.intersects(chainBall)) { insertBallIntoChain(ball, j); ball.destroy(); flyingBalls.splice(i, 1); inserted = true; break; } } // Remove if off screen if (!inserted && (ball.x < -100 || ball.x > 2148 || ball.y < -100 || ball.y > 2832)) { ball.destroy(); flyingBalls.splice(i, 1); } } // Update shooter shooter.update(); // Update UI scoreTxt.setText('Score: ' + LK.getScore()); levelTxt.setText('Level: ' + level); // Show next ball preview if (shooter.nextBall) { if (shooter.nextBall.parent) { shooter.nextBall.parent.removeChild(shooter.nextBall); } shooter.nextBall.x = 1024; shooter.nextBall.y = 2350; game.addChild(shooter.nextBall); } // Increase chain speed over time chainSpeed += 0.001; };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,407 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Ball = Container.expand(function (color) {
+ var self = Container.call(this);
+ self.color = color;
+ self.ballColors = ['red', 'blue', 'green', 'yellow', 'purple', 'orange'];
+ self.isSpecial = false;
+ self.specialType = null; // 'explosive', 'freeze', 'rapid'
+ var ballGraphics = self.attachAsset('ball_' + color, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // 5% chance for special balls
+ if (Math.random() < 0.05) {
+ self.isSpecial = true;
+ var specials = ['explosive', 'freeze', 'rapid'];
+ self.specialType = specials[Math.floor(Math.random() * specials.length)];
+ ballGraphics.alpha = 0.8;
+ // Add glow effect for special balls
+ ballGraphics.scaleX = 1.2;
+ ballGraphics.scaleY = 1.2;
+ }
+ self.trackPosition = 0;
+ self.trackX = 0;
+ self.trackY = 0;
+ self.isMoving = false;
+ return self;
+});
+var ChainBall = Ball.expand(function (color) {
+ var self = Ball.call(this, color);
+ self.chainIndex = 0;
+ self.targetX = 0;
+ self.targetY = 0;
+ self.update = function () {
+ if (self.isMoving) {
+ // Smooth movement towards target position
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ self.x += dx * 0.3;
+ self.y += dy * 0.3;
+ if (Math.abs(dx) < 1 && Math.abs(dy) < 1) {
+ self.isMoving = false;
+ self.x = self.targetX;
+ self.y = self.targetY;
+ }
+ }
+ };
+ return self;
+});
+var Shooter = Container.expand(function () {
+ var self = Container.call(this);
+ var shooterGraphics = self.attachAsset('shooter', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.angle = 0;
+ self.currentBall = null;
+ self.nextBall = null;
+ self.rapidFire = false;
+ self.rapidFireTimer = 0;
+ self.shootCooldown = 0;
+ self.loadBall = function () {
+ if (self.currentBall) {
+ self.currentBall.destroy();
+ }
+ self.currentBall = self.nextBall;
+ if (self.currentBall) {
+ self.currentBall.x = 0;
+ self.currentBall.y = -40;
+ self.addChild(self.currentBall);
+ }
+ // Generate next ball
+ var colors = ['red', 'blue', 'green', 'yellow', 'purple', 'orange'];
+ var randomColor = colors[Math.floor(Math.random() * colors.length)];
+ self.nextBall = new Ball(randomColor);
+ };
+ self.aimAt = function (x, y) {
+ var dx = x - self.x;
+ var dy = y - self.y;
+ self.angle = Math.atan2(dy, dx);
+ self.rotation = self.angle;
+ };
+ self.shoot = function () {
+ if (self.shootCooldown > 0 || !self.currentBall) return null;
+ var ball = self.currentBall;
+ self.removeChild(ball);
+ // Set ball velocity
+ var speed = 8;
+ ball.vx = Math.cos(self.angle) * speed;
+ ball.vy = Math.sin(self.angle) * speed;
+ ball.x = self.x;
+ ball.y = self.y;
+ self.loadBall();
+ // Set cooldown
+ self.shootCooldown = self.rapidFire ? 10 : 20;
+ LK.getSound('shoot').play();
+ return ball;
+ };
+ self.update = function () {
+ if (self.shootCooldown > 0) {
+ self.shootCooldown--;
+ }
+ if (self.rapidFire) {
+ self.rapidFireTimer--;
+ if (self.rapidFireTimer <= 0) {
+ self.rapidFire = false;
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a1a2e
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var chain = [];
+var flyingBalls = [];
+var shooter;
+var trackPoints = [];
+var chainSpeed = 1;
+var chainFrozen = false;
+var freezeTimer = 0;
+var level = 1;
+var gameWon = false;
