User prompt
Let's change the route and let it be a chain that moves on the route in the form of a vortex at equal intervals.
User prompt
Let's change the route and let the mill be a chain moving on the route in the form of a vortex at equal intervals.
User prompt
The route intervals must be equal, the balls get into each other as they approach the hole. I don't want this
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'ball.targetX = point1.x + (point2.x - point1.x) * t;' Line Number: 318
User prompt
The balls in the chain are very close to each other. All balls in the chain must be the same size. and should touch each other as an intersection
User prompt
still gap. i dont want it. the balls can touch other balls
User prompt
chain balls have more gaps i dont want it
User prompt
shooter ball should be pulse and shine ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
the hole position bottom the shooter
User prompt
shooter place should be center of the screen i mean near center the hole
User prompt
I want a route like in the Zuma game
User prompt
the route can be longer and more simetric
User prompt
i mean near center the hole
User prompt
shooter place should be center of the screen
User prompt
chain still fast. i want slower chain
User prompt
When you destroy the balls of the same color, an opening remains in the chain. the front chain must come back to close the gap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When you bring at least 3 same colored balls together, that is, the color of the ball I throw and the balls in the chain that are the same color (there must be at least 3 same colors next to each other), the chain accelerates. I don't want this. It should be like in the mechanical zuma game
User prompt
When the ball I throw touches any ball in the chain, it does not interfere. is added to the end of the chain. I don't want this. should work like zuma game
User prompt
When I shoot a ball and it reaches the ball chain, instead of being inserted at the correct position (in between two balls where it collides), the ball is added to the end of the chain.
User prompt
When the player creates a match of three or more same-colored balls in the chain, the entire chain should temporarily accelerate for a short duration. The acceleration should apply even if the matched balls are removed. The speed of the chain (e.g., chainSpeed) should increase by a defined multiplier (e.g., ×1.5) for a brief period (e.g., 2 seconds). After this period, the chain should return to its normal speed. This mechanic adds a dynamic sense of tension and reward, encouraging fast and strategic matches. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
chain speed still fast
User prompt
longer route for chain. and slover chain speed like 1px/sec ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
still 1 ball.. i want full locomotive ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
there is only one color ball on the chain. i want more different color balls in the chain. and the speed should be slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
slower speed and chain must be include 5 clor balls
/**** * 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) { // Start pulsing animation var _pulseEffect = function pulseEffect() { tween(ballGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(ballGraphics, { scaleX: 1.15, scaleY: 1.15 }, { duration: 600, easing: tween.easeInOut, onFinish: _pulseEffect }); } }); }; self.isSpecial = true; var specials = ['explosive', 'freeze', 'rapid']; self.specialType = specials[Math.floor(Math.random() * specials.length)]; ballGraphics.alpha = 0.9; // Add glow effect for special balls ballGraphics.scaleX = 1.15; ballGraphics.scaleY = 1.15; // Add pulsing effect if (self.specialType === 'explosive') { ballGraphics.tint = 0xFF4500; } else if (self.specialType === 'freeze') { ballGraphics.tint = 0x00FFFF; } else if (self.specialType === 'rapid') { ballGraphics.tint = 0xFFFF00; } _pulseEffect(); } 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 }); // Add cannon barrel var barrel = self.attachAsset('track', { anchorX: 0, anchorY: 0.5, scaleX: 4, scaleY: 1.5, x: 0, y: 0 }); barrel.tint = 0x333333; 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); // Add glowing effect to current ball tween(self.currentBall, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.easeInOut }); // Start pulsing and shining animation animateShooterBall(); } // Generate next ball var colors = ['red', 'blue', 'green', 'yellow', 'purple']; 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; // Remove glow effect tween.stop(self, { tint: true }); self.tint = 0xFFFFFF; } else { // Maintain glow effect if (self.tint === 0xFFFFFF) { tween(self, { tint: 0xFFFF88 }, { duration: 200, easing: tween.easeInOut }); } } } }; 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 = 0.0005; // Much slower chain speed var normalChainSpeed = 0.0005; // Store normal speed 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 segments = 1000; // Optimal length for vortex gameplay // Create vortex pattern - tight spiral moving inward with equal intervals for (var i = 0; i < segments; i++) { var progress = i / segments; // Vortex angle - creates tight spiral with multiple rotations var vortexAngle = progress * Math.PI * 20; // 10 full rotations inward // Radius decreases linearly for equal spacing var radius = 800 - progress * 700; // Linear decrease for equal intervals // Ensure minimum radius radius = Math.max(radius, 50); // Create vortex effect with tighter spiral var vortexRadius = radius * (1 - progress * 0.3); // Additional inward pull // Calculate position on vortex spiral with equal angular spacing var x = centerX + Math.cos(vortexAngle) * vortexRadius; var y = centerY + Math.sin(vortexAngle) * vortexRadius; // Ensure the path stays within screen bounds x = Math.max(100, Math.min(1948, x)); y = Math.max(200, Math.min(2500, y)); trackPoints.push({ x: x, y: y }); } // Create visual track markers with equal spacing for (var i = 0; i < trackPoints.length; i += 10) { var trackMarker = game.addChild(LK.getAsset('track', { anchorX: 0.5, anchorY: 0.5 })); trackMarker.x = trackPoints[i].x; trackMarker.y = trackPoints[i].y; trackMarker.alpha = 0.3; trackMarker.scaleX = 0.8; trackMarker.scaleY = 0.8; } } // 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; // Center of screen horizontally (2048/2 = 1024) shooter.y = 1366; // Position near the center hole // Initialize first balls shooter.loadBall(); shooter.loadBall(); // Create initial chain function createChain() { chain = []; var chainLength = 15 + level * 5; var colors = ['red', 'blue', 'green', 'yellow', 'purple']; var ballSpacing = 50; // Space between balls - balls touch each other var trackSpacing = 2.5; // Track position spacing to maintain equal intervals // Ensure better color distribution by cycling through colors for (var i = 0; i < chainLength; i++) { // Use a mix of sequential and random distribution var colorIndex; if (i % 8 < 5) { // First 5 of every 8 balls use sequential colors colorIndex = i % colors.length; } else { // Last 3 of every 8 balls use random colors colorIndex = Math.floor(Math.random() * colors.length); } var color = colors[colorIndex]; var ball = game.addChild(new ChainBall(color)); ball.chainIndex = i; // Initialize track position with consistent spacing ball.trackPosition = i * trackSpacing; // Position ball immediately on track positionBallOnTrack(ball, ball.trackPosition); chain.push(ball); } } // Position ball on track function positionBallOnTrack(ball, trackPosition) { if (trackPosition >= trackPoints.length || trackPoints.length === 0) { if (trackPoints.length > 0) { ball.x = trackPoints[trackPoints.length - 1].x; ball.y = trackPoints[trackPoints.length - 1].y; } else { ball.x = 1024; ball.y = 1366; } return; } var pointIndex = Math.floor(Math.max(0, trackPosition)); var nextIndex = Math.min(pointIndex + 1, trackPoints.length - 1); var t = trackPosition - pointIndex; var point1 = trackPoints[pointIndex]; var point2 = trackPoints[nextIndex]; // Add safety check for undefined points if (!point1 || !point2) { ball.x = 1024; ball.y = 1366; ball.isMoving = false; return; } 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; // Remove ice tint from all chain balls for (var i = 0; i < chain.length; i++) { var chainBall = chain[i]; tween(chainBall, { tint: 0xFFFFFF }, { duration: 300 }); } } return; } // Move all balls forward with equal intervals on vortex var trackSpacing = 3.0; // Increased spacing for vortex pattern for (var i = 0; i < chain.length; i++) { var ball = chain[i]; // Move chain forward along vortex ball.trackPosition += chainSpeed; // Check if reached center hole if (ball.trackPosition >= trackPoints.length - 1) { gameLost = true; LK.showGameOver(); return; } } // Maintain strict equal spacing between balls on vortex for (var i = 0; i < chain.length; i++) { var ball = chain[i]; // Calculate expected position based on equal intervals if (i === 0) { // Lead ball sets the pace } else { var previousBall = chain[i - 1]; var expectedPosition = previousBall.trackPosition + trackSpacing; // Maintain exact spacing for vortex pattern ball.trackPosition = expectedPosition; } positionBallOnTrack(ball, ball.trackPosition); } } // 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); } } // Store the first index of the match to know where the gap starts