User prompt
let's create a special mechanic that charges up 8 level 2 balls. these 8 balls are aranged on a grid at the top of the screen, and each ball is represented as a 50% transparent icon, which means it's inactive. after the player drops a ball, the first ball becomes full visible so 100% alpha. the second ball drop, the next icon becomes fully visible and so on until the 8th icon, meaning all 8 icons are now 100% visible. On the 9th drop, these balls become active, and they are all 8 of them dropp at the same time as the 9th active ball is eing dropped too. Then the cycle resets, the icons are inactive again, so show them as 50% transparent, and then on the 10th ball drop the cycle repeats and the icons start charing up again ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when dropping a ball, dont always drop it straight down, add a slight variation so each drop can drop it slightly to the left or the right from the point of dropping. and also move the starting Y position for the active balls 100 pixels lower. like add a slight angle of 10 degrees to the left and 10 degrees to the right, so the ball shoots with a sort of an arch from the spawn point
User prompt
when dropping a ball, dont always drop it straight down, add a slight variation so each drop can drop it slightly to the left or the right from the point of dropping. and also move the starting Y position for the active balls 100 pixels lower
User prompt
after dropping a ball, instantly show the next in line instead of waiting a short delay
User prompt
when balls get in contact with walls, they keep rotating the balls, ensure walls also add friction to the balls rotation so they dont kep rotating indefinitely
User prompt
the smaller the ball's level is, the more it should bounce. like, larger more evolved balls should be less impacted by the force of smaller balls and bounce less. keeps the current value for the level 10 ball, but as the balls value level decerases towards 1, it should be more bouncy
User prompt
remove the bounce sound effect
User prompt
create a new sound named Merge and play it every time 2 balls merge
User prompt
the latest collision detection improvement made the hitbox area for certain areas too large, leaving like an aura around them, making it worse, not they push balls away outside their actual size
User prompt
improve collision detection hitbox between balls
User prompt
make the fruits hitbox area be the same as the actual asset size
User prompt
cchange the size of all fruits, so level 1 starts from 150 pixels, level two is 200 pixels and so on, so increase each level by 50 pixels each
User prompt
the balls keep spinning indefinitely, they need to have friction so they halt after a while, especially while touching other resting balls
User prompt
rename the asset name too. like here the name still doesnt have a prefix. "LK.init.shape('coconut', {width:900, height:900, color:0x8c7e75, shape:'ellipse'})" add a prefix to the actuall assets name too
User prompt
please rename all fruits so their format is 1.Cherry and 2.Apple and so on. start each fruit with it's level number so I can easily see each fruit level numerically
User prompt
apply this scoring formula when merging balls. so when two level one balls merge, they award a point. this is the points for each level. Ball Level Merging Score 1 1 2 2 3 3 4 5 5 8 6 13 7 21 8 34 9 55 10 89
User prompt
Please fix the bug: 'fruit is not defined' in or related to this line: 'if (Math.abs(fruit.vx) < 0.5 && Math.abs(fruit.vy) < 0.5) {' Line Number: 59
User prompt
the balls rotation is still bugged, especially for balls on top of other balls that don't touch the ground, they seem to keep spinning, never coming to a rest
User prompt
it seems the spinning of the ball is not correlated to the force of impact. they do rotate, but the rotation doesn't look natural. they either rotate too much from a small itneraction, or sometimes stopp too abruptly
User prompt
balls reverted back to spinning uncontrolably, as if there's no friction. balls should have friction when interacting with the ground or other balls, so they dont keep spinning forever
