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 = 0.96; // Increased from 0.97 for more friction self.groundAngularFriction = 0.85; // Additional friction when touching ground self.gravity = 1.8; // Doubled gravity to make fruits drop faster self.friction = 0.98; self.elasticity = 0.7; 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 }); // 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; } }; 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 LK.setScore(LK.getScore() + nextType.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: 100, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 200, points: 2, next: 'apple' }, APPLE: { id: 'apple', size: 300, points: 3, next: 'orange' }, ORANGE: { id: 'orange', size: 400, points: 4, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 500, points: 5, next: 'pineapple' }, PINEAPPLE: { id: 'pineapple', size: 600, points: 6, next: 'melon' }, MELON: { id: 'melon', size: 700, points: 7, next: 'peach' }, PEACH: { id: 'peach', size: 800, points: 8, next: 'coconut' }, COCONUT: { id: 'coconut', size: 900, points: 9, next: 'durian' }, DURIAN: { id: 'durian', size: 1000, points: 10, 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 // 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 activeFruit.x = gameWidth / 2; activeFruit.y = dropPointY; // 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 small random x velocity to make it interesting activeFruit.vx = (Math.random() - 0.5) * 3; // Add the fruit to the main fruits array fruits.push(activeFruit); // Play drop sound LK.getSound('drop').play(); // Clear active fruit activeFruit = null; // Prepare the next fruit after a short delay LK.setTimeout(function () { createNextFruit(); }, 500); // Delay before creating the next fruit } // 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++) { // 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 var combinedRadius = (fruit1.type.size + fruit2.type.size) / 2; // Use a smaller threshold for merging to prevent overlap issues if (distance < combinedRadius * 0.9) { // Only proceed with merge if fruits are the same type if (fruit1.type === fruit2.type) { // Merge fruits immediately upon contact, regardless of velocity 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 if (fruits[i].y < 300 && !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 = []; // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); updateScoreDisplay(); createNextFruit(); } // Event handlers game.down = function (x, y) { // Check if the touch is within the boundaries for dropping/dragging var minX = wallLeft.x + wallLeft.width / 2 + (activeFruit ? activeFruit.type.size / 2 : 0); var maxX = wallRight.x - wallRight.width / 2 - (activeFruit ? activeFruit.type.size / 2 : 0); // Also check if the touch is near the drop point Y var minY = dropPointY - 100; // Allow some vertical tolerance var maxY = dropPointY + 100; if (x > minX && x < maxX && y > minY && y < maxY) { 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 var minX = wallLeft.x + wallLeft.width / 2 + activeFruit.type.size / 2; var maxX = wallRight.x - wallRight.width / 2 - activeFruit.type.size / 2; 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; // Clamp angular velocity fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity), fruit.maxAngularVelocity); // Wall collision if (fruit.x < wallLeft.x + wallLeft.width / 2 + fruit.type.size / 2) { fruit.x = wallLeft.x + wallLeft.width / 2 + fruit.type.size / 2; fruit.vx = -fruit.vx * fruit.elasticity; fruit.angularVelocity += fruit.vy * 0.005; if (Math.abs(fruit.vx) > 1) { LK.getSound('bounce').play(); } } else if (fruit.x > wallRight.x - wallRight.width / 2 - fruit.type.size / 2) { fruit.x = wallRight.x - wallRight.width / 2 - fruit.type.size / 2; fruit.vx = -fruit.vx * fruit.elasticity; fruit.angularVelocity -= fruit.vy * 0.005; if (Math.abs(fruit.vx) > 1) { LK.getSound('bounce').play(); } } // Floor collision if (fruit.y > gameFloor.y - gameFloor.height / 2 - fruit.type.size / 2) { fruit.y = gameFloor.y - gameFloor.height / 2 - fruit.type.size / 2; fruit.vy = -fruit.vy * fruit.elasticity; if (Math.abs(fruit.vx) > 0.5) { fruit.angularVelocity = fruit.vx * 0.01; } fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vy) < 2) { fruit.vy = 0; } if (Math.abs(fruit.angularVelocity) < 0.03) { fruit.angularVelocity = 0; } if (Math.abs(fruit.vy) > 1) { LK.getSound('bounce').play(); } } // 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
