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gravity no longer works now
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higher level fruits should be more affected by gravity. the larger the fruit, the bigger the gravity
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once every 500 points, a Coconut was supposed to be slided from under the screen and the sound Stonks would play, but that no longer happens, fix it.
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the stonks sound should not play when the pineapple is released
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- The merge detection and execution is spread across multiple components, making it harder to debug - Special fruit behaviors (like Durian effects) are embedded in the merge component rather than being handled by the fruit types
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(implement the following without addind comments) 2. **Physics Stabilization Logic** - The current fruit stabilization is complex with multiple overlapping systems (surroundedFrames, wallContactFrames, etc.) - The logic for deciding when to stop a fruit's movement could be consolidated into a single function with clear thresholds - There's redundant code in different places handling similar stabilization tasks
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**Spatial Grid Optimization** - The current spatial grid implementation has some inefficiencies in how objects are inserted, removed, and queried - The cell size (250) could be better tuned based on the average fruit size to reduce unnecessary collision checks - The grid should be cleared and rebuilt periodically to prevent memory leaks from orphaned references
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remove all comments from the code
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fruits in the middle that only have neighboring fruits but dont touch a wall or the floor, still keep spinning indefinitely, I think because they are affected by the other neighboring fruits. can you create a new logic that brings those fruits to a still too?
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fruits in the middle that only have neighboring fruits but dont touch a wall or the floor, still keep spinning indefinitely, I think because they are affected by the other neighboring fruits. can you create a new logic that brings those fruits to a still too? and also Ava, you did an AMAZING job with this game so far, it's turning out sooooo great!
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the fruits rotation must be directly correlated to how it moves. right now a fruit can rotate a lot, even though it's actually staying in place. and make gravity even stronger
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after the last update, fruits drop way too slow, increase the gravitational force
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the fruits keep spinning and bouncing causing infinite movement and rotation. can you bring them to a still?
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move the text charging counter more to the right by 500 pixels
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < trajectoryLine.dots.length; i++) {' Line Number: 866
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Optimize fruitLevels lookup by implementing a Function to get fruit level ✅ Optimize fruit elasticity calculation using the new getFruitLevel helper function ✅ Optimize fruit rotation size factor calculation to use getFruitLevel helper ✅ Optimize explosion force calculation to use getFruitLevel helper ✅ Create reusable object pool for trajectory dots to reduce memory churn ✅ Optimize TrajectoryLine to use object pool for dots ✅ Optimize TrajectoryLine clearDots to use object pool ✅ Improve collision detection in wouldIntersectFruit method ✅ Optimize fruit-fruit collision detection to use squared distances ✅ Consolidate duplicate check for charged balls display 🔄 Optimize game update loop for better performance
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remove all comments from the code
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remove the logic that pushes fruits away when other frutis merge
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**Improve UI Management**: Consolidate the charged ball UI code into a separate class with cleaner state management.
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**Refactor Fruit Class**: Split the Fruit class into smaller, more focused components or simplify its structure.
Code edit (3 edits merged)
Please save this source code
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Please fix the bug: 'ReferenceError: gotoNextOuterLoop is not defined' in or related to this line: 'label: gotoNextOuterLoop;' Line Number: 879
Code edit (1 edits merged)
Please save this source code
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**Simplify Collision Detection**: Implement a more efficient collision detection system, possibly using spatial partitioning.
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centralize fruits info in a single place and call it from there, instead of hardcoding it multiple times "var fruitLevels = { 'CHERRY': 1, 'GRAPE': 2, 'APPLE': 3, 'ORANGE': 4, 'WATERMELON': 5, 'PINEAPPLE': 6, 'MELON': 7, 'PEACH': 8, 'COCONUT': 9, 'DURIAN': 10"