User prompt
great, but now some ball lost collision and dont collide with each other
User prompt
nice, it works great now! amazing job! but curently I need to hold the actuall ball for it to move, when instead I should be able to press anywhere for that to happen
User prompt
we need to simplify things. remove the preview that shows the next ball and thenextfruitbg and instead of showing the next ball as a static icon in a fixed place, place that at the top of the screen, as the next dropping fruit. it remains in the same Y axis, but it now becomes part of the gameplay rather than of UI. while the player keeps the finger on the screen, the active ball follows it, but only moving on the X axis, and when the figner is released, the ball drops and then the next one pawns in it's place, so there's always an active ball that is about to be dropped
User prompt
upon release, the balls dont drop, they simply diappear
User prompt
we need to simplify things. remove the preview that shows the next ball and thenextfruitbg and instead of showing the next ball as a static icon in a fixed place, place that at the top of the screen, as the next dropping fruit. it remains in the same Y axis, but it now becomes part of the gameplay rather than of UI. while the player keeps the finger on the screen, the active ball follows it, but only moving on the X axis, and when the figner is released, the ball drops and then the next one pawns in it's place, so there's always an active ball that is about to be dropped
/**** * 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.rotation = 0; self.angularVelocity = 0; self.angularFriction = 0.92; // Increased friction for faster angular velocity reduction self.groundAngularFriction = 0.75; // Stronger ground friction to stop spinning faster self.gravity = 1.8; // Doubled gravity to make fruits drop faster self.friction = 0.98; // Calculate elasticity based on fruit level // The biggest fruit (DURIAN) has elasticity of 0.7 // Smaller fruits are more bouncy with elasticity closer to 1.0 var fruitLevels = { 'CHERRY': 1, 'GRAPE': 2, 'APPLE': 3, 'ORANGE': 4, 'WATERMELON': 5, 'PINEAPPLE': 6, 'MELON': 7, 'PEACH': 8, 'COCONUT': 9, 'DURIAN': 10 }; var currentLevel = self.type ? fruitLevels[self.type.id.toUpperCase()] || 10 : 10; // Scale elasticity from 0.9 (most bouncy) for level 1 to 0.7 (least bouncy) for level 10 self.elasticity = 0.9 - (currentLevel - 1) * (0.2 / 9); self.merging = false; self.isStatic = false; self.maxAngularVelocity = 0.15; // Add maximum angular velocity cap // Only attempt to attach the asset if self.type exists and has necessary properties if (self.type && self.type.id && self.type.points && self.type.size) { var fruitGraphics = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // Set width and height directly from the actual asset for accurate hitbox self.width = fruitGraphics.width; self.height = fruitGraphics.height; // No point value shown on fruit } else { // This will be initialized properly when the game is fully loaded console.log("Warning: Fruit type not available yet or missing required properties"); } self.update = function () { if (self.isStatic || self.merging) { return; } // Add damping when velocity is low if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5) { self.angularVelocity *= 0.9; // Apply damping when fruit is almost at rest } // Check for contact with walls to apply wall friction var fruitRadius = self.width / 2; var isContactingLeftWall = self.x <= wallLeft.x + wallLeft.width / 2 + fruitRadius + 2; var isContactingRightWall = self.x >= wallRight.x - wallRight.width / 2 - fruitRadius - 2; if (isContactingLeftWall || isContactingRightWall) { // Apply progressive wall friction based on how long the fruit has been in contact if (!self.wallContactFrames) { self.wallContactFrames = 1; } else { self.wallContactFrames++; } // Increase wall friction the longer the fruit stays in contact var progressiveFriction = Math.min(0.85, 0.65 + self.wallContactFrames * 0.01); self.angularVelocity *= progressiveFriction; } else { // Reset wall contact frames when not touching walls self.wallContactFrames = 0; } // Check for contact with other fruits to apply additional friction var isContactingOtherFruit = false; for (var i = 0; i < fruits.length; i++) { var otherFruit = fruits[i]; if (otherFruit !