var firstMatchIndex = chain.indexOf(match[0]); var trackSpacing = 2.5; // Consistent spacing between balls var gapSize = match.length * trackSpacing; // Calculate gap size based on track spacing // 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(); } } // Close the gap by moving all balls after the removed section forward for (var i = firstMatchIndex; i < chain.length; i++) { var ball = chain[i]; // Move the ball's track position forward to close the gap ball.trackPosition -= gapSize; } // Re-space all balls to maintain equal intervals after gap closing for (var i = 1; i < chain.length; i++) { var previousBall = chain[i - 1]; var currentBall = chain[i]; var expectedPosition = previousBall.trackPosition + trackSpacing; if (currentBall.trackPosition < expectedPosition) { currentBall.trackPosition = expectedPosition; } // Animate the ball to its new position smoothly tween(currentBall, { x: currentBall.targetX, y: currentBall.targetY }, { duration: 300, easing: tween.easeOut }); } LK.setScore(LK.getScore() + score); LK.getSound('match').play(); // Pull chain back slightly when balls are removed 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') { var _shakeEffect = function shakeEffect() { if (shakeTimer < shakeDuration) { game.x = originalX + (Math.random() - 0.5) * shakeIntensity; game.y = originalY + (Math.random() - 0.5) * shakeIntensity; shakeTimer += 16; LK.setTimeout(_shakeEffect, 16); } else { game.x = originalX; game.y = originalY; } }; // 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); // Add screen shake effect var originalX = game.x; var originalY = game.y; var shakeIntensity = 10; var shakeDuration = 300; var shakeTimer = 0; _shakeEffect(); } else if (ball.specialType === 'freeze') { chainFrozen = true; freezeTimer = 180; // 3 seconds at 60fps LK.effects.flashScreen(0x00ffff, 500); // Add ice tint to all chain balls for (var i = 0; i < chain.length; i++) { var chainBall = chain[i]; tween(chainBall, { tint: 0x88DDFF }, { duration: 300 }); } } 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; chainBall.scaleX = 0.1; chainBall.scaleY = 0.1; game.addChild(chainBall); // Animate ball insertion tween(chainBall, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); 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 center of vortex hole.x = 1024; hole.y = 1366; // Center position where vortex ends // Add pulsing and shining animation to shooter ball function animateShooterBall() { if (shooter.currentBall) { // Pulsing effect tween(shooter.currentBall, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(shooter.currentBall, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: animateShooterBall }); } }); // Shining effect with alpha animation tween(shooter.currentBall, { alpha: 0.7 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(shooter.currentBall, { alpha: 1.0 }, { duration: 600, easing: tween.easeInOut }); } }); } } // 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 = 120; levelTxt.y = 20; LK.gui.top.addChild(levelTxt); // Next ball preview var nextBallTxt = new Text2('Next:', { size: 40, fill: 0xFFFFFF }); nextBallTxt.anchor.set(1, 0); LK.gui.topRight.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; var collisionIndex = -1; for (var j = 0; j < chain.length; j++) { var chainBall = chain[j]; if (ball.intersects(chainBall)) { collisionIndex = j; break; } } // If collision detected, insert at collision position if (collisionIndex !== -1) { // Insert after the collided ball var insertIndex = collisionIndex + 1; var trackSpacing = 2.5; // Consistent spacing between balls // Adjust track positions for all balls after insertion point for (var k = insertIndex; k < chain.length; k++) { chain[k].trackPosition += trackSpacing; // Move balls back to make space } insertBallIntoChain(ball, insertIndex); // Set the inserted ball's track position with proper spacing if (insertIndex < chain.length) { chain[insertIndex].trackPosition = chain[collisionIndex].trackPosition + trackSpacing; positionBallOnTrack(chain[insertIndex], chain[insertIndex].trackPosition); } // Re-space all balls after insertion to maintain equal intervals for (var k = insertIndex + 1; k < chain.length; k++) { var expectedPosition = chain[k - 1].trackPosition + trackSpacing; if (chain[k].trackPosition < expectedPosition) { chain[k].trackPosition = expectedPosition; } } ball.destroy(); flyingBalls.splice(i, 1); inserted = true; } // 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 = -50; shooter.nextBall.y = 60; shooter.nextBall.scaleX = 0.8; shooter.nextBall.scaleY = 0.8; LK.gui.topRight.addChild(shooter.nextBall); } // Increase chain speed over time (much slower increase) normalChainSpeed += 0.00002; chainSpeed = normalChainSpeed; };