@@ -8,15 +8,10 @@
* Classes
****/
var Fruit = Container.expand(function (type) {
var self = Container.call(this);
- // Handle both direct type object and type name
- if (typeof type === 'string') {
- // Convert type string to actual FruitType object
- self.type = FruitTypes[type.toUpperCase()];
- } else {
- self.type = type;
- }
+ // 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;
@@ -25,9 +20,9 @@
self.gravity = 1.8; // Doubled gravity to make fruits drop faster
self.friction = 0.98;
self.elasticity = 0.7;
self.merging = false;
- self.isStatic = false; // Will be true for the active fruit at top
+ 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, {
@@ -42,140 +37,8 @@
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 rotation
- self.rotation += self.angularVelocity;
- // Apply friction
- self.vx *= self.friction;
- self.vy *= self.friction;
- // Apply angular friction
- self.angularVelocity *= self.angularFriction;
- // Clamp angular velocity to prevent excessive spinning
- self.angularVelocity = Math.min(Math.max(self.angularVelocity, -self.maxAngularVelocity), self.maxAngularVelocity);
- // Check collisions with other fruits
- for (var i = 0; i < fruits.length; i++) {
- var other = fruits[i];
- if (other === self || other.merging || self.merging) {
- continue;
- }
- // Skip collision resolution if same fruit type (they should merge instead)
- if (self.type === other.type) {
- continue;
- }
- // Calculate distance between centers
- var dx = other.x - self.x;
- var dy = other.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- // Calculate minimum distance before collision (sum of radii)
- var minDistance = (self.type.size + other.type.size) / 2;
- // If collision detected
- if (distance < minDistance) {
- // Normalize direction vector
- var nx = dx / distance;
- var ny = dy / distance;
- // Calculate penetration depth
- var penetration = minDistance - distance;
- // Move fruits apart based on penetration
- self.x -= nx * penetration * 0.5;
- self.y -= ny * penetration * 0.5;
- other.x += nx * penetration * 0.5;
- other.y += ny * penetration * 0.5;
- // Calculate relative velocity
- var relVelocityX = other.vx - self.vx;
- var relVelocityY = other.vy - self.vy;
- // Calculate velocity along normal
- var velAlongNormal = relVelocityX * nx + relVelocityY * ny;
- // Only resolve if objects are moving toward each other
- if (velAlongNormal > 0) {
- continue;
- }
- // Calculate collision impulse
- var e = self.elasticity; // coefficient of restitution
- var j = -(1 + e) * velAlongNormal;
- j /= 2; // Assume equal mass for simplicity
- // Apply impulse
- self.vx -= j * nx;
- self.vy -= j * ny;
- other.vx += j * nx;
- other.vy += j * ny;
- // Calculate rotational effect based on impact point and fruit sizes
- // Perpendicular vector to normal
- var px = -ny;
- var py = nx;
- // Approximate lever arm length (distance from center to impact point along the fruit's edge)
- var selfRadius = self.type.size / 2;
- var otherRadius = other.type.size / 2;
- // Calculate rotational impulse based on impact point
- // Higher impulse = faster rotation with a significantly reduced factor
- var rotationalFactor = 0.003; // Reduced from 0.008 to 0.003
- var selfRotation = j * (px * self.vx + py * self.vy) * rotationalFactor;
- var otherRotation = j * (px * other.vx + py * other.vy) * rotationalFactor;
- // Apply rotational impulse inversely proportional to radius (smaller fruits rotate faster)
- // But cap the maximum rotation that can be applied in a single collision
- var maxAngularChange = 0.05; // Maximum angular velocity change per collision
- selfRotation = Math.min(Math.max(selfRotation / (selfRadius * 0.05), -maxAngularChange), maxAngularChange);
- otherRotation = Math.min(Math.max(otherRotation / (otherRadius * 0.05), -maxAngularChange), maxAngularChange);
- self.angularVelocity += selfRotation;
- other.angularVelocity -= otherRotation;
- // Apply additional friction to angular velocity when fruits are in contact
- self.angularVelocity *= 0.9; // Friction during collision
- other.angularVelocity *= 0.9; // Friction during collision
