User prompt
Topun bloklarının kenarlarına takılmasını engelle
User prompt
Level 3 teki block2 kırılmalı
User prompt
Block2 iki temasta kırılmalı
User prompt
block2 hatasını duĢzelt temas edince yok olsun
User prompt
Fix collision detection between the ball and block2. Make sure that when the ball collides with block2, the block receives a hit event and reduces its HP. Check that block2 is in the correct collision layer or group that interacts with the ball. Also verify that block2 is not being excluded by any if blockType != block2 conditions in the ballās collision handler. When the ball hits block2: ⢠Reduce HP by 1 ⢠If HP reaches 0, remove block2 from the game and update the block count Ensure block2 has the correct collision tag, physics body, and is fully interactive with the ball just like any normal block.
User prompt
Fix collision detection between the ball and block2. Make sure that when the ball collides with block2, the block receives a hit event and reduces its HP. Check that block2 is in the correct collision layer or group that interacts with the ball. Also verify that block2 is not being excluded by any if blockType != block2 conditions in the ballās collision handler. When the ball hits block2: ⢠Reduce HP by 1 ⢠If HP reaches 0, remove block2 from the game and update the block count Ensure block2 has the correct collision tag, physics body, and is fully interactive with the ball just like any normal block.
User prompt
Fix the issue where block2 reappears or doesnāt properly get removed on Level 3. When a block is destroyed, it must be fully removed from the game and excluded from future block counts. Ensure that destroyed blocks do not respawn unless intentionally reloaded in a new level. Also, make sure each level loads a fresh block layout, and old blocks are completely cleared from memory. Verify that the level only progresses when all blocks currently visible on screen are destroyed.
User prompt
Improve ball bounce behavior on the paddle. When the ball hits the paddle, calculate the hit position relative to the paddleās center. ⢠If the ball hits the center, bounce it mostly upward. ⢠If the ball hits the left or right edge, bounce it diagonally with a steeper horizontal component. Clamp the angle so that the ball always moves upward at a reasonable vertical speed. This prevents the ball from bouncing nearly horizontally for too long.
User prompt
Improve ball bounce behavior on the paddle. When the ball hits the paddle, calculate the hit position relative to the paddleās center. ⢠If the ball hits the center, bounce it mostly upward. ⢠If the ball hits the left or right edge, bounce it diagonally with a steeper horizontal component. Clamp the angle so that the ball always moves upward at a reasonable vertical speed. This prevents the ball from bouncing nearly horizontally for too long.
User prompt
Use separate visual sprites for each power-up. Each power-up must have a unique icon, not just a color change. Assign the following names: ⢠Extra life ā powerup_heart Use a glowing red pixel-art heart icon. ⢠Laser ā powerup_laser Use a bright red laser bolt or chip-shaped icon with a glow. ⢠Wide paddle ā powerup_wide Use a horizontal green bar with arrows pointing outward on both sides. ⢠Slow ball ā powerup_slow Use a light blue clock or turtle icon. ⢠Multi-ball ā powerup_multi Use three small white balls in orbit or lined up diagonally. All icons must be pixel-art style, centered, with transparent backgrounds. Each icon should be clearly recognizable and visually distinct from others.
User prompt
Please fix the bug: 'TypeError: LK.now is not a function. (In 'LK.now()', 'LK.now' is undefined)' in or related to this line: 'self.laserModeStartTime = LK.now();' Line Number: 188
User prompt
Add a laser power-up system. When the paddle catches a laser power-up, do the following: 1. Change the paddleās appearance to a red glowing laser version (use the ālaser_paddle.pngā image). 2. Activate laser shooting mode for 10 seconds. 3. While laser mode is active, the paddle automatically fires red vertical laser beams upward every 0.5 seconds. 4. Each beam uses the sprite ālaser_shot.pngā and destroys any block it touches. 5. After 10 seconds, stop firing and revert paddle to its normal appearance (āpaddle_default.pngā). Make sure the firing continues even while the paddle is moving. Display a small ālaser modeā timer bar above the paddle.
User prompt
Add a special block type: Hard Block. It requires 2 hits to destroy. After the first hit, it changes color to show damage. After the second hit, it disappears and adds score. Use a different texture or color to make it stand out.
User prompt
Fix the life system. The player should start the game with 3 lives, and that number should carry over between levels. Each time the ball falls below the paddle, reduce 1 life and reset the ball. Only show āGame Overā when lives reach zero. Do not reset or ignore the life counter when changing levels.
User prompt
Add a āTap to Startā screen before each level begins. The ball remains still at the center. When the player taps anywhere, the level begins and the ball starts moving.
User prompt
Fix block collision detection. Ensure that each block correctly registers a hit when the ball touches it. If the block is a multi-hit block, decrease its hit points and change its color. If hit points reach 0, remove the block. Do not leave invisible or inactive blocks on screen.
