User prompt
change how you adjust the distance between the charged fruits icons i nthe UI. make it relative to the first fruit, and then have a 100 pixels gap between them. remove the padding from the screen edges as the relationship between their spacing is now relative to the first icon. and also, you're doing an AMAZING job, this game turned out to be really fun. you're really doing a fantastic job, and I really aprpeciate it
Code edit (6 edits merged)
Please save this source code
User prompt
now make the charged fruits UI icons smallers and decrease the gap between them
User prompt
let's change the charging mechanics, and split it in 2. the current visual system remains functionally the same, but it now turned into an UI element, with the fruits only charging to indicate the charges. but upon release, instead of using the same asset to turn it into an active fruit, spawn 5 fruits from above the screen. so this current system only remains as an UI idnicator, but the fruits spawn from above the screen. and when they are released, all 5 icons turn back to 50% alpha
User prompt
the next fruit should spawn in the same spot the last fruit was dropped
Code edit (1 edits merged)
Please save this source code
User prompt
the trajectory line has too many dots remove half of them
User prompt
great, but the helper line should have a separate asset that's a round white circle
User prompt
i see a helper line but doesnt look as intended. there should be dots coming from the fruit and extending all the way down, spaced evently, so they give the impression of a straight line downwards
User prompt
the helper line still doesnt render under the fruit
User prompt
i dont see any helper line under the active fruit
User prompt
i dont see any helper line under the ctive fruit
User prompt
create a straight line made of white dots right under the active fruit. this is supposed to show the trajectory it follows, making it easier for players to see where it lands. the line is long until it reaches a fruit, and then it stops generating further dots. space out the dots evently, end ensure they extend all the way to the floor of the game or to the closest fruit it touches
User prompt
the helper line is too short, it should extend all the way to the floor
User prompt
the helper line should be fully white and extend all the way down to the bottom wall, as that's the first obstacle that stops the line extending further
User prompt
the helper line should be fully white and extend all the way down to the bottom wall, as that's the first obstacle that stops the line extending further
User prompt
create a straight line made of white dots right under the active fruit. this is supposed to show the trajectory it follows, making it easier for players to see where it lands. the line is long until it reaches a fruit, and then it stops generating further dots.
User prompt
make there be 5 charging fruits instead of 3
User prompt
merges should charge up fruits, fix this bug, right now no fruits charge on any merge
User prompt
any merge should charge up the 3 fruits, regardless of how it happened
User prompt
lets change the release mechanism for the 3 charged fruits, to be released manually on the next active fruit release. so after all 3 fruits have been charged, they can only be released when the player taps to also release the active fruit. after they release, reset the 3 fruits back to 50% alpha so they can start charging again on the next merges ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
change the score text to remove the text score: and only leave the numerical value
Code edit (3 edits merged)
Please save this source code
User prompt
the chraging indicator UI is broken, and doesnt reset properly. after the first batch of fruits is released, only the first 2 icons refresh to 50% alpha, the third remains 100% alpha, which is wrong, all 3 should be 50% alpha meaning theyve been reset so the cycle can restart
User prompt
the chraging indicator UI is broken, and doesnt reset properly, it only works properly the first time, after reset it breaks. so here's how it hsould work. all fruits are initially part of the UI and inactive, meaning they are shown as 50% alpha. When the merge occurs, the first icon must turn active, showing it as 100% alpha, then the next merge lights up the next one, and the next merge the 3rd icon. after the next merge, only then drop the 3 fruits. As soon as the 3 fruits are dropped, turn all icons back to inactive sho all of them are 50% alpha.