+var gameLost = false;
+// Create curved track path
+function createTrackPath() {
+ trackPoints = [];
+ var centerX = 1024;
+ var centerY = 1366;
+ var radius = 800;
+ var segments = 200;
+ for (var i = 0; i < segments; i++) {
+ var angle = i / segments * Math.PI * 2;
+ var x = centerX + Math.cos(angle) * (radius - i * 2);
+ var y = centerY + Math.sin(angle) * (radius - i * 2) * 0.6;
+ trackPoints.push({
+ x: x,
+ y: y
+ });
+ }
+}
+// Create hole at end of track
+var hole = game.addChild(LK.getAsset('hole', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+// Create shooter
+shooter = game.addChild(new Shooter());
+shooter.x = 1024;
+shooter.y = 2500;
+// Initialize first balls
+shooter.loadBall();
+shooter.loadBall();
+// Create initial chain
+function createChain() {
+ chain = [];
+ var chainLength = 15 + level * 5;
+ var colors = ['red', 'blue', 'green', 'yellow'];
+ if (level > 2) colors.push('purple');
+ if (level > 4) colors.push('orange');
+ for (var i = 0; i < chainLength; i++) {
+ var color = colors[Math.floor(Math.random() * colors.length)];
+ var ball = game.addChild(new ChainBall(color));
+ ball.chainIndex = i;
+ chain.push(ball);
+ }
+}
+// Position ball on track
+function positionBallOnTrack(ball, trackPosition) {
+ if (trackPosition >= trackPoints.length) {
+ ball.x = trackPoints[trackPoints.length - 1].x;
+ ball.y = trackPoints[trackPoints.length - 1].y;
+ return;
+ }
+ var pointIndex = Math.floor(trackPosition);
+ var nextIndex = Math.min(pointIndex + 1, trackPoints.length - 1);
+ var t = trackPosition - pointIndex;
+ var point1 = trackPoints[pointIndex];
+ var point2 = trackPoints[nextIndex];
+ ball.targetX = point1.x + (point2.x - point1.x) * t;
+ ball.targetY = point1.y + (point2.y - point1.y) * t;
+ ball.isMoving = true;
+}
+// Update chain positions
+function updateChain() {
+ if (chainFrozen) {
+ freezeTimer--;
+ if (freezeTimer <= 0) {
+ chainFrozen = false;
+ }
+ return;
+ }
+ for (var i = 0; i < chain.length; i++) {
+ var ball = chain[i];
+ var spacing = 55;
+ var trackPos = i * spacing / 10;
+ // Move chain forward
+ trackPos += chainSpeed;
+ ball.trackPosition = trackPos;
+ positionBallOnTrack(ball, trackPos);
+ // Check if reached hole
+ if (trackPos >= trackPoints.length - 1) {
+ gameLost = true;
+ LK.showGameOver();
+ return;
+ }
+ }
+}
+// Check for matches
+function checkMatches() {
+ var matches = [];
+ var currentColor = null;
+ var currentMatch = [];
+ for (var i = 0; i < chain.length; i++) {
+ var ball = chain[i];
+ if (ball.color === currentColor) {
+ currentMatch.push(ball);
+ } else {
+ if (currentMatch.length >= 3) {
+ matches.push(currentMatch.slice());
+ }
+ currentColor = ball.color;
+ currentMatch = [ball];
+ }
+ }
+ // Check last group
+ if (currentMatch.length >= 3) {
+ matches.push(currentMatch.slice());
+ }
+ // Remove matches
+ for (var m = 0; m < matches.length; m++) {
+ var match = matches[m];
+ var score = match.length * 10;
+ // Check for special balls
+ for (var b = 0; b < match.length; b++) {
+ var ball = match[b];
+ if (ball.isSpecial) {
+ handleSpecialBall(ball);
+ }
+ }
+ // Remove matched balls
+ for (var b = 0; b < match.length; b++) {
+ var ball = match[b];
+ var index = chain.indexOf(ball);
+ if (index > -1) {
+ chain.splice(index, 1);
+ ball.destroy();
+ }
+ }
+ LK.setScore(LK.getScore() + score);
+ LK.getSound('match').play();
+ // Pull chain back
+ chainSpeed = Math.max(0.5, chainSpeed - 0.1);
+ }
+ // Check win condition
+ if (chain.length === 0) {
+ gameWon = true;
+ level++;
+ LK.showYouWin();
+ }
+}
+// Handle special ball effects
+function handleSpecialBall(ball) {
+ if (ball.specialType === 'explosive') {
+ // Remove nearby balls
+ var explosionRadius = 3;
+ var ballIndex = chain.indexOf(ball);
+ var toRemove = [];
+ for (var i = Math.max(0, ballIndex - explosionRadius); i < Math.min(chain.length, ballIndex + explosionRadius + 1); i++) {
+ if (chain[i] !== ball) {
+ toRemove.push(chain[i]);
+ }
+ }
+ for (var i = 0; i < toRemove.length; i++) {