User prompt
When loading a new level, make sure the ball is paused at the center and does not move until the player taps the screen. After all blocks are placed and visible, start the ball movement. Ensure no block overlaps with the ball or paddle at the start of the level.
User prompt
Do not end the game with āwinā immediately after loading a new level. Only check for level completion when blocks exist on screen and all are destroyed. After showing āLevel Completeā, wait 2 seconds, then spawn new blocks, and reset the levelComplete flag. Do not trigger āwinā unless the current level is the final one. For endless play, never show āwinā, just keep increasing levels.
User prompt
Add a working level system. Start at Level 1 with a basic block layout. When all blocks are destroyed, show a āLevel Completeā message for 2 seconds, then automatically: 1. Clear the screen 2. Reset the ball to center and paddle to starting position 3. Spawn a new block layout for the next level 4. Increase ball speed by 5% 5. Update level number display at the top The game should continue smoothly from one level to the next.
User prompt
Add special block types: ⢠Hard Block: Takes 2 hits to destroy (change color after first hit) ⢠Steel Block: Takes 3 hits (dark color, flashes when hit) ⢠Bomb Block: When destroyed, it explodes and removes nearby blocks in a small radius Make each type visually distinct.
Code edit (1 edits merged)
Please save this source code
User prompt
Breakout X
Initial prompt
Create a 2D block-breaking game called āBreakout Xā. The player controls a horizontal paddle at the bottom of the screen, moving left and right using touch controls. A ball bounces around the screen and destroys blocks at the top. If the ball touches the bottom of the screen (missed by paddle), the player loses one life. Blocks are arranged in rows. Some blocks randomly drop power-up items when destroyed. Power-ups fall downward. If caught by the paddle, they activate effects. Power-ups include: ⢠š« Laser Cannon: Paddle can shoot upward every 0.5s (tap to fire) ⢠ā Wider Paddle: Paddle size increases for 10 seconds ⢠š§ Slow Ball: Ball speed decreases temporarily ⢠š® Multi-Ball: Split into 2 balls Power-ups should be visible with icons and fall slowly. If not caught, they disappear. Game Features: ⢠Score counter ⢠3 lives ⢠Background music (breakoutTrack1) ⢠Colorful blocks with glow effect ⢠Increasing difficulty per level (more blocks, faster ball) The game must be fully playable on touchscreen (mobile-friendly). The player taps or drags left/right to move the paddle. Ball movement uses realistic physics and bounces off walls and paddle.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGfx = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = ballGfx.width / 2;
self.vx = 0;
self.vy = 0;
self.speed = 18;
self.stuck = true; // Ball is stuck to paddle at start
// Powerup: slow ball
self.slow = function () {
self.speed = 10;
LK.setTimeout(function () {
self.speed = 18 + (level - 1) * 2;
}, 6000);
};
// Powerup: multi-ball handled in game code
self.update = function () {
if (self.stuck) return;
self.x += self.vx * self.speed / Math.sqrt(self.vx * self.vx + self.vy * self.vy);
self.y += self.vy * self.speed / Math.sqrt(self.vx * self.vx + self.vy * self.vy);
};
return self;
});
// Block class
var Block = Container.expand(function () {
var self = Container.call(this);
self.type = 1; // 1: normal, 2: strong, 3: very strong, 4: hard block
self.hp = 1;
self.score = 50;
self.assetId = 'block';
self.setType = function (t) {
self.type = t;
if (t === 1) {
self.hp = 1;
self.score = 50;
self.assetId = 'block';
} else if (t === 2) {
self.hp = 2; //{p} // block2 now always has 2 HP
self.score = 100;
self.assetId = 'block2';
} else if (t === 3) {
self.hp = 3;
self.score = 200;
self.assetId = 'block3';
} else if (t === 4) {
self.hp = 2;
self.score = 150;
self.assetId = 'hardblock';
}
self.removeChildren();
self.attachAsset(self.assetId, {
anchorX: 0.5,
anchorY: 0.5
});
};
self.setType(1);
return self;
});
// Laser class