== this && !otherFruit.merging && !otherFruit.isStatic) { var dx = otherFruit.x - this.x; var dy = otherFruit.y - this.y; var distance = Math.sqrt(dx * dx + dy * dy); var combinedRadius = (this.type.size + otherFruit.type.size) / 2; if (distance < combinedRadius + 2) { // Small buffer for contact detection isContactingOtherFruit = true; break; } } } // Apply stronger friction when in contact with other fruits if (isContactingOtherFruit) { self.angularVelocity *= 0.8; // Stronger friction when touching other fruits } // Apply extreme damping when almost stopped rotating if (Math.abs(self.angularVelocity) < 0.01) { self.angularVelocity = 0; } }; 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 nextType = FruitTypes[self.type.next.toUpperCase()]; var newFruit = new Fruit(nextType); newFruit.x = midX; newFruit.y = midY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; game.addChild(newFruit); fruits.push(newFruit); // Add merge points based on the new fruit's level LK.setScore(LK.getScore() + nextType.points); updateScoreDisplay(); // Play merge sound LK.getSound('merge').play(); // 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: 150, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 200, points: 2, next: 'apple' }, APPLE: { id: 'apple', size: 250, points: 3, next: 'orange' }, ORANGE: { id: 'orange', size: 300, points: 5, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 350, points: 8, next: 'pineapple' }, PINEAPPLE: { id: 'pineapple', size: 400, points: 13, next: 'melon' }, MELON: { id: 'melon', size: 450, points: 21, next: 'peach' }, PEACH: { id: 'peach', size: 500, points: 34, next: 'coconut' }, COCONUT: { id: 'coconut', size: 550, points: 55, next: 'durian' }, DURIAN: { id: 'durian', size: 600, points: 89, next: null } }; var gameWidth = 2048; var gameHeight = 2732; var fruits = []; var nextFruitType = null; var activeFruit = null; // The fruit currently controlled by the player var wallLeft, wallRight, gameFloor; var dropPointY = 200; // Y coordinate where new fruits appear var gameOver = false; var scoreText; var isDragging = false; // Flag to check if the player is currently dragging var chargedBalls = []; // Array to hold charged ball icons var chargedBallContainer = null; // Container for charged ball icons var chargeCounter = 0; // Counter to track dropped balls for charging // 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; } nextFruitType = fruitType; // Update display // No explicit preview display needed, the next fruit will be the one the player controls // Create the active fruit activeFruit = new Fruit(nextFruitType); // Position at the top center initially, but 100px lower than before activeFruit.x = gameWidth / 2; activeFruit.y = dropPointY + 100; // Make it static while the player controls it activeFruit.isStatic = true; game.addChild(activeFruit); } // Drop fruit at specified position function dropFruit() { if (gameOver || !activeFruit) { return; } // Make the active fruit dynamic so it drops activeFruit.isStatic = false; // Add angle variation - random angle between -10 and +10 degrees var angle = (Math.random() * 20 - 10) * (Math.PI / 180); // Convert to radians var force = 3.5; // Force magnitude // Apply velocity based on angle activeFruit.vx = Math.sin(angle) * force; activeFruit.vy = Math.abs(Math.cos(angle) * force); // Make sure initial Y velocity is downward // Add the fruit to the main fruits array fruits.push(activeFruit); // Play drop sound LK.getSound('drop').play(); // Increment charge counter chargeCounter++; // Update charged ball display updateChargedBallDisplay(); // Check if we've reached 8 charged balls if (chargeCounter >= 8) { // Release all charged balls releaseChargedBalls(); } // Clear active fruit activeFruit = null; // Create the next fruit immediately createNextFruit(); } // 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; // Create charged ball grid