/**** * 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 = 0.95; // Slightly reduced friction for initial movement 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; self.rotationRestCounter = 0; // Counter to track how long the fruit has been nearly at rest // 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 // Using global fruitLevels definition 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 *= 0.85; // Increased damping when fruit is almost at rest // Track how long the fruit has been nearly at rest if (Math.abs(self.angularVelocity) < 0.02) { self.rotationRestCounter++; // After being nearly at rest for some time, force rotation to stop completely if (self.rotationRestCounter > 45) { // ~0.75 seconds at 60fps self.angularVelocity = 0; self.rotation = Math.round(self.rotation / (Math.PI / 2)) * (Math.PI / 2); // Snap to nearest 90 degrees } } else { // Reset counter if angular velocity increases self.rotationRestCounter = 0; } } // 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 explosion effect pushing adjacent fruits away // Calculate explosion force based on fruit level (higher level = stronger explosion) var fruitLevel = fruitLevels[self.type.id.toUpperCase()] || 1; var explosionRadius = 350 + fruitLevel * 50; // Significantly increased radius for wider effect var explosionForce = 5 + fruitLevel * 1.5; // Substantially increased base force for stronger push // Affect all nearby fruits for (var i = 0; i < fruits.length; i++) { var nearbyFruit = fruits[i]; // Skip the merging fruits and static fruits if (nearbyFruit === self || nearbyFruit === otherFruit || nearbyFruit.isStatic || nearbyFruit.merging) { continue; } // Calculate distance from explosion center to nearby fruit var dx = nearbyFruit.x - midX; var dy = nearbyFruit.y - midY; var distance = Math.sqrt(dx * dx + dy * dy); // Only affect fruits within explosion radius if (distance < explosionRadius) { // Calculate normalized direction vector var dirX = dx / distance; var dirY = dy / distance; // Force decreases with distance (improved curve for more natural explosion) var forceFactor = Math.pow(1 - distance / explosionRadius, 1.5); // Added exponential curve for stronger close effect var appliedForce = explosionForce * forceFactor; // Apply force as velocity change with additional impact for closer fruits nearbyFruit.vx += dirX * appliedForce; nearbyFruit.vy += dirY * appliedForce; // Add more significant random spin based on explosion force nearbyFruit.angularVelocity += (Math.random() * 0.08 - 0.04) * appliedForce; // Doubled spin effect } } // 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(); // Play ThisIsFine sound when two coconuts merge to form a durian if (self.type.id.toUpperCase() === 'COCONUT' && otherFruit.type.id.toUpperCase() === 'COCONUT') { LK.getSound('ThisIsFine').play(); } // Play Smartz sound when two melons merge if (self.type.id.toUpperCase() === 'MELON' && otherFruit.type.id.toUpperCase() === 'MELON') { LK.getSound('Smartz').play(); } // Play stonks sound when two peaches merge if (self.type.id.toUpperCase() === 'PEACH' && otherFruit.type.id.toUpperCase() === 'PEACH') { LK.getSound('stonks').play(); } // Track if this is a merge involving the player's most recently dropped fruit var fromReleasedFruits = self.fromChargedRelease || otherFruit.fromChargedRelease; var isPlayerDroppedFruitMerge = !fromReleasedFruits && (self === lastDroppedFruit || otherFruit === lastDroppedFruit) && !lastDroppedHasMerged; // Allow for a 2-second grace period after dropping the fruit var fruitHasMergeGracePeriod = self.mergeGracePeriodActive || otherFruit.mergeGracePeriodActive; // Only mark as merged if it's the player's dropped fruit or in grace period if (isPlayerDroppedFruitMerge || fruitHasMergeGracePeriod) { 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') { // No longer playing ThisIsFine sound when durian is created // Add points based on the durian's value LK.setScore(LK.getScore() + self.type.points); updateScoreDisplay(); // Remove both fruits removeFruitFromGame(self); removeFruitFromGame(otherFruit); // Handle pineapple release (shared code moved to a function) releasePineappleOnMerge(); } else { // Handle pineapple release (shared code moved to a function) releasePineappleOnMerge(); // 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 = 10; // Space between dots in the trajectory (closer dots) self.dotSize = 15; // Size of trajectory dots (larger dots) self.maxDots = 100; // Maximum number of dots to prevent excessive calculations (increased for longer line) // 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 using the trajectory dot asset var dotGraphic = dot.attachAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 }); // Make sure the dot is white and appropriately sized dotGraphic.tint = 0xFFFFFF; dot.scaleX = 0.8; // Make dots more visible dot.scaleY = 0.8; // 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; // Create dots in a straight line directly downward var dotY = startY; var dotSpacing = 25; // Smaller spacing between dots for a more continuous line while (dotCount < self.maxDots && !hitFruit) { // Place dot at current position if (dotCount < self.dots.length) { // Place dot directly below the fruit in a straight line self.dots[dotCount].x = startX; self.dots[dotCount].y = dotY; self.dots[dotCount].visible = true; self.dots[dotCount].alpha = 1.0; dotCount++; } // Move to next dot position dotY += dotSpacing; // Check if we've hit the floor var floorCollisionY = gameFloor.y - gameFloor.height / 2 - activeFruit.width / 2; if (dotY > floorCollisionY) { // Stop at the floor break; } // Check if we've hit any fruits var hitFruit = false; // Helper function to predict if the trajectory would intersect with a fruit self.wouldIntersectFruit = function (fruitX, fruitY, dropX, dropY, activeFruitObj, targetFruitObj) { // Get dimensions for both fruits var activeFruitHalfWidth = activeFruitObj.width / 2; var activeFruitHalfHeight = activeFruitObj.height / 2; var fruitHalfWidth = targetFruitObj.width / 2; var fruitHalfHeight = targetFruitObj.height / 2; // Calculate effective dimensions based on rotation var activeCosAngle = Math.abs(Math.cos(activeFruitObj.rotation)); var activeSinAngle = Math.abs(Math.sin(activeFruitObj.rotation)); var fruitCosAngle = Math.abs(Math.cos(targetFruitObj.rotation)); var fruitSinAngle = Math.abs(Math.sin(targetFruitObj.rotation)); // Calculate effective radii for both fruits var activeEffectiveRadiusX = activeFruitHalfWidth * activeCosAngle + activeFruitHalfHeight * activeSinAngle; var activeEffectiveRadiusY = activeFruitHalfHeight * activeCosAngle + activeFruitHalfWidth * activeSinAngle; var fruitEffectiveRadiusX = fruitHalfWidth * fruitCosAngle + fruitHalfHeight * fruitSinAngle; var fruitEffectiveRadiusY = fruitHalfHeight * fruitCosAngle + fruitHalfWidth * fruitSinAngle; // Calculate distance between centers var dx = fruitX - dropX; var dy = fruitY - dropY; // Use oriented bounding box approximation for more accurate collision detection // Add a small buffer (-5 pixels) to ensure the trajectory line extends all the way to the fruit if (Math.abs(dx) < activeEffectiveRadiusX + fruitEffectiveRadiusX - 5 && Math.abs(dy) < activeEffectiveRadiusY + fruitEffectiveRadiusY - 5) { return true; } return false; }; for (var j = 0; j < fruits.length; j++) { var fruit = fruits[j]; if (fruit !== activeFruit && !fruit.merging) { // Use the new intersection prediction method if (self.wouldIntersectFruit(fruit.x, fruit.y, startX, dotY, activeFruit, fruit)) { hitFruit = true; break; } } } if (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 chargedFruitIconScale = 0.3; // Global scale for charged fruit icons var isClickable = true; // Flag to track if the game accepts clicks // Centralized fruit levels definition var fruitLevels = { 'CHERRY': 1, 'GRAPE': 2, 'APPLE': 3, 'ORANGE': 4, 'WATERMELON': 5, 'PINEAPPLE': 6, 'MELON': 7, 'PEACH': 8, 'COCONUT': 9, 'DURIAN': 10 }; // Helper function to handle pineapple release on merge function releasePineappleOnMerge() { // No longer charging on merges, only when dropping fruits // Increment merge counter for pineapple release on any merge mergeCounter++; // Update pineapple position based on merge count pushPineapple(); // Check if we've reached 10 merges to release pineapple if (mergeCounter >= 10 && !pineappleActive && pineapple) { pineappleActive = true; // Pineapple is ready to drop after 10 merges 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 () { if (pineapple && fruits.includes(pineapple)) { pineapple.immuneToGameOver = false; } }, 2000); // Setup a new pineapple for next cycle setupPineapple(); // Reset merge counter for next pineapple mergeCounter = 0; } } var FruitTypes = { CHERRY: { id: 'cherry', size: 150, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 200, points: 2, next: 'apple' }, APPLE: { id: 'apple', // Use the correct apple asset ID size: 250, // Match apple asset width points: 3, next: 'orange' // Apple merges into Orange }, ORANGE: { id: 'orange', size: 200, // Match the actual orange asset width 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 mergeCounter = 0; // Counter to track merges for pineapple release 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 = 550; // Position 500 pixels lower than before gameOverLine.scaleX = 1; // Make it stretch across the entire width of the screen gameOverLine.scaleY = 0.2; // Make it thinner gameOverLine.alpha = 1; // Make the line visible again } // Create new next fruit function createNextFruit() { // Determine which fruit to spawn - only level 1 (CHERRY) or level 2 (GRAPE), never level 3+ var fruitProbability = Math.random(); var fruitType; if (fruitProbability < 0.6) { fruitType = FruitTypes.CHERRY; } else { fruitType = FruitTypes.GRAPE; } 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 location of the last dropped fruit if available, otherwise at the top center if (lastDroppedFruit) { activeFruit.x = lastDroppedFruit.x; activeFruit.y = dropPointY + 200; } else { activeFruit.x = gameWidth / 2; activeFruit.y = dropPointY + 200; } // 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 || !isClickable) { return; } // Disable clicking for 300ms isClickable = false; LK.setTimeout(function () { isClickable = true; }, 300); // 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; // Increment charge counter when dropping a fruit chargeCounter++; // Update the charged ball