var Laser = Container.expand(function () {
var self = Container.call(this);
var laserGfx = self.attachAsset('laser_shot', {
anchorX: 0.5,
anchorY: 0.5
});
laserGfx.tint = 0xff2222;
self.vy = -40;
self.update = function () {
self.y += self.vy;
};
return self;
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGfx = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleGfx.width;
self.height = paddleGfx.height;
self.poweredUp = false;
self.powerupTimeout = null;
// Laser mode state
self.laserMode = false;
self.laserModeTimeout = null;
self.laserModeTimerBar = null;
self.laserModeStartTime = 0;
self.laserModeDuration = 10000; // ms
// Helper to swap paddle appearance
self.setLaserAppearance = function (on) {
self.removeChildren();
if (on) {
self.attachAsset('laser_paddle', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
// Show/hide/update laser timer bar
self.showLaserTimerBar = function () {
if (!self.laserModeTimerBar) {
var bar = new Container();
var bg = LK.getAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
bg.width = self.width * 0.7;
bg.height = 18;
bg.tint = 0x222222;
bar.addChild(bg);
var fg = LK.getAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
fg.width = self.width * 0.68;
fg.height = 12;
fg.tint = 0xff2222;
fg.x = 0;
fg.y = 0;
bar.addChild(fg);
bar.fg = fg;
bar.x = 0;
bar.y = -self.height / 2 - 24;
self.addChild(bar);
self.laserModeTimerBar = bar;
}
};
self.hideLaserTimerBar = function () {
if (self.laserModeTimerBar) {
self.laserModeTimerBar.destroy();
self.laserModeTimerBar = null;
}
};
self.updateLaserTimerBar = function () {
if (self.laserModeTimerBar) {
var elapsed = Date.now() - self.laserModeStartTime;
var remain = Math.max(0, self.laserModeDuration - elapsed);
var pct = remain / self.laserModeDuration;
self.laserModeTimerBar.fg.width = self.width * 0.68 * pct;
}
};
// Activate laser mode
self.activateLaserMode = function () {
if (self.laserModeTimeout) LK.clearTimeout(self.laserModeTimeout);
self.laserMode = true;
self.laserModeStartTime = Date.now();
self.setLaserAppearance(true);
self.showLaserTimerBar();
self.laserModeTimeout = LK.setTimeout(function () {
self.laserMode = false;
self.setLaserAppearance(false);
self.hideLaserTimerBar();
}, self.laserModeDuration);
};
// Powerup: widen paddle
self.setWide = function () {
if (self.poweredUp) {
if (self.powerupTimeout) LK.clearTimeout(self.powerupTimeout);
}
self.poweredUp = true;
tween(self, {
scaleX: 1.7
}, {
duration: 300,
easing: tween.easeOut
});
self.powerupTimeout = LK.setTimeout(function () {
tween(self, {
scaleX: 1
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.poweredUp = false;
}
});
}, 6000);
};
// Powerup: laser
self.fireLaser = function () {
self.activateLaserMode();
};
self.update = function () {
if (self.laserMode) {
self.updateLaserTimerBar();
}
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
self.type = 'wide'; // 'wide', 'laser', 'slow', 'multi', 'heart'
self.vy = 10;
self.powerupGfx = null;
self.setType = function (t) {
self.type = t;
// Remove previous icon if any
if (self.powerupGfx) {
self.powerupGfx.destroy();
self.powerupGfx = null;
}
// Choose asset id based on type
var assetId = 'powerup_wide';
if (t === 'wide') assetId = 'powerup_wide';else if (t === 'laser') assetId = 'powerup_laser';else if (t === 'slow') assetId = 'powerup_slow';else if (t === 'multi') assetId = 'powerup_multi';else if (t === 'heart') assetId = 'powerup_heart';
self.powerupGfx = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
};
self.setType('wide'); // Default
self.update = function () {
self.y += self.vy;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2c
});
/****
* Game Code
****/
// Game variables
// Paddle
// Ball
// Block (normal)
// Block (strong)
// Block (very strong)
// Powerup
// Laser
// Sound effects
// Music
// Hard Block base color (purple)
// Hard Block damaged color (yellow)
var paddle, balls, blocks, powerups, lasers;
var lives = 3;
var level = 1;
var scoreTxt, livesTxt, levelTxt;
var dragNode = null;
var lastTouchX = 0;
var gameArea = {