/****
* 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 () {
// Skip updates for static or merging fruits
if (self.isStatic || self.merging) {
return;
}
// Initialize necessary tracking properties if undefined
if (self.safetyPeriod === undefined) {
self.safetyPeriod = false;
}
if (self.wallContactFrames === undefined) {
self.wallContactFrames = 0;
}
// Track safety period state changes
if (self.safetyPeriod === false && self.vy <= 0) {
// When a fruit that was in safety period starts moving upward or stops,
// it means it has hit something, so it's no longer in safety period
self.safetyPeriod = true;
}
// 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
// Use width instead of assuming a radius - better for non-circular fruits
var fruitHalfWidth = self.width / 2;
var isContactingLeftWall = self.x <= wallLeft.x + wallLeft.width / 2 + fruitHalfWidth + 2;
var isContactingRightWall = self.x >= wallRight.x - wallRight.width / 2 - fruitHalfWidth - 2;
if (isContactingLeftWall || isContactingRightWall) {
// Apply progressive wall friction based on how long the fruit has been in contact
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 !== self && !otherFruit.merging && !otherFruit.isStatic) {
var dx = otherFruit.x - self.x;
var dy = otherFruit.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var combinedHalfWidths = (self.width + otherFruit.width) / 2;
if (distance < combinedHalfWidths + 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) {
// Prevent already merging fruits from merging again
if (self.merging) {
return;
}
// Mark both fruits as merging to prevent further interactions
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 for both fruits
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() {
// Play merge sound once for all fruit types
LK.getSound('merge').play();
// Remove specific merge-based charging logic since all merges charge now
// Just marking if the last dropped fruit has merged, for other game mechanics that need it
var fromReleasedFruits = self.fromChargedRelease || otherFruit.fromChargedRelease;
if (!fromReleasedFruits && (self === lastDroppedFruit || otherFruit === lastDroppedFruit) && !lastDroppedHasMerged) {
lastDroppedHasMerged = true; // Mark that this fruit has had its first merge
}
// Reset fromChargedRelease flag after this merge completes
// so these fruits can participate in future chain reactions with next player drop
// Special case for DURIAN - they simply disappear instead of merging
if (self.type.id.toUpperCase() === 'DURIAN') {
// Add points based on the durian's value
LK.setScore(LK.getScore() + self.type.points);
updateScoreDisplay();
// Remove both fruits
removeFruitFromGame(self);
removeFruitFromGame(otherFruit);
// Any merge charges fruits regardless of circumstance
chargeCounter++;
updateChargedBallDisplay();
// Check if we've reached 5 charged balls
if (chargeCounter >= 5 && !readyToReleaseCharged) {
releaseChargedBalls();
}
} else {
// Any merge charges fruits regardless of circumstance
chargeCounter++;
updateChargedBallDisplay();
// Check if we've reached 5 charged balls
if (chargeCounter >= 5 && !readyToReleaseCharged) {
releaseChargedBalls();
}
// Normal merge behavior for all other fruits
var nextType = FruitTypes[self.type.next.toUpperCase()];
var newFruit = new Fruit(nextType);
// Position at midpoint with initial small scale
newFruit.x = midX;
newFruit.y = midY;
newFruit.scaleX = 0.5;
newFruit.scaleY = 0.5;
// Add to game and array
game.addChild(newFruit);
fruits.push(newFruit);
// Add merge points based on the new fruit's level
LK.setScore(LK.getScore() + nextType.points);
updateScoreDisplay();
// Animate new fruit growing
tween(newFruit, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.bounceOut
});
// Remove both original fruits
removeFruitFromGame(self);
removeFruitFromGame(otherFruit);
// Removed charged balls check here since it's now handled at the beginning of merge function
}
}
});
// Helper function to remove a fruit from the game
function removeFruitFromGame(fruit) {
var index = fruits.indexOf(fruit);