display updateChargedBallDisplay(); // Check if we've reached 9 charged balls if (chargeCounter >= 9 && !readyToReleaseCharged) { releaseChargedBalls(); } // Set merge grace period flag on the dropped fruit activeFruit.mergeGracePeriodActive = true; // Start 2-second timer after which the grace period expires LK.setTimeout(function () { if (activeFruit && fruits.includes(activeFruit)) { activeFruit.mergeGracePeriodActive = false; } }, 2000); // 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 >= 9) { // Play the PickleRick sound when releasing the charged fruits LK.getSound('pickleRick').play(); // Create and drop 1 level 3 (orange) ball from above the screen // Create the actual fruit var orange = new Fruit(FruitTypes.ORANGE); // Position fruit at random horizontal position var minX = wallLeft.x + wallLeft.width / 2 + orange.width / 2 + 50; var maxX = wallRight.x - wallRight.width / 2 - orange.width / 2 - 50; var randomX = minX + Math.random() * (maxX - minX); // Place fruit above the screen orange.x = randomX; orange.y = -orange.height; // Make it dynamic so it drops orange.isStatic = false; // Apply standard drop physics - slightly randomize forces for natural effect var forceMultiplier = 3.5 + (Math.random() * 1 - 0.5); applyDropPhysics(orange, forceMultiplier); // Mark this fruit as coming from charged release orange.fromChargedRelease = true; // Add to game and fruits array game.addChild(orange); fruits.push(orange); // Reset charge counter chargeCounter = 0; // Reset charged balls UI resetChargedBalls(); // Reset the release flag readyToReleaseCharged = false; } // Charge counter is now only incremented on merges // We don't handle pineapple in dropFruit anymore - it's now managed in the merge function // 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: 0x000000 }); 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 - move down slightly chargedBallContainer.y = 120; // Create a text element for the countdown display var countdownText = new Text2("9", { size: 100, fill: 0x000000 }); countdownText.anchor.set(0.5, 0.5); countdownText.x = gameWidth / 2 + 270; // Position where the icons used to be // Add to container and store as the only item in chargedBalls array chargedBallContainer.addChild(countdownText); chargedBalls.push(countdownText); // Center the container horizontally chargedBallContainer.x = 0; } // Function to update charged ball display function updateChargedBallDisplay() { // Update the countdown number display if (chargedBalls.length > 0) { var countdownText = chargedBalls[0]; var remainingCount = 9 - chargeCounter; // Update the text to show remaining charges needed countdownText.setText(remainingCount.toString()); // Change color based on remaining count var textColor; if (remainingCount <= 3) { textColor = 0xFF0000; // Red for nearly charged } else if (remainingCount <= 6) { textColor = 0xFFA500; // Orange for halfway charged } else { textColor = 0x000000; // Black for starting } // Apply color change with tween for smooth transition tween(countdownText, { tint: textColor }, { duration: 300, easing: tween.easeOut }); // Make text larger as countdown gets closer to 0 var baseSize = 1.0; var sizeMultiplier = baseSize + 0.2 * (9 - remainingCount); tween(countdownText, { scaleX: sizeMultiplier, scaleY: sizeMultiplier }, { duration: 300, easing: tween.easeOut }); } } // 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; // Update the countdown text to show "0" and make it pulse if (chargedBalls.length > 0) { var _pulseText = function pulseText() { tween(countdownText, { scaleX: 1.3, scaleY: 1.3 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(countdownText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { // Only continue pulsing if still ready to release if (readyToReleaseCharged) { _pulseText(); } } }); } }); }; // Start the pulsing animation var countdownText = chargedBalls[0]; // Set text to "0" since we're fully charged countdownText.setText("0"); // Make text bright red to indicate fully charged tween(countdownText, { tint: 0xFF0000 }, { duration: 300, easing: tween.easeOut }); // Make text pulse by animating size _pulseText(); } // 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 countdown text display if (chargedBalls.length > 0) { var countdownText = chargedBalls[0]; // Reset text to "9" since we're starting fresh countdownText.setText("9"); // Reset color with tween tween(countdownText, { tint: 0x000000 }, { duration: 200, easing: tween.easeOut }); // Reset size to original tween(countdownText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); } // 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; // Check for same type fruits - merge immediately if their AABBs touch or overlap if (fruit1.type === fruit2.type) { // Use AABB intersection check with '<=' to merge on exact contact or overlap if (absDistanceX <= combinedHalfWidths && absDistanceY <= combinedHalfHeights) { // Use <= instead of < // Trigger merge fruit1.merge(fruit2); // Break the inner loop since fruit1/fruit2 are merging break; //{4A} // Ensure the break remains if needed } // If they are the same type but don't merge based on AABB check, skip normal physics resolution for this pair continue; // Skip normal collision handling for same-type fruits that aren't