x: 0,
y: 0,
width: 2048,
height: 2732
};
var blockRows = 5,
blockCols = 8,
blockMargin = 18;
var blockTop = 300;
var blockTypes = [1, 1, 1, 1, 1]; // Will be set per level
var laserActive = false;
var laserTimeout = null;
// GUI
scoreTxt = new Text2('0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
livesTxt = new Text2('ā„ā„ā„', {
size: 80,
fill: 0xFF4D4D
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
levelTxt = new Text2('Level 1', {
size: 80,
fill: "#fff"
});
levelTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelTxt);
// Setup game
function setupGame() {
// Remove all children
game.removeChildren();
// Destroy and clear all blocks from previous level
if (typeof blocks !== "undefined" && blocks && blocks.length) {
for (var i = blocks.length - 1; i >= 0; i--) {
if (blocks[i] && typeof blocks[i].destroy === "function") blocks[i].destroy();
}
}
blocks = [];
// Destroy and clear all powerups from previous level
if (typeof powerups !== "undefined" && powerups && powerups.length) {
for (var i = powerups.length - 1; i >= 0; i--) {
if (powerups[i] && typeof powerups[i].destroy === "function") powerups[i].destroy();
}
}
powerups = [];
// Destroy and clear all lasers from previous level
if (typeof lasers !== "undefined" && lasers && lasers.length) {
for (var i = lasers.length - 1; i >= 0; i--) {
if (lasers[i] && typeof lasers[i].destroy === "function") lasers[i].destroy();
}
}
lasers = [];
// Destroy and clear all balls from previous level
if (typeof balls !== "undefined" && balls && balls.length) {
for (var i = balls.length - 1; i >= 0; i--) {
if (balls[i] && typeof balls[i].destroy === "function") balls[i].destroy();
}
}
balls = [];
// Do NOT reset lives here; lives should persist between levels
// Paddle
paddle = new Paddle();
paddle.x = gameArea.width / 2;
paddle.y = gameArea.height - 200;
game.addChild(paddle);
// Ball
var ball = new Ball();
// Place ball at center, above paddle, but not overlapping paddle or blocks
ball.x = gameArea.width / 2;
ball.y = paddle.y - paddle.height / 2 - ball.radius - 10;
// Ensure no block overlaps with ball or paddle at start
for (var tries = 0; tries < 10; tries++) {
var overlap = false;
for (var b = 0; b < blocks.length; b++) {
var block = blocks[b];
var bw = 200,
bh = 80;
if (ball.x + ball.radius > block.x - bw / 2 && ball.x - ball.radius < block.x + bw / 2 && ball.y + ball.radius > block.y - bh / 2 && ball.y - ball.radius < block.y + bh / 2) {
overlap = true;
break;
}
}
if (!overlap) break;
// Move ball down if overlapping
ball.y += 40;
}
// Ball is stuck until player taps
ball.stuck = true;
ball.vx = 0;
ball.vy = -1;
balls.push(ball);
game.addChild(ball);
// Blocks
blockRows = 4 + Math.min(level, 6); // up to 10 rows
blockCols = 6 + Math.min(level, 4); // up to 10 cols
blockTypes = [];
for (var r = 0; r < blockRows; r++) {
if (level >= 2 && r === 0) {
blockTypes[r] = 4; // Hard Block in first row for level 2+
} else if (level < 3) {
blockTypes[r] = 1;
} else if (level < 5) {
blockTypes[r] = r < 2 ? 2 : 1;
} else {
blockTypes[r] = r < 2 ? 3 : r < 4 ? 2 : 1;
}
}
var blockW = 200,
blockH = 80;
var totalW = blockCols * blockW + (blockCols - 1) * blockMargin;
var startX = (gameArea.width - totalW) / 2 + blockW / 2;
for (var row = 0; row < blockRows; row++) {
for (var col = 0; col < blockCols; col++) {
var block = new Block();
block.setType(blockTypes[row]);
block.x = startX + col * (blockW + blockMargin);
block.y = blockTop + row * (blockH + blockMargin);
blocks.push(block);
game.addChild(block);
}
}
// Powerups, lasers
powerups = [];
lasers = [];
// Reset GUI
scoreTxt.setText(LK.getScore());
livesTxt.setText('ā„'.repeat(lives > 0 ? lives : 0));
levelTxt.setText('Level ' + level);
// Play music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// --- Tap to Start overlay logic ---
if (typeof game.tapToStartMsg !== "undefined" && game.tapToStartMsg) {
game.tapToStartMsg.destroy();
delete game.tapToStartMsg;
}
var tapMsg = new Text2('Tap to Start', {
size: 180,
fill: 0x00ffff,
stroke: "#000",
strokeThickness: 10