if (index !== -1) {
fruits.splice(index, 1);
}
fruit.destroy();
}
};
return self;
});
var Line = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.attachAsset('floor', {
anchorX: 0.5,
anchorY: 0.5
});
// Make it visually distinct from the floor
lineGraphics.tint = 0xff0000;
// Ensure full width is used for collision but visual is thin
lineGraphics.height = 20; // Make the visual thinner
return self;
});
var TrajectoryLine = Container.expand(function () {
var self = Container.call(this);
self.dots = [];
self.dotSpacing = 60; // Space between dots in the trajectory
self.dotSize = 10; // Size of trajectory dots
self.maxDots = 50; // Maximum number of dots to prevent excessive calculations
// Create dots
self.createDots = function () {
// Clear existing dots first
self.clearDots();
// Create new dots
for (var i = 0; i < self.maxDots; i++) {
var dot = new Container();
// Create a small white circle
var dotGraphic = dot.attachAsset('floor', {
anchorX: 0.5,
anchorY: 0.5
});
// Make it white and small
dotGraphic.tint = 0xFFFFFF;
dot.scaleX = 0.05;
dot.scaleY = 0.05;
// Initially hide the dot
dot.visible = false;
// Add to container and array
self.addChild(dot);
self.dots.push(dot);
}
};
// Clear all dots
self.clearDots = function () {
for (var i = 0; i < self.dots.length; i++) {
if (self.dots[i]) {
self.dots[i].destroy();
}
}
self.dots = [];
};
// Update trajectory based on current active fruit position
self.updateTrajectory = function (startX, startY) {
if (!activeFruit) {
return;
}
// Hide all dots first
for (var i = 0; i < self.dots.length; i++) {
self.dots[i].visible = false;
}
// Physics simulation variables
var simX = startX;
var simY = startY;
var simVX = 0; // Starting with no horizontal velocity
var simVY = 0; // Starting with no vertical velocity
var gravity = 1.8; // Same gravity as in the game
// Show dots along predicted path
var dotCount = 0;
var hitFruit = false;
while (dotCount < self.maxDots && !hitFruit) {
// Place dot at current simulated position first
if (dotCount < self.dots.length) {
// Place dot at simulated position
self.dots[dotCount].x = simX;
self.dots[dotCount].y = simY;
self.dots[dotCount].visible = true; // Make sure dots are visible
self.dots[dotCount].alpha = 1.0; // Ensure full opacity
dotCount++;
}
// Skip some positions to space out dots
for (var step = 0; step < self.dotSpacing / 2; step++) {
// Apply gravity
simVY += gravity;
// Update position
simX += simVX;
simY += simVY;
// Check wall collisions - use activeFruit's width for accuracy
var fruitRadius = activeFruit.width / 2;
if (simX < wallLeft.x + wallLeft.width / 2 + fruitRadius) {
simX = wallLeft.x + wallLeft.width / 2 + fruitRadius;
simVX = -simVX * activeFruit.elasticity;
} else if (simX > wallRight.x - wallRight.width / 2 - fruitRadius) {
simX = wallRight.x - wallRight.width / 2 - fruitRadius;
simVX = -simVX * activeFruit.elasticity;
}
// Check floor collision
var floorCollisionY = gameFloor.y - gameFloor.height / 2 - fruitRadius;
if (simY > floorCollisionY) {
// We've hit the floor, stop simulation
simY = floorCollisionY;
break;
}
// Check collision with other fruits
for (var j = 0; j < fruits.length; j++) {
var fruit = fruits[j];
if (!fruit.merging) {
var dx = fruit.x - simX;
var dy = fruit.y - simY;
var distance = Math.sqrt(dx * dx + dy * dy);
var combinedRadius = (activeFruit.width + fruit.width) / 2;
if (distance < combinedRadius) {
// We've hit another fruit, stop simulation
hitFruit = true;
break;
}
}
}
if (hitFruit) {
break;
}
}
// If we've hit the floor or another fruit, stop simulation
if (simY >= floorCollisionY || hitFruit) {
break;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf6e58d
});
/****
* Game Code
****/
// Game variables
var gameOverLine; // Game over line
var pineapple; // The pineapple that pushes in from left
var pineappleActive = false; // Track if pineapple is active in gameplay
var pineapplePushCount = 0; // Count how many times pineapple has been pushed
var readyToReleaseCharged = false; // Flag to indicate if charged fruits are ready to be released