setupChargedBallDisplay(); } // Create the charged ball grid function setupChargedBallDisplay() { // Create container for charged balls chargedBallContainer = new Container(); game.addChild(chargedBallContainer); // Position the grid at the top of the screen chargedBallContainer.x = gameWidth / 2 - 150; // Center the grid chargedBallContainer.y = 100; // Create 8 balls in a 4x2 grid for (var i = 0; i < 8; i++) { var row = Math.floor(i / 4); var col = i % 4; var ball = new Container(); // Use grape as charged balls (level 2) var ballGraphics = ball.attachAsset('grape', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Position in grid ball.x = col * 100; ball.y = row * 100; // Set to semi-transparent initially ball.alpha = 0.5; chargedBallContainer.addChild(ball); chargedBalls.push(ball); } } // Function to update charged ball display function updateChargedBallDisplay() { // Update the visibility of balls based on chargeCounter for (var i = 0; i < chargedBalls.length; i++) { if (i < chargeCounter) { // Balls that are charged are fully visible if (chargedBalls[i].alpha !== 1) { tween(chargedBalls[i], { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } } else { // Balls that are not yet charged are semi-transparent if (chargedBalls[i].alpha !== 0.5) { chargedBalls[i].alpha = 0.5; } } } } // Function to release all charged balls function releaseChargedBalls() { // Create and drop 8 level 2 (grape) balls for (var i = 0; i < 8; i++) { var grape = new Fruit(FruitTypes.GRAPE); // Distribute the balls across the width of the game var offset = i * (gameWidth - 300) / 7 + 150; grape.x = offset; grape.y = dropPointY + 100; // Make it dynamic so it drops grape.isStatic = false; // Add random horizontal velocity and downward vertical velocity var angle = (Math.random() * 20 - 10) * (Math.PI / 180); var force = 3.5; grape.vx = Math.sin(angle) * force; grape.vy = Math.abs(Math.cos(angle) * force); // Add to game and fruits array game.addChild(grape); fruits.push(grape); // Add animation to make it look like the charged balls are dropping tween(chargedBalls[i], { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, easing: tween.easeIn }); } // Play drop sound LK.getSound('drop').play(); // Reset charge counter chargeCounter = 0; // Update the charged ball display after a delay LK.setTimeout(function () { for (var i = 0; i < chargedBalls.length; i++) { chargedBalls[i].alpha = 0.5; chargedBalls[i].scaleX = 0.5; chargedBalls[i].scaleY = 0.5; } updateChargedBallDisplay(); }, 300); } // Check for fruit collisions // Check for fruit collisions function checkFruitCollisions() { for (var i = 0; i < fruits.length; i++) { // Skip collision for the active fruit if (fruits[i] === activeFruit) { continue; } for (var j = i + 1; j < fruits.length; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; // Skip collision for the active fruit if (fruits[j] === activeFruit) { continue; } // Skip if either fruit is already merging if (fruit1.merging || fruit2.merging) { continue; } // 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 - use actual asset dimensions for more accurate hitboxes var fruit1Radius = fruit1.width / 2; // Use actual width of the asset var fruit2Radius = fruit2.width / 2; // Use actual width of the asset var combinedRadius = fruit1Radius + fruit2Radius; if (distance < combinedRadius) { // Resolve collision (simple separation and velocity adjustment) var overlap = combinedRadius - distance; var normalizeX = dx / distance; var normalizeY = dy / distance; var moveX = overlap / 2 * normalizeX; var moveY = overlap / 2 * normalizeY; fruit1.x -= moveX; fruit1.y -= moveY; fruit2.x += moveX; fruit2.y += moveY; // Calculate relative velocity var rvX = fruit2.vx - fruit1.vx; var rvY = fruit2.vy - fruit1.vy; var contactVelocity = rvX * normalizeX + rvY * normalizeY; // Only resolve if velocities are separating if (contactVelocity < 0) { // Use the higher elasticity for the collision (smaller fruits bounce more) var collisionElasticity = Math.max(fruit1.elasticity, fruit2.elasticity); var impulse = -(1 + collisionElasticity) * contactVelocity; var totalMass = fruit1.type.size + fruit2.type.size; // Using size as a proxy for mass var impulse1 = impulse * (fruit2.type.size / totalMass); var impulse2 = impulse * (fruit1.type.size / totalMass); // Apply impact scaling for smaller fruits against bigger ones // Smaller fruits should bounce away more from larger fruits var sizeDifference = Math.abs(fruit1.type.size - fruit2.type.size) / Math.max(fruit1.type.size, fruit2.type.size); if (fruit1.type.size < fruit2.type.size) { impulse1 *= 1 + sizeDifference * 0.5; // Smaller fruit gets extra bounce } else if (fruit2.type.size < fruit1.type.size) { impulse2 *= 1 + sizeDifference * 0.5; // Smaller fruit gets extra bounce } fruit1.vx -= impulse1 * normalizeX; fruit1.vy -= impulse1 * normalizeY; fruit2.vx += impulse2 * normalizeX; fruit2.vy += impulse2 * normalizeY; // Apply friction between colliding fruits var tangentX = -normalizeY; var tangentY = normalizeX; var tangentVelocity = rvX * tangentX + rvY * tangentY; var frictionImpulse = -tangentVelocity * 0.2; // Increased friction factor fruit1.vx -= frictionImpulse * tangentX; fruit1.vy -= frictionImpulse * tangentY; fruit2.vx += frictionImpulse * tangentX; fruit2.vy += frictionImpulse * tangentY; // Apply angular velocity change based on collision with proportional damping var fruit1AngularImpulse = impulse1 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005; var fruit2AngularImpulse = impulse2 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005; fruit1.angularVelocity += fruit1AngularImpulse; fruit2.angularVelocity -= fruit2AngularImpulse; // Apply additional angular damping during collisions fruit1.angularVelocity *= 0.9; fruit2.angularVelocity *= 0.9; // Cap angular velocity fruit1.angularVelocity = Math.min(Math.max(fruit1.angularVelocity, -fruit1.maxAngularVelocity), fruit1.maxAngularVelocity); fruit2.angularVelocity = Math.min(Math.max(fruit2.angularVelocity, -fruit2.maxAngularVelocity), fruit2.maxAngularVelocity); if (Math.abs(contactVelocity) > 1) { // Bounce sound removed } } // Only proceed with merge if fruits are the same type if (fruit1.type === fruit2.type) { // Merge fruits if they are close enough and of the same type 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++) { // Don't check game over for the active fruit if (fruits[i] === activeFruit) { continue; } // Only check for game over if fruit is high AND has had time to settle // Use the fruit's height to determine proper position check var fruitRadius = fruits[i].height / 2; if (fruits[i].y < 300 + fruitRadius && !fruits[i].merging) { var isFruitMoving = Math.abs(fruits[i].vx) > 0.5 || Math.abs(fruits[i].vy) > 0.5; // Add a countdown to ensure the fruit has truly stopped moving if (!isFruitMoving) { // Initialize the stable timer if not already set if (fruits[i].stableTimer === undefined) { fruits[i].stableTimer = 60; // Give 1 second (60 frames) to confirm stability } else { fruits[i].stableTimer--; if (fruits[i].stableTimer <= 0) { gameOver = true; LK.showGameOver(); return; } } } else { // Reset timer if the fruit starts moving again fruits[i].stableTimer = undefined; } } } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; chargeCounter = 0; chargedBalls = []; // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); updateScoreDisplay(); createNextFruit(); } // Event handlers game.down = function (x, y) { // We don't need to check specific boundaries to start dragging. // As long as there's an active fruit, we can start dragging. if (activeFruit) { isDragging = true; // Update active fruit position immediately game.move(x, y); } }; // Mouse or touch move on game object game.move = function (x, y) { if (isDragging && activeFruit) { // Only move the active fruit on the X axis - use actual fruit width var fruitRadius = activeFruit.width / 2; var minX = wallLeft.x + wallLeft.width / 2 + fruitRadius; var maxX = wallRight.x - wallRight.width / 2 - fruitRadius; activeFruit.x = Math.max(minX, Math.min(maxX, x)); } }; // Mouse or touch up on game object game.up = function () { if (isDragging && activeFruit) { dropFruit(); } isDragging = false; }; // Game update loop game.update = function () { // Apply