});
tapMsg.anchor.set(0.5, 0.5);
tapMsg.x = gameArea.width / 2;
tapMsg.y = gameArea.height / 2;
game.addChild(tapMsg);
game.tapToStartMsg = tapMsg;
game.waitingForTap = true;
}
setupGame();
// Touch controls
game.down = function (x, y, obj) {
// Tap to Start overlay logic
if (game.waitingForTap) {
// Remove overlay
if (typeof game.tapToStartMsg !== "undefined" && game.tapToStartMsg) {
game.tapToStartMsg.destroy();
delete game.tapToStartMsg;
}
// Launch all stuck balls
for (var i = 0; i < balls.length; i++) {
if (balls[i].stuck) {
balls[i].stuck = false;
// Launch at random angle
var angle = Math.PI / 2 + (Math.random() - 0.5) * Math.PI / 3;
balls[i].vx = Math.cos(angle);
balls[i].vy = -Math.abs(Math.sin(angle));
}
}
game.waitingForTap = false;
return;
}
// Only allow drag on paddle area
if (y > paddle.y - paddle.height / 2 - 100) {
dragNode = paddle;
lastTouchX = x;
}
// If ball is stuck, launch it
for (var i = 0; i < balls.length; i++) {
if (balls[i].stuck) {
// Only launch if all blocks are visible (not during level transition)
if (!game.levelComplete) {
balls[i].stuck = false;
// Launch at random angle
var angle = Math.PI / 2 + (Math.random() - 0.5) * Math.PI / 3;
balls[i].vx = Math.cos(angle);
balls[i].vy = -Math.abs(Math.sin(angle));
}
}
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = function (x, y, obj) {
if (dragNode === paddle) {
// Clamp paddle to game area
var minX = paddle.width * paddle.scaleX / 2 + 20;
var maxX = gameArea.width - paddle.width * paddle.scaleX / 2 - 20;
paddle.x = Math.max(minX, Math.min(maxX, x));
// If any ball is stuck, move it with paddle
for (var i = 0; i < balls.length; i++) {
if (balls[i].stuck) {
balls[i].x = paddle.x;
}
}
}
};
// Main update loop
game.update = function () {
// If waiting for tap, do not update game state (pause everything except overlay)
if (game.waitingForTap) {
return;
}
// Update paddle (for timer bar and laser mode)
if (typeof paddle.update === "function") paddle.update();
// Update balls
for (var i = balls.length - 1; i >= 0; i--) {
var ball = balls[i];
ball.update();
// Wall collisions
if (ball.x - ball.radius < 0) {
ball.x = ball.radius;
ball.vx = Math.abs(ball.vx);
}
if (ball.x + ball.radius > gameArea.width) {
ball.x = gameArea.width - ball.radius;
ball.vx = -Math.abs(ball.vx);
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius;
ball.vy = Math.abs(ball.vy);
}
// Paddle collision
if (!ball.stuck && ball.y + ball.radius >= paddle.y - paddle.height / 2 && ball.y - ball.radius <= paddle.y + paddle.height / 2 && ball.x + ball.radius >= paddle.x - paddle.width * paddle.scaleX / 2 && ball.x - ball.radius <= paddle.x + paddle.width * paddle.scaleX / 2 && ball.vy > 0) {
// Calculate hit position relative to paddle center (-1 = left edge, 0 = center, 1 = right edge)
var hit = (ball.x - paddle.x) / (paddle.width * paddle.scaleX / 2);
// Clamp hit to [-1, 1]
hit = Math.max(-1, Math.min(1, hit));
// Calculate bounce angle: center = straight up, edge = more horizontal
// Angle range: [minBounceAngle, maxBounceAngle] from vertical (PI/2)
var minBounceAngle = Math.PI / 7; // ~25.7 deg from vertical (up)
var maxBounceAngle = Math.PI / 2 - minBounceAngle; // ~64.3 deg from vertical
// Map hit to angle: left edge = PI/2 + maxBounceAngle, right edge = PI/2 - maxBounceAngle, center = PI/2
var angle = Math.PI / 2 - hit * maxBounceAngle;
// Clamp angle to avoid too-shallow bounces (ensure ball always goes up)
if (angle < minBounceAngle) angle = minBounceAngle;
if (angle > Math.PI - minBounceAngle) angle = Math.PI - minBounceAngle;
ball.vx = Math.cos(angle);
ball.vy = -Math.abs(Math.sin(angle));
// Add a little speed
ball.speed += 0.2;
}
// Block collisions
for (var j = blocks.length - 1; j >= 0; j--) {
var block = blocks[j];
var bw = 200,
bh = 80;
var bx = block.x,
by = block.y;
// Ensure block2 (type 2) is included in collision and hit logic
if (ball.x + ball.radius > bx - bw / 2 && ball.x - ball.radius < bx + bw / 2 && ball.y + ball.radius > by - bh / 2 && ball.y - ball.radius < by + bh / 2) {
// Hit!
