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make the balls drop even faster
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balls can still rotate exponentially. ground applies friction, but collision with other balls doesnt, making balls on top spin uncontrolably. fix this please
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the rotation seems to be too much and looks unrealistic. ensure ground adds friction which decreases the rotation
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balls should also rotate when colliding with other balls. the rotation should follow physics rules, based on the point of impact ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove the numerical value from the balls
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balls numbers are wrng, smallest fruit should be 1, next one 2 instead of 3, next one 3 instead of 6 and so on, keep it simple, chronological
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the smallest starting fruit size should be 100 and each next evolution is 100 pixels higher, so first is 100, next 200, next 300 and so on. change not the values in the code, but also the actual assets sizes
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the smallest starting fruit size should be 150 and each next evolution is 150 pixels higher, so first is 150, next 300, next 450 and so on
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the game seems to only have 5 fruits, I need another 5, so we have 10 total
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there seems to b a lag before identical balls merge, the merge should hapen instantly, as soon as the balls touch
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only balls of different evolutions should colide, identical ones need to merge
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balls currently overlap and intersect each other, that should not be possible, they need to collide with each other, and never overlap
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upon merging, balls should evolve to the next level, right now they dont, they just disappear. that's ok, but also create a new higher level ball upon merging
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increase the balls drop speed
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 39
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the game goes to game over randomly after releasing balls, fix this bug
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 39
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 36
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText("SCORE: " + LK.getScore());' Line Number: 303
Code edit (1 edits merged)
Please save this source code
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Fruit Fusion: Bouncy Merge Mania
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Fruit merge - physics based game with bouncing balls
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (type) { var self = Container.call(this); // FruitTypes is being used before it's defined, so we need to handle this case self.type = type; self.vx = 0; self.vy = 0; self.gravity = 0.5; self.friction = 0.98; self.elasticity = 0.7; self.merging = false; self.isStatic = false; // Only attempt to attach the asset if self.type exists if (self.type) { var fruitGraphics = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // Show point value on fruit - only if we have a valid type var pointsText = new Text2(self.type.points.toString(), { size: self.type.size * 0.4, fill: 0xFFFFFF }); pointsText.anchor.set(0.5, 0.5); self.addChild(pointsText); } else { // This will be initialized properly when the game is fully loaded console.log("Warning: Fruit type not available yet"); } self.update = function () { if (self.isStatic || self.merging) { return; } // Apply gravity self.vy += self.gravity; // Apply velocity self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Wall collision if (self.x < wallLeft.x + wallLeft.width / 2 + self.type.size / 2) { self.x = wallLeft.x + wallLeft.width / 2 + self.type.size / 2; self.vx = -self.vx * self.elasticity; if (Math.abs(self.vx) > 1) { LK.getSound('bounce').play(); } } if (self.x > wallRight.x - wallRight.width / 2 - self.type.size / 2) { self.x = wallRight.x - wallRight.width / 2 - self.type.size / 2; self.vx = -self.vx * self.elasticity; if (Math.abs(self.vx) > 1) { LK.getSound('bounce').play(); } } // Floor collision if (self.y > gameFloor.y - gameFloor.height / 2 - self.type.size / 2) { self.y = gameFloor.y - gameFloor.height / 2 - self.type.size / 2; self.vy = -self.vy * self.elasticity; // If we're barely moving, stop completely if (Math.abs(self.vy) < 2) { self.vy = 0; } if (Math.abs(self.vy) > 1) { LK.getSound('bounce').play(); } } }; self.merge = function (otherFruit) { if (self.merging || !self.type.next) { return; } self.merging = true; otherFruit.merging = true; // Calculate midpoint between fruits for new fruit position var midX = (self.x + otherFruit.x) / 2; var midY = (self.y + otherFruit.y) / 2; // Create merge animation tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut }); tween(otherFruit, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Create new merged fruit var newFruit = new Fruit(self.type.next); newFruit.x = midX; newFruit.y = midY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; game.addChild(newFruit); fruits.push(newFruit); // Add merge points LK.setScore(LK.getScore() + self.type.next.points); updateScoreDisplay(); // Animate new fruit growing tween(newFruit, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); // Remove old fruits var indexSelf = fruits.indexOf(self); if (indexSelf !