- // Play bounce sound if significant collision
- if (Math.abs(j) > 2) {
- LK.getSound('bounce').play();
- }
- }
- }
- // 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;
- // Add rotation on wall impact - direction based on vertical velocity
- self.angularVelocity += self.vy * 0.005; // Reduced from 0.01 to 0.005
- 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;
- // Add rotation on wall impact - direction based on vertical velocity
- self.angularVelocity -= self.vy * 0.005; // Reduced from 0.01 to 0.005
- 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;
- // Apply ground friction to rotation when in contact with floor
- // Apply direct rotation based on horizontal velocity, but much gentler
- if (Math.abs(self.vx) > 0.5) {
- // Only influence rotation direction, not add to existing rotation
- self.angularVelocity = self.vx * 0.01; // Reduced significantly
- }
- // Apply stronger ground friction to slow rotation
- self.angularVelocity *= self.groundAngularFriction;
- // If we're barely moving, stop completely
- if (Math.abs(self.vy) < 2) {
- self.vy = 0;
- }
- // If we're barely rotating, stop completely with a higher threshold
- if (Math.abs(self.angularVelocity) < 0.03) {
- // Increased threshold for stopping rotation
- self.angularVelocity = 0;
- }
- if (Math.abs(self.vy) > 1) {
- LK.getSound('bounce').play();
- }
- }
};
self.merge = function (otherFruit) {
if (self.merging || !self.type.next) {
return;
@@ -316,18 +179,15 @@
};
var gameWidth = 2048;
var gameHeight = 2732;
var fruits = [];
-var nextFruit = null; // Now holds the actual active fruit object
-var nextFruitDisplay = null; // For cleanup purposes
-var canDropFruit = true;
+var nextFruitType = null;
+var activeFruit = null; // The fruit currently controlled by the player
var wallLeft, wallRight, gameFloor;
-var dropPoint = {
- x: gameWidth / 2,
- y: 200
-};
+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
// Setup game boundaries
function setupBoundaries() {
// Left wall
wallLeft = game.addChild(LK.getAsset('wall', {
@@ -350,9 +210,9 @@
}));
gameFloor.x = gameWidth / 2;
gameFloor.y = gameHeight;
}
-// Create new active fruit at the top of the screen
+// Create new next fruit
function createNextFruit() {
// Determine which fruit to spawn (for now just start with smaller fruits)
var fruitProbability = Math.random();
var fruitType;
@@ -362,44 +222,39 @@
fruitType = FruitTypes.GRAPE;
} else {
fruitType = FruitTypes.APPLE;
}
- // Clean up old next fruit if it exists
- if (nextFruitDisplay) {
- nextFruitDisplay.destroy();
- }
- // Create active fruit that will be dropped
- var activeFruit = new Fruit(fruitType);
+ 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
activeFruit.x = gameWidth / 2;
- activeFruit.y = dropPoint.y;
- activeFruit.isStatic = true; // Make it static until dropped
+ activeFruit.y = dropPointY;
+ // Make it static while the player controls it
+ activeFruit.isStatic = true;
game.addChild(activeFruit);
- // Store the active fruit
- nextFruit = activeFruit;
- nextFruitDisplay = activeFruit;
}
-// Drop the active fruit at specified position
-function dropFruit(x) {
- if (!canDropFruit || gameOver || !nextFruit) {
+// Drop fruit at specified position
+function dropFruit() {
+ if (gameOver || !activeFruit) {
return;
}
- // Make the active fruit start falling
- var droppingFruit = nextFruit;
- droppingFruit.isStatic = false;
- droppingFruit.x = x;
+ // Make the active fruit dynamic so it drops
+ activeFruit.isStatic = false;
// Add small random x velocity to make it interesting
- droppingFruit.vx = (Math.random() - 0.5) * 3;
- fruits.push(droppingFruit);
+ activeFruit.vx = (Math.random() - 0.5) * 3;
+ // Add the fruit to the main fruits array
+ fruits.push(activeFruit);
// Play drop sound
LK.getSound('drop').play();
- // Create a new active fruit
- nextFruit = null; // Clear reference to the current fruit before creating a new one
- createNextFruit();
- // Prevent spam dropping
- canDropFruit = false;
+ // Clear active fruit
+ activeFruit = null;
+ // Prepare the next fruit after a short delay
LK.setTimeout(function () {
- canDropFruit = true;
- }, 500);
+ createNextFruit();
+ }, 500); // Delay before creating the next fruit
}
// Update score display
function updateScoreDisplay() {
scoreText.setText("SCORE: " + LK.getScore());