var trajectoryLine; // Line showing trajectory of active fruit
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
var lastDroppedFruit = null; // Track last fruit dropped by player
var lastDroppedHasMerged = false; // Track if last dropped fruit has already had its first merge
// 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;
// Game over line
gameOverLine = game.addChild(new Line());
gameOverLine.x = gameWidth / 2;
gameOverLine.y = 50; // Position 200 pixels higher than before
gameOverLine.scaleX = 1; // Make it stretch across the entire width of the screen
gameOverLine.scaleY = 0.2; // Make it thinner
}
// 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;
// Make it static while the player controls it
activeFruit.isStatic = true;
game.addChild(activeFruit);
// Update trajectory line for the new fruit
if (trajectoryLine) {
trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y);
}
}
// Drop fruit at specified position
function dropFruit() {
if (gameOver || !activeFruit) {
return;
}
// Make the active fruit dynamic so it drops
activeFruit.isStatic = false;
// Use standardized drop mechanics
applyDropPhysics(activeFruit, 3.5); // Standard force for normal fruits
// Add the fruit to the main fruits array
fruits.push(activeFruit);
// Mark this as the player's dropped fruit to track its first merge
lastDroppedFruit = activeFruit;
lastDroppedHasMerged = false;
// Hide all trajectory dots when fruit is dropped
if (trajectoryLine) {
for (var i = 0; i < trajectoryLine.dots.length; i++) {
trajectoryLine.dots[i].visible = false;
}
}
// Reset fromChargedRelease flags on all fruits when a new player fruit is dropped
// This allows previously released charged fruits to participate in new chain reactions
for (var i = 0; i < fruits.length; i++) {
if (fruits[i] && fruits[i].fromChargedRelease) {
fruits[i].fromChargedRelease = false;
}
}
// Play drop sound
LK.getSound('drop').play();
// Check if we have charged balls ready to be released
if (readyToReleaseCharged && chargeCounter >= 5) {
// Create and drop 5 level 3 (apple) balls
for (var i = 0; i < 5; i++) {
// Create the actual fruit from the same position as the UI ball
var apple = new Fruit(FruitTypes.APPLE);
// Get the global position of the charged ball
var chargedBallPosition = chargedBalls[i].parent.toGlobal(chargedBalls[i].position);
var gamePosition = game.toLocal(chargedBallPosition);
// Position the apple at the exact same position as the UI ball
apple.x = gamePosition.x;
apple.y = gamePosition.y;
// Make it dynamic so it drops
apple.isStatic = false;
// Apply standard drop physics
applyDropPhysics(apple, 3.5);
// Mark this fruit as coming from charged release
apple.fromChargedRelease = true;
// Add to game and fruits array
game.addChild(apple);
fruits.push(apple);
}
// Reset charge counter
chargeCounter = 0;
// Reset charged balls UI
resetChargedBalls();
// Reset the release flag
readyToReleaseCharged = false;
}
// Charge counter is now only incremented on merges
// Handle pineapple logic
if (pineappleActive) {
// Pineapple is ready to drop after pushes
pineapple.isStatic = false;
// Use standardized drop mechanics with less force for bigger fruit
applyDropPhysics(pineapple, 2.5);
// Add to fruits array
fruits.push(pineapple);
// Start 2-second timer to enable game over contact
LK.setTimeout(function () {
pineapple.immuneToGameOver = false;
}, 2000);
// Setup a new pineapple for next cycle
setupPineapple();
} else {
// Push the pineapple further in
pushPineapple();
}
// Clear active fruit
activeFruit = null;
// Create the next fruit immediately
createNextFruit();
}
// Helper function to standardize drop physics for all fruits
function applyDropPhysics(fruit, forceMultiplier) {
// Add angle variation - random angle between -10 and +10 degrees
var angle = (Math.random() * 20 - 10) * (Math.PI / 180); // Convert to radians
// Apply velocity based on angle
fruit.vx = Math.sin(angle) * forceMultiplier;
fruit.vy = Math.abs(Math.cos(angle) * forceMultiplier); // Make sure initial Y velocity is downward
// Mark this fruit as in safety period since it's newly dropped