physics and check collisions for each fruit for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (fruit.isStatic || fruit.merging) { continue; } // Store last position for boundary checks if (fruit.lastY === undefined) { fruit.lastY = fruit.y; } if (fruit.lastX === undefined) { fruit.lastX = fruit.x; } // Apply gravity fruit.vy += fruit.gravity; // Apply velocity fruit.x += fruit.vx; fruit.y += fruit.vy; // Apply rotation fruit.rotation += fruit.angularVelocity; // Apply friction fruit.vx *= fruit.friction; fruit.vy *= fruit.friction; // Apply angular friction fruit.angularVelocity *= fruit.angularFriction; // Force fruits to stop rotating when they're barely moving if (Math.abs(fruit.vx) < 0.1 && Math.abs(fruit.vy) < 0.1 && Math.abs(fruit.angularVelocity) < 0.03) { fruit.angularVelocity = 0; } // Apply stronger angular friction when moving slowly if (Math.abs(fruit.vx) < 0.8 && Math.abs(fruit.vy) < 0.8) { fruit.angularVelocity *= 0.9; } // Clamp angular velocity fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity), fruit.maxAngularVelocity); // Wall collision - use actual fruit width for accurate collision var fruitRadius = fruit.width / 2; // Use actual width of the asset if (fruit.x < wallLeft.x + wallLeft.width / 2 + fruitRadius) { fruit.x = wallLeft.x + wallLeft.width / 2 + fruitRadius; fruit.vx = -fruit.vx * fruit.elasticity; // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.005 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity += fruit.vy * angularImpactMultiplier * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact // Apply wall friction - stronger when in wall contact and proportional to fruit size var wallFriction = 0.65 + (fruit.elasticity - 0.7) * 0.5; // More elastic (smaller) fruits get less wall friction fruit.angularVelocity *= wallFriction; fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vx) > 1) { // Bounce sound removed } } else if (fruit.x > wallRight.x - wallRight.width / 2 - fruitRadius) { fruit.x = wallRight.x - wallRight.width / 2 - fruitRadius; fruit.vx = -fruit.vx * fruit.elasticity; // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.005 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity -= fruit.vy * angularImpactMultiplier * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact // Apply wall friction - stronger when in wall contact and proportional to fruit size var wallFriction = 0.65 + (fruit.elasticity - 0.7) * 0.5; // More elastic (smaller) fruits get less wall friction fruit.angularVelocity *= wallFriction; fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vx) > 1) { // Bounce sound removed } } // Floor collision - use actual fruit height for accurate collision var fruitRadius = fruit.height / 2; // Use actual height of the asset if (fruit.y > gameFloor.y - gameFloor.height / 2 - fruitRadius) { fruit.y = gameFloor.y - gameFloor.height / 2 - fruitRadius; fruit.vy = -fruit.vy * fruit.elasticity; if (Math.abs(fruit.vx) > 0.5) { // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.01 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity += fruit.vx * angularImpactMultiplier * (fruit.vy / Math.abs(fruit.vy || 1)); // Apply angular velocity based on horizontal velocity and direction of impact } // Smaller fruits should spin longer after impact var angularDamping = fruit.elasticity > 0.85 ? 0.85 : fruit.groundAngularFriction; fruit.angularVelocity *= angularDamping; // Smaller fruits take more time to come to rest var restThreshold = 1 + (fruit.elasticity - 0.7) * 10; if (Math.abs(fruit.vy) < restThreshold) { fruit.vy = 0; } // Angular rest threshold should also scale with elasticity var angularRestThreshold = 0.03 * (1 - (fruit.elasticity - 0.7) * 2); if (Math.abs(fruit.angularVelocity) < angularRestThreshold) { fruit.angularVelocity = 0; } if (Math.abs(fruit.vy) > 1) { // Bounce sound removed } } // Update last positions fruit.lastX = fruit.x; fruit.lastY = fruit.y; } // Check for fruit collisions checkFruitCollisions(); // Check game over conditions checkGameOver(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -254,8 +254,11 @@