@@ -417,11 +272,19 @@
}
// 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;
}
@@ -454,8 +317,12 @@
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
if (fruits[i].y < 300 && !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
@@ -490,52 +357,105 @@
setupUI();
updateScoreDisplay();
createNextFruit();
}
-// Track if finger is down
-var fingerDown = false;
-var lastFingerX = 0;
// Event handlers
game.down = function (x, y) {
- // Don't allow interaction if game is over
- if (gameOver) {
- return;
+ // Check if the touch is within the boundaries for dropping/dragging
+ var minX = wallLeft.x + wallLeft.width / 2 + (activeFruit ? activeFruit.type.size / 2 : 0);
+ var maxX = wallRight.x - wallRight.width / 2 - (activeFruit ? activeFruit.type.size / 2 : 0);
+ // Also check if the touch is near the drop point Y
+ var minY = dropPointY - 100; // Allow some vertical tolerance
+ var maxY = dropPointY + 100;
+ if (x > minX && x < maxX && y > minY && y < maxY) {
+ isDragging = true;
+ // Update active fruit position immediately
+ game.move(x, y);
}
- // Store finger position
- fingerDown = true;
- lastFingerX = x;
- // Clamp to valid game area
- var minX = wallLeft.x + wallLeft.width / 2 + Math.max(100, nextFruit ? nextFruit.type.size / 2 : 100);
- var maxX = wallRight.x - wallRight.width / 2 - Math.max(100, nextFruit ? nextFruit.type.size / 2 : 100);
- lastFingerX = Math.max(minX, Math.min(maxX, lastFingerX));
- // Move active fruit to finger position
- if (nextFruit && nextFruit.isStatic) {
- nextFruit.x = lastFingerX;
- }
};
-// Add move handler to follow finger on X axis
+// Mouse or touch move on game object
game.move = function (x, y) {
- if (!fingerDown || !nextFruit || !nextFruit.isStatic) {
- return;
+ if (isDragging && activeFruit) {
+ // Only move the active fruit on the X axis
+ var minX = wallLeft.x + wallLeft.width / 2 + activeFruit.type.size / 2;
+ var maxX = wallRight.x - wallRight.width / 2 - activeFruit.type.size / 2;
+ activeFruit.x = Math.max(minX, Math.min(maxX, x));
}
- // Clamp to valid game area
- var minX = wallLeft.x + wallLeft.width / 2 + Math.max(100, nextFruit ? nextFruit.type.size / 2 : 100);
- var maxX = wallRight.x - wallRight.width / 2 - Math.max(100, nextFruit ? nextFruit.type.size / 2 : 100);
- lastFingerX = Math.max(minX, Math.min(maxX, x));
- // Move active fruit to finger position on X axis only
- nextFruit.x = lastFingerX;
};
-// Add up handler to drop fruit when finger is released
+// Mouse or touch up on game object
game.up = function () {
- if (!fingerDown || !nextFruit || !nextFruit.isStatic) {
- return;
+ if (isDragging && activeFruit) {
+ dropFruit();
}
- // Drop the fruit at current finger position
- dropFruit(lastFingerX);
- fingerDown = false;
+ 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;
+ // Clamp angular velocity
+ fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity), fruit.maxAngularVelocity);
+ // Wall collision
+ if (fruit.x < wallLeft.x + wallLeft.width / 2 + fruit.type.size / 2) {
+ fruit.x = wallLeft.x + wallLeft.width / 2 + fruit.type.size / 2;
+ fruit.vx = -fruit.vx * fruit.elasticity;
+ fruit.angularVelocity += fruit.vy * 0.005;
+ if (Math.abs(fruit.vx) > 1) {
+ LK.getSound('bounce').play();
+ }
+ } else if (fruit.x > wallRight.x - wallRight.width / 2 - fruit.type.size / 2) {
+ fruit.x = wallRight.x - wallRight.width / 2 - fruit.type.size / 2;
+ fruit.vx = -fruit.vx * fruit.elasticity;
+ fruit.angularVelocity -= fruit.vy * 0.005;
+ if (Math.abs(fruit.vx) > 1) {
+ LK.getSound('bounce').play();
+ }
+ }
+ // Floor collision
+ if (fruit.y > gameFloor.y - gameFloor.height / 2 - fruit.type.size / 2) {
+ fruit.y = gameFloor.y - gameFloor.height / 2 - fruit.type.size / 2;
+ fruit.vy = -fruit.vy * fruit.elasticity;
+ if (Math.abs(fruit.vx) > 0.5) {
+ fruit.angularVelocity = fruit.vx * 0.01;
+ }
+ fruit.angularVelocity *= fruit.groundAngularFriction;
+ if (Math.abs(fruit.vy) < 2) {
+ fruit.vy = 0;
+ }
+ if (Math.abs(fruit.angularVelocity) < 0.03) {
+ fruit.angularVelocity = 0;
+ }
+ if (Math.abs(fruit.vy) > 1) {
+ LK.getSound('bounce').play();
+ }
+ }
+ // Update last positions
+ fruit.lastX = fruit.x;
+ fruit.lastY = fruit.y;
+ }
// Check for fruit collisions
checkFruitCollisions();
// Check game over conditions
checkGameOver();