+ var index = chain.indexOf(toRemove[i]);
+ if (index > -1) {
+ chain.splice(index, 1);
+ toRemove[i].destroy();
+ }
+ }
+ LK.effects.flashScreen(0xff8000, 300);
+ } else if (ball.specialType === 'freeze') {
+ chainFrozen = true;
+ freezeTimer = 180; // 3 seconds at 60fps
+ LK.effects.flashScreen(0x00ffff, 500);
+ } else if (ball.specialType === 'rapid') {
+ shooter.rapidFire = true;
+ shooter.rapidFireTimer = 300; // 5 seconds at 60fps
+ LK.effects.flashScreen(0xffff00, 200);
+ }
+ LK.getSound('powerup').play();
+}
+// Insert ball into chain
+function insertBallIntoChain(ball, insertIndex) {
+ var chainBall = new ChainBall(ball.color);
+ chainBall.isSpecial = ball.isSpecial;
+ chainBall.specialType = ball.specialType;
+ chainBall.x = ball.x;
+ chainBall.y = ball.y;
+ game.addChild(chainBall);
+ chain.splice(insertIndex, 0, chainBall);
+ // Update chain indices
+ for (var i = 0; i < chain.length; i++) {
+ chain[i].chainIndex = i;
+ }
+ checkMatches();
+}
+// Initialize game
+createTrackPath();
+createChain();
+// Position hole at end of track
+hole.x = trackPoints[trackPoints.length - 1].x;
+hole.y = trackPoints[trackPoints.length - 1].y;
+// Score display
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Level display
+var levelTxt = new Text2('Level: 1', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+levelTxt.anchor.set(0, 0);
+levelTxt.x = 50;
+levelTxt.y = 50;
+LK.gui.topLeft.addChild(levelTxt);
+// Next ball preview
+var nextBallTxt = new Text2('Next:', {
+ size: 40,
+ fill: 0xFFFFFF
+});
+nextBallTxt.anchor.set(0.5, 0);
+nextBallTxt.x = 1024;
+nextBallTxt.y = 2400;
+game.addChild(nextBallTxt);
+// Game input
+game.down = function (x, y, obj) {
+ shooter.aimAt(x, y);
+ var ball = shooter.shoot();
+ if (ball) {
+ flyingBalls.push(ball);
+ game.addChild(ball);
+ }
+};
+// Main game loop
+game.update = function () {
+ if (gameWon || gameLost) return;
+ // Update chain
+ updateChain();
+ // Update flying balls
+ for (var i = flyingBalls.length - 1; i >= 0; i--) {
+ var ball = flyingBalls[i];
+ ball.x += ball.vx;
+ ball.y += ball.vy;
+ // Check collision with chain
+ var inserted = false;
+ for (var j = 0; j < chain.length; j++) {
+ var chainBall = chain[j];
+ if (ball.intersects(chainBall)) {
+ insertBallIntoChain(ball, j);
+ ball.destroy();
+ flyingBalls.splice(i, 1);
+ inserted = true;
+ break;
+ }
+ }
+ // Remove if off screen
+ if (!inserted && (ball.x < -100 || ball.x > 2148 || ball.y < -100 || ball.y > 2832)) {
+ ball.destroy();
+ flyingBalls.splice(i, 1);
+ }
+ }
+ // Update shooter
+ shooter.update();
+ // Update UI
+ scoreTxt.setText('Score: ' + LK.getScore());
+ levelTxt.setText('Level: ' + level);
+ // Show next ball preview
+ if (shooter.nextBall) {
+ if (shooter.nextBall.parent) {
+ shooter.nextBall.parent.removeChild(shooter.nextBall);
+ }
+ shooter.nextBall.x = 1024;
+ shooter.nextBall.y = 2350;
+ game.addChild(shooter.nextBall);
+ }
+ // Increase chain speed over time
+ chainSpeed += 0.001;
+};
\ No newline at end of file
8 ball billard with fire. In-Game asset. 2d. High contrast. No shadows
green neon ball. In-Game asset. 2d. High contrast. No shadows
blach hole gif. In-Game asset. 2d. High contrast. No shadows
space shooter cannon. In-Game asset. 2d. High contrast. No shadows
fire effect. In-Game asset. 2d. High contrast. No shadows
space track point. In-Game asset. 2d. High contrast. No shadows
aim . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
ice. In-Game asset. 2d. High contrast. No shadows
flying superman
laser beam. In-Game asset. 2d. High contrast. No shadows
green goblin. In-Game asset. 2d. High contrast. No shadows
rocket. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
shoot
Sound effect
match
Sound effect
powerup
Sound effect
Gameplay
Music
gameover
Sound effect
frozen
Sound effect
celebration
Sound effect
white_shoot
Sound effect
fire_flying
Sound effect
superman_flying
Sound effect
superman_laser
Sound effect
villain_flying
Sound effect
villain_laser
Sound effect