LK.getSound('blockhit').play();
// Calculate which side of the block was hit to prevent edge sticking
var ballCenterX = ball.x;
var ballCenterY = ball.y;
var blockLeft = bx - bw / 2;
var blockRight = bx + bw / 2;
var blockTop = by - bh / 2;
var blockBottom = by + bh / 2;
// Calculate overlaps with proper direction consideration
var overlapLeft = ballCenterX + ball.radius - blockLeft;
var overlapRight = blockRight - (ballCenterX - ball.radius);
var overlapTop = ballCenterY + ball.radius - blockTop;
var overlapBottom = blockBottom - (ballCenterY - ball.radius);
// Find minimum overlap to determine collision side
var minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom);
// Bounce based on the side with minimum overlap and ball velocity direction
if (minOverlap === overlapLeft && ball.vx > 0) {
// Hit left side while moving right
ball.vx = -Math.abs(ball.vx);
ball.x = blockLeft - ball.radius - 1; // Push ball away from block
} else if (minOverlap === overlapRight && ball.vx < 0) {
// Hit right side while moving left
ball.vx = Math.abs(ball.vx);
ball.x = blockRight + ball.radius + 1; // Push ball away from block
} else if (minOverlap === overlapTop && ball.vy > 0) {
// Hit top side while moving down
ball.vy = -Math.abs(ball.vy);
ball.y = blockTop - ball.radius - 1; // Push ball away from block
} else if (minOverlap === overlapBottom && ball.vy < 0) {
// Hit bottom side while moving up
ball.vy = Math.abs(ball.vy);
ball.y = blockBottom + ball.radius + 1; // Push ball away from block
} else {
// Corner collision or ambiguous case - use simpler logic
var overlapX = Math.min(overlapLeft, overlapRight);
var overlapY = Math.min(overlapTop, overlapBottom);
if (overlapX < overlapY) {
ball.vx = -ball.vx;
// Push ball away horizontally
if (ballCenterX < bx) {
ball.x = blockLeft - ball.radius - 1;
} else {
ball.x = blockRight + ball.radius + 1;
}
} else {
ball.vy = -ball.vy;
// Push ball away vertically
if (ballCenterY < by) {
ball.y = blockTop - ball.radius - 1;
} else {
ball.y = blockBottom + ball.radius + 1;
}
}
}
// Damage block (including block2)
block.hp--;
if (block.hp <= 0) {
// Remove block
block.destroy();
blocks.splice(j, 1);
LK.setScore(LK.getScore() + block.score);
scoreTxt.setText(LK.getScore());
// Powerup drop chance
if (Math.random() < 0.18) {
var p = new Powerup();
var types = ['wide', 'laser', 'slow', 'multi'];
p.setType(types[Math.floor(Math.random() * types.length)]);
p.x = block.x;
p.y = block.y;
powerups.push(p);
game.addChild(p);
}
} else {
// Change block appearance and color for multi-hit blocks
if (block.type === 4) {
// Hard Block: 2 hits, color change after first hit
if (block.hp === 1) {
block.removeChildren();
block.attachAsset('hardblock_dmg', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
block.removeChildren();
block.attachAsset('hardblock', {
anchorX: 0.5,
anchorY: 0.5
});
}
} else if (block.type === 2) {
// block2: Strong Block, reduce HP, update appearance, and tint if last hit
if (block.hp === 1) {
// Last hit, will be destroyed next
block.removeChildren();
block.attachAsset('block2', {
anchorX: 0.5,
anchorY: 0.5
});
block.children[0].tint = 0xffa500; // orange for last hit
} else if (block.hp > 1) {
// Still has more than 1 HP, show normal block2
block.removeChildren();
block.attachAsset('block2', {
anchorX: 0.5,
anchorY: 0.5
});
}
} else if (block.type === 3) {
// Steel Block: flashes when hit, color changes with hp
block.setType(3);
block.removeChildren();
block.attachAsset('block3', {
anchorX: 0.5,
anchorY: 0.5
});
// Flash effect
LK.effects.flashObject(block, 0xffffff, 120);
// Color by hp
if (block.hp === 2) {
block.children[0].tint = 0x555555; // medium gray
} else if (block.hp === 1) {
block.children[0].tint = 0xbbbbbb; // lighter gray
}
} else {
// Normal block, just refresh
block.setType(1);
}
}
break;
}
}
// Ball out of bounds
if (ball.y - ball.radius > gameArea.height + 100) {
ball.destroy();
balls.splice(i, 1);
if (balls.length === 0) {
// Lose a life
lives--;
LK.getSound('loseball').play();
livesTxt.setText('ā„'.repeat(lives > 0 ? lives : 0));
if (lives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
} else {
// Reset paddle and ball
var newBall = new Ball();
newBall.x = paddle.x;
newBall.y = paddle.y - paddle.height / 2 - newBall.radius - 10;
newBall.stuck = true;
newBall.vx = 0;
newBall.vy = -1;
balls.push(newBall);
game.addChild(newBall);
}
}
}
}
// Powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
// Paddle catch