fruit.safetyPeriod = false;
// Make it immune to game over for a second
fruit.immuneToGameOver = true;
// Start 1-second timer to enable game over contact
LK.setTimeout(function () {
if (fruit && fruits.includes(fruit)) {
fruit.immuneToGameOver = false;
}
}, 1000);
}
// Update score display
function updateScoreDisplay() {
scoreText.setText(LK.getScore());
}
// Setup UI
function setupUI() {
// Score display
scoreText = new Text2("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 charged ball grid
function setupChargedBallDisplay() {
// Create container for charged balls
chargedBallContainer = new Container();
game.addChild(chargedBallContainer);
// Position the container at the top of the screen
chargedBallContainer.y = 700;
// Use consistent values for UI balls matching the actual game fruit
var ballType = FruitTypes.APPLE; // Level 3 ball type
// Calculate spacing to evenly distribute 5 balls with 200px padding on both sides
var padding = 200; // 200px padding on both sides
var spacing = (gameWidth - padding * 2) / 4; // Evenly distribute 5 balls with padding
var startX = padding; // Starting position with padding from left edge
// No scale needed - we'll use the fruit at full size to match gameplay
// Create 5 balls in a single row
for (var i = 0; i < 5; i++) {
// Changed loop to 5
var ball = new Container();
// Use apple as charged balls with consistent scale
var ballGraphics = ball.attachAsset('apple', {
anchorX: 0.5,
anchorY: 0.5
});
// Don't scale down the apple UI elements - keep them full size to match gameplay
ball.scaleX = 1.0;
ball.scaleY = 1.0;
// Position in single row with equal spacing
ball.x = startX + i * spacing;
// Set to semi-transparent initially
ball.alpha = 0.5;
// Add to container and array
chargedBallContainer.addChild(ball);
chargedBalls.push(ball);
}
// Center the container horizontally
chargedBallContainer.x = 0;
}
// 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 prepare charged balls for release (just sets a flag, doesn't release them yet)
function releaseChargedBalls() {
// Don't play drop sound here anymore as we're not dropping yet
// Just set a flag to indicate we have charged balls ready to be released
readyToReleaseCharged = true;
// We don't reset the charge counter or UI here - we'll do that when the charged fruits are actually released
}
// Separate function to reset charged balls UI
function resetChargedBalls() {
// Reset the charged ball display immediately
for (var j = 0; j < chargedBalls.length; j++) {
// Explicitly reset all balls to inactive state with tween to ensure transition
tween(chargedBalls[j], {
alpha: 0.5
}, {
duration: 200,
easing: tween.easeOut
});
chargedBalls[j].scaleX = 1.0; // Keep at full size to match gameplay apple
chargedBalls[j].scaleY = 1.0; // Keep at full size to match gameplay apple
}
// No need to call updateChargedBallDisplay() as we set the state directly here
}
// Check for fruit collisions
function checkFruitCollisions() {
for (var i = 0; i < fruits.length; i++) {
var fruit1 = fruits[i];
// Skip collision for the active fruit
if (fruit1 === activeFruit || fruit1.merging) {
continue;
}
for (var j = i + 1; j < fruits.length; j++) {
var fruit2 = fruits[j];
// Skip collision for the active fruit
if (fruit2 === activeFruit || 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
// Calculate half dimensions for both fruits
var fruit1HalfWidth = fruit1.width / 2;
var fruit1HalfHeight = fruit1.height / 2;
var fruit2HalfWidth = fruit2.width / 2;
var fruit2HalfHeight = fruit2.height / 2;
// Check for collision using Rectangle Intersection algorithm
// First, calculate the distance between centers on each axis
var absDistanceX = Math.abs(dx);
var absDistanceY = Math.abs(dy);
// Then calculate the sum of half-widths and half-heights
var combinedHalfWidths = fruit1HalfWidth + fruit2HalfWidth;
var combinedHalfHeights = fruit1HalfHeight + fruit2HalfHeight;
// If distance on either axis is less than combined halves, we have an overlap
if (absDistanceX < combinedHalfWidths && absDistanceY < combinedHalfHeights) {