== -1) { fruits.splice(indexSelf, 1); } self.destroy(); var indexOther = fruits.indexOf(otherFruit); if (indexOther !== -1) { fruits.splice(indexOther, 1); } otherFruit.destroy(); // Play merge sound LK.getSound('merge').play(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf6e58d }); /**** * Game Code ****/ // Game variables var FruitTypes = { CHERRY: { id: 'cherry', size: 70, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 90, points: 3, next: 'apple' }, APPLE: { id: 'apple', size: 120, points: 6, next: 'orange' }, ORANGE: { id: 'orange', size: 150, points: 10, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 200, points: 15, next: null } }; var gameWidth = 2048; var gameHeight = 2732; var fruits = []; var nextFruit = null; var nextFruitDisplay = null; var canDropFruit = true; var wallLeft, wallRight, gameFloor; var dropPoint = { x: gameWidth / 2, y: 200 }; var gameOver = false; var scoreText; // Setup game boundaries function setupBoundaries() { // Left wall wallLeft = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallLeft.x = 0; wallLeft.y = gameHeight / 2; // Right wall wallRight = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallRight.x = gameWidth; wallRight.y = gameHeight / 2; // Floor gameFloor = game.addChild(LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5 })); gameFloor.x = gameWidth / 2; gameFloor.y = gameHeight; } // Create new next fruit function createNextFruit() { // Determine which fruit to spawn (for now just start with smaller fruits) var fruitProbability = Math.random(); var fruitType; if (fruitProbability < 0.6) { fruitType = FruitTypes.CHERRY; } else if (fruitProbability < 0.85) { fruitType = FruitTypes.GRAPE; } else { fruitType = FruitTypes.APPLE; } nextFruit = fruitType; // Update display if (nextFruitDisplay) { nextFruitDisplay.destroy(); } // Background for next fruit var nextBg = LK.getAsset('nextFruitBg', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(nextBg); nextBg.x = 150; nextBg.y = 150; // The next fruit preview var fruitPreview = LK.getAsset(fruitType.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); // Next label var nextLabel = new Text2("NEXT", { size: 40, fill: 0xFFFFFF }); nextLabel.anchor.set(0.5, 0.5); nextLabel.y = -100; nextFruitDisplay = new Container(); nextFruitDisplay.addChild(nextBg); nextFruitDisplay.addChild(fruitPreview); nextFruitDisplay.addChild(nextLabel); LK.gui.topLeft.addChild(nextFruitDisplay); nextFruitDisplay.x = 150; nextFruitDisplay.y = 150; } // Drop fruit at specified position function dropFruit(x) { if (!canDropFruit || gameOver) { return; } // Create new fruit var newFruit = new Fruit(nextFruit); newFruit.x = x; newFruit.y = dropPoint.y; // Add small random x velocity to make it interesting newFruit.vx = (Math.random() - 0.5) * 3; game.addChild(newFruit); fruits.push(newFruit); // Play drop sound LK.getSound('drop').play(); // Prepare next fruit createNextFruit(); // Prevent spam dropping canDropFruit = false; LK.setTimeout(function () { canDropFruit = true; }, 500); } // Update score display function updateScoreDisplay() { scoreText.setText("SCORE: " + LK.getScore()); } // Setup UI function setupUI() { // Score display scoreText = new Text2("SCORE: 0", { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 30; } // Check for fruit collisions function checkFruitCollisions() { for (var i = 0; i < fruits.length; i++) { for (var j = i + 1; j < fruits.length; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; // Skip if either fruit is already merging if (fruit1.merging || fruit2.merging) { continue; } // Check if fruits are the same type if (fruit1.type === fruit2.type) { // Calculate distance between centers var dx = fruit2.x - fruit1.x; var dy = fruit2.y - fruit1.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if they are overlapping var combinedRadius = (fruit1.type.size + fruit2.type.size) / 2; if (distance < combinedRadius * 0.8) { // Merge fruits fruit1.merge(fruit2); break; } } } } } // Check if game is over (too many fruits on screen or stacked too high) function checkGameOver() { if (gameOver) { return; } if (fruits.length > 30) { gameOver = true; LK.showGameOver(); return; } // Check if any fruits are too high for (var i = 0; i < fruits.length; i++) { if (fruits[i].y < 300 && !fruits[i].merging && fruits[i].vy < 1) { var isFruitMoving = Math.abs(fruits[i].vx) > 0.5 || Math.abs(fruits[i].vy) > 0.5; if (!isFruitMoving) { gameOver = true; LK.showGameOver(); return; } } } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); updateScoreDisplay(); createNextFruit(); } // Event handlers game.down = function (x, y) { // Don't allow drops too close to the edges var minX = wallLeft.x + wallLeft.width / 2 + 100; var maxX = wallRight.x - wallRight.width / 2 - 100; if (x > minX && x < maxX) { dropFruit(x); } }; // Game update loop game.update = function () { // Check for fruit collisions checkFruitCollisions(); // Check game over conditions checkGameOver(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -23,19 +23,19 @@
var fruitGraphics = self.attachAsset(self.type.id, {
anchorX: 0.5,
anchorY: 0.5
});
+ // Show point value on fruit - only if we have a valid type
+ var pointsText = new Text2(self.type.points.toString(), {
+ size: self.type.size * 0.4,
+ fill: 0xFFFFFF
+ });
+ pointsText.anchor.set(0.5, 0.5);
+ self.addChild(pointsText);
} else {
// This will be initialized properly when the game is fully loaded
console.log("Warning: Fruit type not available yet");
}
- // Show point value on fruit
- var pointsText = new Text2(self.type.points.toString(), {
- size: self.type.size * 0.4,
- fill: 0xFFFFFF
- });
- pointsText.anchor.set(0.5, 0.5);
- self.addChild(pointsText);
self.update = function () {
if (self.isStatic || self.merging) {
return;
}