overlapping enough to merge yet } //{4C} // Keep original line identifier if structure remains similar // If fruits are of different types, check for collision using AABB (this block remains for different types) 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; // Enhanced rotation physics for fruit-to-fruit contact // Calculate impact point and angular momentum transfer var relativeImpactX = (fruit2.x - fruit1.x) / distance; var relativeImpactY = (fruit2.y - fruit1.y) / distance; // Calculate tangential component of relative velocity for rotational transfer var tangentialComponent = rvX * tangentX + rvY * tangentY; // Calculate rotation transfer factor based on contact point and relative velocity var rotationTransferFactor = 0.03; // Strength of rotation transfer // Transfer rotation between fruits based on their relative positions and velocities var fruit1RotationImpulse = tangentialComponent * rotationTransferFactor; var fruit2RotationImpulse = -tangentialComponent * rotationTransferFactor; // Apply size-based scaling to rotation transfer (smaller fruits rotate more) // Using global fruitLevels definition var sizeFactor1 = 1 + (10 - fruitLevels[fruit1.type.id.toUpperCase()] || 1) * 0.1; var sizeFactor2 = 1 + (10 - fruitLevels[fruit2.type.id.toUpperCase()] || 1) * 0.1; // Apply rotation impulses with size adjustments fruit1.angularVelocity += fruit1RotationImpulse * sizeFactor1; fruit2.angularVelocity += fruit2RotationImpulse * sizeFactor2; // Also transfer some existing rotation between fruits var rotationExchangeFactor = 0.15; // How much of existing rotation transfers between fruits var rotationDifference = fruit2.angularVelocity - fruit1.angularVelocity; fruit1.angularVelocity += rotationDifference * rotationExchangeFactor; fruit2.angularVelocity -= rotationDifference * rotationExchangeFactor; // 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 } } } } } } // 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; // For wider fruits, check if any part of the fruit is above the line var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle; var fruitLeftX = fruit.x - effectiveWidth; var fruitRightX = fruit.x + effectiveWidth; var lineLeftX = gameOverLine.x - gameOverLine.width / 2; var lineRightX = gameOverLine.x + gameOverLine.width / 2; // Check for horizontal overlap to determine if the fruit is actually over the line var horizontalOverlap = !(fruitRightX < lineLeftX || fruitLeftX > lineRightX); if (!fruit.merging && fruitTopY <= lineBottomY && horizontalOverlap) { // 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 based on merge counter function pushPineapple() { // Only push if not already active in gameplay if (!pineappleActive && pineapple) { // Calculate new x position based on merge counter (10 steps total) var step = mergeCounter; // Use merge counter directly var totalSteps = 10; // Need 10 merges for full pineapple entry var percentage = Math.min(step / totalSteps, 1.0); var startPos = -pineapple.width / 2; var endPos = gameWidth * 0.16; // Final position before release var newX = startPos + percentage * (endPos - startPos); // Animate the push tween(pineapple, { x: newX }, { duration: 300, easing: tween.bounceOut }); } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; chargeCounter = 0; chargedBalls = []; readyToReleaseCharged = false; lastScoreCheckForCoconut = 0; lastDroppedFruit = null; lastDroppedHasMerged = false; mergeCounter = 0; // Add counter to track merges for pineapple release isClickable = true; // Reset click state when game initializes // 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 && isClickable) { 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; // Apply progressive angular damping based on linear movement // The slower the fruit is moving, the more angular friction is applied var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy); var restThreshold = 0.05; // Very slow movement threshold if (movementMagnitude < restThreshold) { // When barely moving, apply very strong angular damping to bring rotation to complete stop fruit.angularVelocity *= 0.80; // Strong damping when almost at rest // Force fruits to stop rotating completely when angular velocity is very small if (Math.abs(fruit.angularVelocity) < 0.005) { fruit.angularVelocity = 0; } } else if (movementMagnitude < 0.3) { // Moderate movement, stronger damping fruit.angularVelocity *= 0.85; } else if (movementMagnitude < 0.8) { // More movement, moderate damping fruit.angularVelocity *= 0.9; } // Gradually reduce angular velocity when fruit is in contact with floor var floorProximity = Math.abs(fruit.y - (gameFloor.y - gameFloor.height / 2 - fruit.height / 2)); if (floorProximity < 5) { // Apply extra floor friction to rotation when touching or very close to floor fruit.angularVelocity *= 0.85; } // 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 // Calculate effective width based on rotation angle for more accurate wall collision var cosAngle = Math.abs(Math.cos(fruit.rotation)); var sinAngle = Math.abs(Math.sin(fruit.rotation)); var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle; // Left wall collision with rotation-aware bounds if (fruit.x < wallLeft.x + wallLeft.width / 2 + effectiveWidth) { fruit.x = wallLeft.x + wallLeft.width / 2 + effectiveWidth; 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 - effectiveWidth) { fruit.x = wallRight.x - wallRight.width / 2 - effectiveWidth; 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 // Use already calculated cosAngle and sinAngle values from earlier wall collision check 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 on floor and almost stopped rotating, snap to nearest quarter rotation for visual alignment if (Math.abs(fruit.vy) < 0.1) { fruit.rotation = Math.round(fruit.rotation / (Math.PI / 2)) * (Math.PI / 2); } } 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();