// Resolve collision (simple separation and velocity adjustment)
var combinedRadius = Math.min(combinedHalfWidths, combinedHalfHeights);
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 (fruits touching the red line)
function checkGameOver() {
if (gameOver) {
return;
}
// Remove "too many fruits" game over condition
// Check if any fruits are touching the red line
for (var i = 0; i < fruits.length; i++) {
// Don't check game over for the active fruit
if (fruits[i] === activeFruit) {
continue;
}
// Check if fruit touches the game over line
// For more accurate collision, calculate if any part of the fruit is above the line
var fruit = fruits[i];
var fruitHalfHeight = fruit.height / 2;
var fruitHalfWidth = fruit.width / 2;
// Calculate the effective height based on fruit's rotation
var cosAngle = Math.abs(Math.cos(fruit.rotation));
var sinAngle = Math.abs(Math.sin(fruit.rotation));
var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle;
// Check if the top of the fruit is above/at the game over line
var fruitTopY = fruit.y - effectiveHeight;
var lineBottomY = gameOverLine.y + gameOverLine.height / 2;
if (!fruit.merging && fruitTopY <= lineBottomY) {
// Skip game over if the fruit is immune (any fruit in grace period)
if (fruit.immuneToGameOver) {
continue;
}
// Initialize the safetyPeriod property if not already set
if (fruits[i].safetyPeriod === undefined) {
// If the fruit is still moving downward, it's probably just spawned
if (fruits[i].vy > 0) {
// Mark this fruit as in safety period - it has just been dropped
fruits[i].safetyPeriod = false;
continue; // Skip game over check for freshly dropped fruits
}
// If the fruit has hit something and bounced back or is stable, it's no longer in safety period
if (fruits[i].vy <= 0) {
fruits[i].safetyPeriod = true; // Mark that we've checked and it's now unsafe
}
}
// Only trigger game over if the fruit is not in safety period
if (fruits[i].safetyPeriod) {
// Trigger game over when a fruit touches the line after having bounced/settled
gameOver = true;
LK.showGameOver();
return;
}
}
}
}
// Create and setup the pineapple
function setupPineapple() {
pineapple = new Fruit(FruitTypes.PINEAPPLE);
pineapple.x = -pineapple.width / 2; // Start completely off screen
pineapple.y = 200; // Position 200 pixels higher than before
pineapple.isStatic = true; // Make it static until it's dropped
pineappleActive = false; // Not active in gameplay yet
pineapplePushCount = 0; // Reset push count
game.addChild(pineapple);
}
// Function to push the pineapple
function pushPineapple() {
// Only push if not already active in gameplay
if (!pineappleActive) {
pineapplePushCount++;
// Calculate new x position (100px per push instead of 200px)
var newX = -pineapple.width / 2 + pineapplePushCount * 70;
// Animate the push
tween(pineapple, {
x: newX
}, {
duration: 300,
easing: tween.bounceOut
});
// Check if we've pushed the pineapple 7 times
if (pineapplePushCount >= 7) {
pineappleActive = true; // Mark as ready to drop on next fruit release
}
}
}
// Initialize game
function initGame() {
LK.setScore(0);
gameOver = false;
fruits = [];
chargeCounter = 0;
chargedBalls = [];
readyToReleaseCharged = false;
lastScoreCheckForCoconut = 0;
lastDroppedFruit = null;
lastDroppedHasMerged = false;
// We no longer reset fromChargedRelease flag here
// as we want it to persist only for the current chain reaction
// fromChargedRelease is now reset in the merge function when needed
// Start background music
LK.playMusic('bgmusic');
// Setup game elements
setupBoundaries();
setupUI();
setupPineapple(); // Setup the pineapple
// Create trajectory line
if (trajectoryLine) {
trajectoryLine.destroy();
}
trajectoryLine = game.addChild(new TrajectoryLine());
trajectoryLine.createDots();
updateScoreDisplay();
createNextFruit();
// Ensure all UI balls are properly initialized to inactive state
LK.setTimeout(function () {
if (chargedBalls.length === 3) {
resetChargedBalls();
}
}, 100);
}
// Function to spawn coconut from bottom of screen
function spawnCoconut() {
var coconut = new Fruit(FruitTypes.COCONUT);