if (p.y + 40 >= paddle.y - paddle.height / 2 && p.y - 40 <= paddle.y + paddle.height / 2 && p.x + 40 >= paddle.x - paddle.width * paddle.scaleX / 2 && p.x - 40 <= paddle.x + paddle.width * paddle.scaleX / 2) {
// Activate powerup
LK.getSound('powerup').play();
if (p.type === 'wide') {
paddle.setWide();
} else if (p.type === 'laser') {
paddle.fireLaser();
} else if (p.type === 'slow') {
for (var b = 0; b < balls.length; b++) balls[b].slow();
} else if (p.type === 'multi') {
// Add 2 more balls
var newBalls = [];
for (var b = 0; b < balls.length; b++) {
for (var m = 0; m < 2; m++) {
var nb = new Ball();
nb.x = balls[b].x;
nb.y = balls[b].y;
var angle = Math.atan2(balls[b].vy, balls[b].vx) + (m === 0 ? -0.3 : 0.3);
nb.vx = Math.cos(angle);
nb.vy = Math.sin(angle);
nb.stuck = false;
nb.speed = balls[b].speed;
newBalls.push(nb);
game.addChild(nb);
}
}
for (var nb = 0; nb < newBalls.length; nb++) balls.push(newBalls[nb]);
}
p.destroy();
powerups.splice(i, 1);
} else if (p.y > gameArea.height + 100) {
p.destroy();
powerups.splice(i, 1);
}
}
// Lasers
if (typeof paddle.laserMode !== "undefined" && paddle.laserMode) {
if (typeof paddle._lastLaserFire === "undefined") paddle._lastLaserFire = 0;
if (Date.now() - paddle._lastLaserFire >= 500) {
LK.getSound('laserfire').play();
for (var side = -1; side <= 1; side += 2) {
var laser = new Laser();
laser.x = paddle.x + side * (paddle.width * paddle.scaleX / 2 - 30);
laser.y = paddle.y - paddle.height / 2 - 40;
lasers.push(laser);
game.addChild(laser);
}
paddle._lastLaserFire = Date.now();
}
if (typeof paddle.updateLaserTimerBar === "function") {
paddle.updateLaserTimerBar();
}
}
for (var i = lasers.length - 1; i >= 0; i--) {
var laser = lasers[i];
laser.update();
// Block hit
for (var j = blocks.length - 1; j >= 0; j--) {
var block = blocks[j];
var bw = 200,
bh = 80;
var bx = block.x,
by = block.y;
if (laser.x > bx - bw / 2 && laser.x < bx + bw / 2 && laser.y > by - bh / 2 && laser.y < by + bh / 2) {
// Hit!
block.hp = 0;
block.destroy();
blocks.splice(j, 1);
LK.setScore(LK.getScore() + block.score);
scoreTxt.setText(LK.getScore());
laser.destroy();
lasers.splice(i, 1);
break;
}
}
// Out of bounds
if (laser.y < -100) {
laser.destroy();
lasers.splice(i, 1);
}
}
// Win/level complete condition: all blocks destroyed, but only if there were blocks to begin with
if (blocks.length === 0 && typeof game.levelComplete === "undefined") {
// Double-check: ensure no blocks remain in the game scene
var anyBlockLeft = false;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] && typeof game.children[i].setType === "function") {
anyBlockLeft = true;
break;
}
}
if (!anyBlockLeft) {
// Set a flag so this only triggers once per level
game.levelComplete = true;
// Show "Level Complete" message for 2 seconds, then next level
var levelMsg = new Text2('Level Complete!', {
size: 180,
fill: 0xFFFF00,
stroke: "#000",
strokeThickness: 10
});
levelMsg.anchor.set(0.5, 0.5);
levelMsg.x = gameArea.width / 2;
levelMsg.y = gameArea.height / 2;
game.addChild(levelMsg);
// Prepare for next level
level++;
// Endless play: never show win, just keep increasing levels
// If you want a final level, set a max and show win, otherwise just keep going
// Example: if (level > 15) { ... show win ... } else { ... keep going ... }
// For endless, just always continue
// Increase ball speed by 5% for all new balls
for (var i = 0; i < balls.length; i++) {
balls[i].speed *= 1.05;
}
LK.setTimeout(function () {
// Remove message
levelMsg.destroy();
// Reset game state for next level
setupGame();
// Set all balls' speed to increased value for new level
for (var i = 0; i < balls.length; i++) {
balls[i].speed = 18 + (level - 1) * 2;
}
// Reset the levelComplete flag so next level can trigger again
delete game.levelComplete;
}, 2000);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -242,20 +242,20 @@
/****
* Game Code
****/
-// Hard Block damaged color (yellow)
-// Hard Block base color (purple)
-// Music
-// Sound effects
-// Laser
-// Powerup
-// Block (very strong)
-// Block (strong)
-// Block (normal)
-// Ball
-// Paddle
// Game variables
+// Paddle
+// Ball
+// Block (normal)
+// Block (strong)
+// Block (very strong)
+// Powerup
+// Laser
+// Sound effects
+// Music
+// Hard Block base color (purple)
+// Hard Block damaged color (yellow)
var paddle, balls, blocks, powerups, lasers;
var lives = 3;
var level = 1;
var scoreTxt, livesTxt, levelTxt;
@@ -534,15 +534,60 @@
// Ensure block2 (type 2) is included in collision and hit logic
if (ball.x + ball.radius > bx - bw / 2 && ball.x - ball.radius < bx + bw / 2 && ball.y + ball.radius > by - bh / 2 && ball.y - ball.radius < by + bh / 2) {
// Hit!