===================================================================
--- original.js
+++ change.js
@@ -206,45 +206,42 @@
function createTrackPath() {
trackPoints = [];
var centerX = 1024;
var centerY = 1366;
- var segments = 1000; // Optimal length for Zuma-style gameplay
- // Create classic Zuma spiral track - starts from outside and spirals inward
+ var segments = 1000; // Optimal length for vortex gameplay
+ // Create vortex pattern - tight spiral moving inward with equal intervals
for (var i = 0; i < segments; i++) {
var progress = i / segments;
- // Main spiral angle - multiple turns inward
- var spiralAngle = progress * Math.PI * 12; // 6 full spirals inward
- // Radius decreases smoothly from outside to center
- var baseRadius = 900 - progress * 700; // Start big, end small
- // Add some gentle curves and loops for variety
- var curveOffset = Math.sin(progress * Math.PI * 8) * 80; // Gentle S-curves
- var loopOffset = Math.sin(progress * Math.PI * 16) * 40; // Small loops
- var currentRadius = baseRadius + curveOffset + loopOffset;
- // Ensure minimum radius for playability
- currentRadius = Math.max(currentRadius, 100);
- // Calculate position on spiral
- var x = centerX + Math.cos(spiralAngle) * currentRadius;
- var y = centerY + Math.sin(spiralAngle) * currentRadius * 0.9; // Slightly oval
- // Add some gentle waves along the path
- x += Math.sin(progress * Math.PI * 20) * 30;
- y += Math.cos(progress * Math.PI * 15) * 25;
- // Ensure the path stays within screen bounds with padding
- x = Math.max(150, Math.min(1898, x));
- y = Math.max(300, Math.min(2400, y));
+ // Vortex angle - creates tight spiral with multiple rotations
+ var vortexAngle = progress * Math.PI * 20; // 10 full rotations inward
+ // Radius decreases linearly for equal spacing
+ var radius = 800 - progress * 700; // Linear decrease for equal intervals
+ // Ensure minimum radius
+ radius = Math.max(radius, 50);
+ // Create vortex effect with tighter spiral
+ var vortexRadius = radius * (1 - progress * 0.3); // Additional inward pull
+ // Calculate position on vortex spiral with equal angular spacing
+ var x = centerX + Math.cos(vortexAngle) * vortexRadius;
+ var y = centerY + Math.sin(vortexAngle) * vortexRadius;
+ // Ensure the path stays within screen bounds
+ x = Math.max(100, Math.min(1948, x));
+ y = Math.max(200, Math.min(2500, y));
trackPoints.push({
x: x,
y: y
});
}
- // Create visual track markers
- for (var i = 0; i < trackPoints.length; i += 8) {
+ // Create visual track markers with equal spacing
+ for (var i = 0; i < trackPoints.length; i += 10) {
var trackMarker = game.addChild(LK.getAsset('track', {
anchorX: 0.5,
anchorY: 0.5
}));
trackMarker.x = trackPoints[i].x;
trackMarker.y = trackPoints[i].y;
- trackMarker.alpha = 0.4;
+ trackMarker.alpha = 0.3;
+ trackMarker.scaleX = 0.8;
+ trackMarker.scaleY = 0.8;
}
}
// Create hole at end of track
var hole = game.addChild(LK.getAsset('hole', {
@@ -331,32 +328,32 @@
}
}
return;
}
- // Move all balls forward and maintain equal spacing
- var trackSpacing = 2.5; // Consistent spacing between balls
+ // Move all balls forward with equal intervals on vortex
+ var trackSpacing = 3.0; // Increased spacing for vortex pattern
for (var i = 0; i < chain.length; i++) {
var ball = chain[i];
- // Move chain forward
+ // Move chain forward along vortex
ball.trackPosition += chainSpeed;
- // Check if reached hole
+ // Check if reached center hole
if (ball.trackPosition >= trackPoints.length - 1) {
gameLost = true;
LK.showGameOver();
return;
}
}
- // Maintain equal spacing between balls
+ // Maintain strict equal spacing between balls on vortex
for (var i = 0; i < chain.length; i++) {
var ball = chain[i];
- // Ensure proper spacing from previous ball
- if (i > 0) {
+ // Calculate expected position based on equal intervals
+ if (i === 0) {
+ // Lead ball sets the pace
+ } else {
var previousBall = chain[i - 1];
var expectedPosition = previousBall.trackPosition + trackSpacing;
- // Only adjust if ball is too close to previous ball
- if (ball.trackPosition < expectedPosition) {
- ball.trackPosition = expectedPosition;
- }
+ // Maintain exact spacing for vortex pattern
+ ball.trackPosition = expectedPosition;
}
positionBallOnTrack(ball, ball.trackPosition);
}
}
@@ -525,11 +522,11 @@
}
// Initialize game
createTrackPath();
createChain();
-// Position hole below the shooter
+// Position hole at center of vortex
hole.x = 1024;
-hole.y = 1500; // Below shooter position
+hole.y = 1366; // Center position where vortex ends
// Add pulsing and shining animation to shooter ball
function animateShooterBall() {
if (shooter.currentBall) {
// Pulsing effect
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