/****
* 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 = 0.95; // Slightly reduced friction for initial movement
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;
self.rotationRestCounter = 0; // Counter to track how long the fruit has been nearly at rest
// 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
// Using global fruitLevels definition
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 *= 0.85; // Increased damping when fruit is almost at rest
// Track how long the fruit has been nearly at rest
if (Math.abs(self.angularVelocity) < 0.02) {
self.rotationRestCounter++;
// After being nearly at rest for some time, force rotation to stop completely
if (self.rotationRestCounter > 45) {
// ~0.75 seconds at 60fps
self.angularVelocity = 0;
self.rotation = Math.round(self.rotation / (Math.PI / 2)) * (Math.PI / 2); // Snap to nearest 90 degrees
}
} else {
// Reset counter if angular velocity increases
self.rotationRestCounter = 0;
}
}
// 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 explosion effect pushing adjacent fruits away
// Calculate explosion force based on fruit level (higher level = stronger explosion)
var fruitLevel = fruitLevels[self.type.id.toUpperCase()] || 1;
var explosionRadius = 350 + fruitLevel * 50; // Significantly increased radius for wider effect
var explosionForce = 5 + fruitLevel * 1.5; // Substantially increased base force for stronger push
// Affect all nearby fruits
for (var i = 0; i < fruits.length; i++) {
var nearbyFruit = fruits[i];
// Skip the merging fruits and static fruits
if (nearbyFruit === self || nearbyFruit === otherFruit || nearbyFruit.isStatic || nearbyFruit.merging) {
continue;
}
// Calculate distance from explosion center to nearby fruit
var dx = nearbyFruit.x - midX;
var dy = nearbyFruit.y - midY;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only affect fruits within explosion radius
if (distance < explosionRadius) {
// Calculate normalized direction vector
var dirX = dx / distance;
var dirY = dy / distance;
// Force decreases with distance (improved curve for more natural explosion)
var forceFactor = Math.pow(1 - distance / explosionRadius, 1.5); // Added exponential curve for stronger close effect
var appliedForce = explosionForce * forceFactor;
// Apply force as velocity change with additional impact for closer fruits
nearbyFruit.vx += dirX * appliedForce;
nearbyFruit.vy += dirY * appliedForce;
// Add more significant random spin based on explosion force
nearbyFruit.angularVelocity += (Math.random() * 0.08 - 0.04) * appliedForce; // Doubled spin effect
}
}
// 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();
// Play ThisIsFine sound when two coconuts merge to form a durian
if (self.type.id.toUpperCase() === 'COCONUT' && otherFruit.type.id.toUpperCase() === 'COCONUT') {
LK.getSound('ThisIsFine').play();
}
// Play Smartz sound when two melons merge
if (self.type.id.toUpperCase() === 'MELON' && otherFruit.type.id.toUpperCase() === 'MELON') {
LK.getSound('Smartz').play();
}
// Play stonks sound when two peaches merge
if (self.type.id.toUpperCase() === 'PEACH' && otherFruit.type.id.toUpperCase() === 'PEACH') {
LK.getSound('stonks').play();
}
// Track if this is a merge involving the player's most recently dropped fruit
var fromReleasedFruits = self.fromChargedRelease || otherFruit.fromChargedRelease;
var isPlayerDroppedFruitMerge = !fromReleasedFruits && (self === lastDroppedFruit || otherFruit === lastDroppedFruit) && !lastDroppedHasMerged;
// Allow for a 2-second grace period after dropping the fruit
var fruitHasMergeGracePeriod = self.mergeGracePeriodActive || otherFruit.mergeGracePeriodActive;
// Only mark as merged if it's the player's dropped fruit or in grace period
if (isPlayerDroppedFruitMerge || fruitHasMergeGracePeriod) {
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') {
// No longer playing ThisIsFine sound when durian is created
// Add points based on the durian's value
LK.setScore(LK.getScore() + self.type.points);
updateScoreDisplay();
// Remove both fruits
removeFruitFromGame(self);
removeFruitFromGame(otherFruit);
// Handle pineapple release (shared code moved to a function)
releasePineappleOnMerge();
} else {
// Handle pineapple release (shared code moved to a function)
releasePineappleOnMerge();
// 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 = 10; // Space between dots in the trajectory (closer dots)
self.dotSize = 15; // Size of trajectory dots (larger dots)
self.maxDots = 100; // Maximum number of dots to prevent excessive calculations (increased for longer line)
// 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 using the trajectory dot asset