LK.getSound('blockhit').play();
- // Bounce: reflect y or x depending on side
- var overlapX = Math.min(ball.x + ball.radius - (bx - bw / 2), bx + bw / 2 - (ball.x - ball.radius));
- var overlapY = Math.min(ball.y + ball.radius - (by - bh / 2), by + bh / 2 - (ball.y - ball.radius));
- if (overlapX < overlapY) {
- ball.vx = -ball.vx;
+ // Calculate which side of the block was hit to prevent edge sticking
+ var ballCenterX = ball.x;
+ var ballCenterY = ball.y;
+ var blockLeft = bx - bw / 2;
+ var blockRight = bx + bw / 2;
+ var blockTop = by - bh / 2;
+ var blockBottom = by + bh / 2;
+ // Calculate overlaps with proper direction consideration
+ var overlapLeft = ballCenterX + ball.radius - blockLeft;
+ var overlapRight = blockRight - (ballCenterX - ball.radius);
+ var overlapTop = ballCenterY + ball.radius - blockTop;
+ var overlapBottom = blockBottom - (ballCenterY - ball.radius);
+ // Find minimum overlap to determine collision side
+ var minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom);
+ // Bounce based on the side with minimum overlap and ball velocity direction
+ if (minOverlap === overlapLeft && ball.vx > 0) {
+ // Hit left side while moving right
+ ball.vx = -Math.abs(ball.vx);
+ ball.x = blockLeft - ball.radius - 1; // Push ball away from block
+ } else if (minOverlap === overlapRight && ball.vx < 0) {
+ // Hit right side while moving left
+ ball.vx = Math.abs(ball.vx);
+ ball.x = blockRight + ball.radius + 1; // Push ball away from block
+ } else if (minOverlap === overlapTop && ball.vy > 0) {
+ // Hit top side while moving down
+ ball.vy = -Math.abs(ball.vy);
+ ball.y = blockTop - ball.radius - 1; // Push ball away from block
+ } else if (minOverlap === overlapBottom && ball.vy < 0) {
+ // Hit bottom side while moving up
+ ball.vy = Math.abs(ball.vy);
+ ball.y = blockBottom + ball.radius + 1; // Push ball away from block
} else {
- ball.vy = -ball.vy;
+ // Corner collision or ambiguous case - use simpler logic
+ var overlapX = Math.min(overlapLeft, overlapRight);
+ var overlapY = Math.min(overlapTop, overlapBottom);
+ if (overlapX < overlapY) {
+ ball.vx = -ball.vx;
+ // Push ball away horizontally
+ if (ballCenterX < bx) {
+ ball.x = blockLeft - ball.radius - 1;
+ } else {
+ ball.x = blockRight + ball.radius + 1;
+ }
+ } else {
+ ball.vy = -ball.vy;
+ // Push ball away vertically
+ if (ballCenterY < by) {
+ ball.y = blockTop - ball.radius - 1;
+ } else {
+ ball.y = blockBottom + ball.radius + 1;
+ }
+ }
}
// Damage block (including block2)
block.hp--;
if (block.hp <= 0) {
Neon ball. In-Game asset. 2d. High contrast. No shadows
yellow neon rectangle block. In-Game asset. 2d. High contrast. No shadows
Res neon rectangle block. In-Game asset. 2d. High contrast. No shadows
Green neon rectangle block. In-Game asset. 2d. High contrast. No shadows
Purple neon rectangle block. In-Game asset. 2d. High contrast. No shadows
Baby blue neon rectangle block. In-Game asset. 2d. High contrast. No shadows
A horizontal glowing paddle for a 2D breakout-style arcade game. Make it bright red with a futuristic laser cannon design. The paddle should have two small laser emitters on each side pointing upward. Style: minimal, pixel-art or arcade-style, flat background. Top-down view, transparent background, centered. Resolution: 512x128 px.. In-Game asset. 2d. High contrast. No shadows
A bright red laser beam for a 2D arcade breakout game. It should be a narrow vertical beam, glowing with energy and fading slightly toward the tip. Style: pixel-art or retro arcade effect. Straight line, no curve. Transparent background, top-down view. Use neon red with a light glow. Resolution: 16x64 px or 32x128 px.. In-Game asset. 2d. High contrast. No shadows
A horizontal paddle for a 2D breakout arcade game, styled like a laser weapon but without active lasers. Color: dark metallic blue with red glowing accents on each side, similar to a powered-down version of a laser cannon. Keep the same shape and style as a laser paddle but make it look inactive. Top-down view, centered, transparent background. Resolution: 128x32 px.
Powerup heart. In-Game asset. 2d. High contrast. No shadows
Powerup laser. In-Game asset. 2d. High contrast. No shadows
Powerup multi ball. In-Game asset. 2d. High contrast. No shadows
Powerup slow. In-Game asset. 2d. High contrast. No shadows
Powerup wide paddle. In-Game asset. 2d. High contrast. No shadows