// Randomly position coconut horizontally within game area
var minX = wallLeft.x + wallLeft.width / 2 + coconut.width / 2 + 50;
var maxX = wallRight.x - wallRight.width / 2 - coconut.width / 2 - 50;
coconut.x = minX + Math.random() * (maxX - minX);
// Position below the screen
coconut.y = gameHeight + coconut.height / 2;
// Make it static while animating into place
coconut.isStatic = true;
// Play the Stonks sound when coconut appears
LK.getSound('stonks').play();
// Add to game and fruits array
game.addChild(coconut);
fruits.push(coconut);
// Mark as in safety period
coconut.safetyPeriod = false;
// Make it immune to game over for a second
coconut.immuneToGameOver = true;
// Use tween to smoothly animate the coconut entering the screen from below
// Calculate target Y position where the coconut is fully in the board
var targetY = gameHeight - gameFloor.height / 2 - coconut.height / 2 - 10;
// Animate entry with an easeOut effect and gradually increasing speed
tween(coconut, {
y: targetY
}, {
duration: 1200,
// 1.2 seconds for a faster entry
easing: tween.easeIn,
// Start slow and speed up
onFinish: function onFinish() {
// Once fully entered, make it dynamic so it can interact with other fruits
coconut.isStatic = false;
// Give it a small upward push to make it bounce slightly when it enters
coconut.vy = -2;
// Add random horizontal velocity for natural movement
coconut.vx = (Math.random() * 2 - 1) * 1.5;
// Start 1-second timer to enable game over contact
LK.setTimeout(function () {
if (coconut && fruits.includes(coconut)) {
coconut.immuneToGameOver = false;
}
}, 1000);
}
});
}
// Track last score checked for coconut spawn
var lastScoreCheckForCoconut = 0;
// 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));
// Update trajectory line
if (trajectoryLine) {
trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y);
}
}
};
// Mouse or touch up on game object
game.up = function () {
if (isDragging && activeFruit) {
dropFruit();
}
isDragging = false;
};
// Game update loop
game.update = function () {
// Check if we've reached a new 500-point threshold
var currentScore = LK.getScore();
if (Math.floor(currentScore / 500) > Math.floor(lastScoreCheckForCoconut / 500)) {
// Spawn a coconut for every 500 points
spawnCoconut();
}
lastScoreCheckForCoconut = currentScore;
// We no longer need to check if pineapple is in the board
// as we now use push count to determine when it's ready
// 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 fruitHalfWidth = fruit.width / 2; // Use half width of the asset
var fruitHalfHeight = fruit.height / 2; // Use half height of the asset
// For non-circular fruits, adjust collision bounds based on asset orientation
// Use the larger dimension to ensure no part of the fruit goes through walls
var collisionRadius = Math.max(fruitHalfWidth, fruitHalfHeight);
if (fruit.x < wallLeft.x + wallLeft.width / 2 + collisionRadius) {
fruit.x = wallLeft.x + wallLeft.width / 2 + collisionRadius;
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 - collisionRadius) {
fruit.x = wallRight.x - wallRight.width / 2 - collisionRadius;
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 cached values for better performance
// Calculate the effective height based on fruit's rotation
var cosAngle = Math.abs(Math.cos(fruit.rotation));
var sinAngle = Math.abs(Math.sin(fruit.rotation));
var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle;
var floorCollisionY = gameFloor.y - gameFloor.height / 2 - effectiveHeight;
// Use the values we already calculated above
if (fruit.y > floorCollisionY) {
fruit.y = gameFloor.y - gameFloor.height / 2 - effectiveHeight;
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
@@ -291,8 +291,9 @@
// Place dot at simulated position
self.dots[dotCount].x = simX;
self.dots[dotCount].y = simY;
self.dots[dotCount].visible = true; // Make sure dots are visible
+ self.dots[dotCount].alpha = 1.0; // Ensure full opacity
dotCount++;
}
// Skip some positions to space out dots
for (var step = 0; step < self.dotSpacing / 2; step++) {