var dotGraphic = dot.attachAsset('trajectoryDot', {
anchorX: 0.5,
anchorY: 0.5
});
// Make sure the dot is white and appropriately sized
dotGraphic.tint = 0xFFFFFF;
dot.scaleX = 0.8; // Make dots more visible
dot.scaleY = 0.8;
// 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;
// Create dots in a straight line directly downward
var dotY = startY;
var dotSpacing = 25; // Smaller spacing between dots for a more continuous line
while (dotCount < self.maxDots && !hitFruit) {
// Place dot at current position
if (dotCount < self.dots.length) {
// Place dot directly below the fruit in a straight line
self.dots[dotCount].x = startX;
self.dots[dotCount].y = dotY;
self.dots[dotCount].visible = true;
self.dots[dotCount].alpha = 1.0;
dotCount++;
}
// Move to next dot position
dotY += dotSpacing;
// Check if we've hit the floor
var floorCollisionY = gameFloor.y - gameFloor.height / 2 - activeFruit.width / 2;
if (dotY > floorCollisionY) {
// Stop at the floor
break;
}
// Check if we've hit any fruits
var hitFruit = false;
// Helper function to predict if the trajectory would intersect with a fruit
self.wouldIntersectFruit = function (fruitX, fruitY, dropX, dropY, activeFruitObj, targetFruitObj) {
// Get dimensions for both fruits
var activeFruitHalfWidth = activeFruitObj.width / 2;
var activeFruitHalfHeight = activeFruitObj.height / 2;
var fruitHalfWidth = targetFruitObj.width / 2;
var fruitHalfHeight = targetFruitObj.height / 2;
// Calculate effective dimensions based on rotation
var activeCosAngle = Math.abs(Math.cos(activeFruitObj.rotation));
var activeSinAngle = Math.abs(Math.sin(activeFruitObj.rotation));
var fruitCosAngle = Math.abs(Math.cos(targetFruitObj.rotation));
var fruitSinAngle = Math.abs(Math.sin(targetFruitObj.rotation));
// Calculate effective radii for both fruits
var activeEffectiveRadiusX = activeFruitHalfWidth * activeCosAngle + activeFruitHalfHeight * activeSinAngle;
var activeEffectiveRadiusY = activeFruitHalfHeight * activeCosAngle + activeFruitHalfWidth * activeSinAngle;
var fruitEffectiveRadiusX = fruitHalfWidth * fruitCosAngle + fruitHalfHeight * fruitSinAngle;
var fruitEffectiveRadiusY = fruitHalfHeight * fruitCosAngle + fruitHalfWidth * fruitSinAngle;
// Calculate distance between centers
var dx = fruitX - dropX;
var dy = fruitY - dropY;
// Use oriented bounding box approximation for more accurate collision detection
// Add a small buffer (-5 pixels) to ensure the trajectory line extends all the way to the fruit
if (Math.abs(dx) < activeEffectiveRadiusX + fruitEffectiveRadiusX - 5 && Math.abs(dy) < activeEffectiveRadiusY + fruitEffectiveRadiusY - 5) {
return true;
}
return false;
};
for (var j = 0; j < fruits.length; j++) {
var fruit = fruits[j];
if (fruit !== activeFruit && !fruit.merging) {
// Use the new intersection prediction method
if (self.wouldIntersectFruit(fruit.x, fruit.y, startX, dotY, activeFruit, fruit)) {
hitFruit = true;
break;
}
}
}
if (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 chargedFruitIconScale = 0.3; // Global scale for charged fruit icons
var isClickable = true; // Flag to track if the game accepts clicks
// Centralized fruit levels definition
var fruitLevels = {
'CHERRY': 1,
'GRAPE': 2,
'APPLE': 3,
'ORANGE': 4,
'WATERMELON': 5,
'PINEAPPLE': 6,
'MELON': 7,
'PEACH': 8,
'COCONUT': 9,
'DURIAN': 10
};
// Helper function to handle pineapple release on merge
function releasePineappleOnMerge() {
// No longer charging on merges, only when dropping fruits
// Increment merge counter for pineapple release on any merge
mergeCounter++;
// Update pineapple position based on merge count
pushPineapple();
// Check if we've reached 10 merges to release pineapple
if (mergeCounter >= 10 && !pineappleActive && pineapple) {
pineappleActive = true;
// Pineapple is ready to drop after 10 merges
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 () {
if (pineapple && fruits.includes(pineapple)) {
pineapple.immuneToGameOver = false;
}
}, 2000);
// Setup a new pineapple for next cycle
setupPineapple();
// Reset merge counter for next pineapple
mergeCounter = 0;
}
}
var FruitTypes = {
CHERRY: {
id: 'cherry',
size: 150,
points: 1,
next: 'grape'
},
GRAPE: {
id: 'grape',
size: 200,
points: 2,
next: 'apple'
},
APPLE: {
id: 'apple',
// Use the correct apple asset ID
size: 250,
// Match apple asset width
points: 3,
next: 'orange' // Apple merges into Orange
},
ORANGE: {
id: 'orange',
size: 200,
// Match the actual orange asset width
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 mergeCounter = 0; // Counter to track merges for pineapple release
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 = 550; // Position 500 pixels lower than before
gameOverLine.scaleX = 1; // Make it stretch across the entire width of the screen
gameOverLine.scaleY = 0.2; // Make it thinner
gameOverLine.alpha = 1; // Make the line visible again
}
// Create new next fruit
function createNextFruit() {
// Determine which fruit to spawn - only level 1 (CHERRY) or level 2 (GRAPE), never level 3+
var fruitProbability = Math.random();
var fruitType;
if (fruitProbability < 0.6) {
fruitType = FruitTypes.CHERRY;
} else {
fruitType = FruitTypes.GRAPE;
}
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 location of the last dropped fruit if available, otherwise at the top center