var dropPointY = 200; // Y coordinate where new fruits appear
var gameOver = false;
var scoreText;
var isDragging = false; // Flag to check if the player is currently dragging
+var chargedBalls = []; // Array to hold charged ball icons
+var chargedBallContainer = null; // Container for charged ball icons
+var chargeCounter = 0; // Counter to track dropped balls for charging
// Setup game boundaries
function setupBoundaries() {
// Left wall
wallLeft = game.addChild(LK.getAsset('wall', {
@@ -319,8 +322,17 @@
// Add the fruit to the main fruits array
fruits.push(activeFruit);
// Play drop sound
LK.getSound('drop').play();
+ // Increment charge counter
+ chargeCounter++;
+ // Update charged ball display
+ updateChargedBallDisplay();
+ // Check if we've reached 8 charged balls
+ if (chargeCounter >= 8) {
+ // Release all charged balls
+ releaseChargedBalls();
+ }
// Clear active fruit
activeFruit = null;
// Create the next fruit immediately
createNextFruit();
@@ -338,9 +350,105 @@
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
scoreText.y = 30;
+ // Create charged ball grid
+ setupChargedBallDisplay();
}
+// Create the charged ball grid
+function setupChargedBallDisplay() {
+ // Create container for charged balls
+ chargedBallContainer = new Container();
+ game.addChild(chargedBallContainer);
+ // Position the grid at the top of the screen
+ chargedBallContainer.x = gameWidth / 2 - 150; // Center the grid
+ chargedBallContainer.y = 100;
+ // Create 8 balls in a 4x2 grid
+ for (var i = 0; i < 8; i++) {
+ var row = Math.floor(i / 4);
+ var col = i % 4;
+ var ball = new Container();
+ // Use grape as charged balls (level 2)
+ var ballGraphics = ball.attachAsset('grape', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.5,
+ scaleY: 0.5
+ });
+ // Position in grid
+ ball.x = col * 100;
+ ball.y = row * 100;
+ // Set to semi-transparent initially
+ ball.alpha = 0.5;
+ chargedBallContainer.addChild(ball);
+ chargedBalls.push(ball);
+ }
+}
+// Function to update charged ball display
+function updateChargedBallDisplay() {
+ // Update the visibility of balls based on chargeCounter
+ for (var i = 0; i < chargedBalls.length; i++) {
+ if (i < chargeCounter) {
+ // Balls that are charged are fully visible
+ if (chargedBalls[i].alpha !== 1) {
+ tween(chargedBalls[i], {
+ alpha: 1
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ } else {
+ // Balls that are not yet charged are semi-transparent
+ if (chargedBalls[i].alpha !== 0.5) {
+ chargedBalls[i].alpha = 0.5;
+ }
+ }
+ }
+}
+// Function to release all charged balls
+function releaseChargedBalls() {
+ // Create and drop 8 level 2 (grape) balls
+ for (var i = 0; i < 8; i++) {
+ var grape = new Fruit(FruitTypes.GRAPE);
+ // Distribute the balls across the width of the game
+ var offset = i * (gameWidth - 300) / 7 + 150;
+ grape.x = offset;
+ grape.y = dropPointY + 100;
+ // Make it dynamic so it drops
+ grape.isStatic = false;
+ // Add random horizontal velocity and downward vertical velocity
+ var angle = (Math.random() * 20 - 10) * (Math.PI / 180);
+ var force = 3.5;
+ grape.vx = Math.sin(angle) * force;
+ grape.vy = Math.abs(Math.cos(angle) * force);
+ // Add to game and fruits array
+ game.addChild(grape);
+ fruits.push(grape);
+ // Add animation to make it look like the charged balls are dropping
+ tween(chargedBalls[i], {
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 300,
+ easing: tween.easeIn
+ });
+ }
+ // Play drop sound
+ LK.getSound('drop').play();
+ // Reset charge counter
+ chargeCounter = 0;
+ // Update the charged ball display after a delay
+ LK.setTimeout(function () {
+ for (var i = 0; i < chargedBalls.length; i++) {
+ chargedBalls[i].alpha = 0.5;
+ chargedBalls[i].scaleX = 0.5;
+ chargedBalls[i].scaleY = 0.5;
+ }
+ updateChargedBallDisplay();
+ }, 300);
+}
// Check for fruit collisions
// Check for fruit collisions
function checkFruitCollisions() {
for (var i = 0; i < fruits.length; i++) {
@@ -481,8 +589,10 @@
function initGame() {
LK.setScore(0);
gameOver = false;
fruits = [];
+ chargeCounter = 0;
+ chargedBalls = [];
// Start background music
LK.playMusic('bgmusic');
// Setup game elements
setupBoundaries();