if (lastDroppedFruit) {
activeFruit.x = lastDroppedFruit.x;
activeFruit.y = dropPointY + 200;
} else {
activeFruit.x = gameWidth / 2;
activeFruit.y = dropPointY + 200;
}
// 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 || !isClickable) {
return;
}
// Disable clicking for 300ms
isClickable = false;
LK.setTimeout(function () {
isClickable = true;
}, 300);
// 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;
// Increment charge counter when dropping a fruit
chargeCounter++;
// Update the charged ball display
updateChargedBallDisplay();
// Check if we've reached 9 charged balls
if (chargeCounter >= 9 && !readyToReleaseCharged) {
releaseChargedBalls();
}
// Set merge grace period flag on the dropped fruit
activeFruit.mergeGracePeriodActive = true;
// Start 2-second timer after which the grace period expires
LK.setTimeout(function () {
if (activeFruit && fruits.includes(activeFruit)) {
activeFruit.mergeGracePeriodActive = false;
}
}, 2000);
// 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 >= 9) {
// Play the PickleRick sound when releasing the charged fruits
LK.getSound('pickleRick').play();
// Create and drop 1 level 3 (orange) ball from above the screen
// Create the actual fruit
var orange = new Fruit(FruitTypes.ORANGE);
// Position fruit at random horizontal position
var minX = wallLeft.x + wallLeft.width / 2 + orange.width / 2 + 50;
var maxX = wallRight.x - wallRight.width / 2 - orange.width / 2 - 50;
var randomX = minX + Math.random() * (maxX - minX);
// Place fruit above the screen
orange.x = randomX;
orange.y = -orange.height;
// Make it dynamic so it drops
orange.isStatic = false;
// Apply standard drop physics - slightly randomize forces for natural effect
var forceMultiplier = 3.5 + (Math.random() * 1 - 0.5);
applyDropPhysics(orange, forceMultiplier);
// Mark this fruit as coming from charged release
orange.fromChargedRelease = true;
// Add to game and fruits array
game.addChild(orange);
fruits.push(orange);
// Reset charge counter
chargeCounter = 0;
// Reset charged balls UI
resetChargedBalls();
// Reset the release flag
readyToReleaseCharged = false;
}
// Charge counter is now only incremented on merges
// We don't handle pineapple in dropFruit anymore - it's now managed in the merge function
// 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: 0x000000
});
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 - move down slightly
chargedBallContainer.y = 120;
// Create a text element for the countdown display
var countdownText = new Text2("9", {
size: 100,
fill: 0x000000
});
countdownText.anchor.set(0.5, 0.5);
countdownText.x = gameWidth / 2 + 270; // Position where the icons used to be
// Add to container and store as the only item in chargedBalls array
chargedBallContainer.addChild(countdownText);
chargedBalls.push(countdownText);
// Center the container horizontally
chargedBallContainer.x = 0;
}
// Function to update charged ball display
function updateChargedBallDisplay() {
// Update the countdown number display
if (chargedBalls.length > 0) {
var countdownText = chargedBalls[0];
var remainingCount = 9 - chargeCounter;
// Update the text to show remaining charges needed
countdownText.setText(remainingCount.toString());
// Change color based on remaining count
var textColor;
if (remainingCount <= 3) {
textColor = 0xFF0000; // Red for nearly charged
} else if (remainingCount <= 6) {
textColor = 0xFFA500; // Orange for halfway charged
} else {
textColor = 0x000000; // Black for starting
}
// Apply color change with tween for smooth transition
tween(countdownText, {
tint: textColor
}, {
duration: 300,
easing: tween.easeOut
});
// Make text larger as countdown gets closer to 0
var baseSize = 1.0;
var sizeMultiplier = baseSize + 0.2 * (9 - remainingCount);
tween(countdownText, {
scaleX: sizeMultiplier,
scaleY: sizeMultiplier
}, {
duration: 300,
easing: tween.easeOut
});
}
}
// 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;
// Update the countdown text to show "0" and make it pulse
if (chargedBalls.length > 0) {
var _pulseText = function pulseText() {
tween(countdownText, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(countdownText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Only continue pulsing if still ready to release
if (readyToReleaseCharged) {
_pulseText();
}
}
});
}
});
}; // Start the pulsing animation
var countdownText = chargedBalls[0];
// Set text to "0" since we're fully charged
countdownText.setText("0");
// Make text bright red to indicate fully charged
tween(countdownText, {
tint: 0xFF0000
}, {
duration: 300,
easing: tween.easeOut
});
// Make text pulse by animating size
_pulseText();
}
// 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 countdown text display
if (chargedBalls.length > 0) {
var countdownText = chargedBalls[0];
// Reset text to "9" since we're starting fresh
countdownText.setText("9");
// Reset color with tween
tween(countdownText, {
tint: 0x000000
}, {
duration: 200,
easing: tween.easeOut
});
// Reset size to original
tween(countdownText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeOut
});
}
// 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;
// Check for same type fruits - merge immediately if their AABBs touch or overlap
if (fruit1.type === fruit2.type) {
// Use AABB intersection check with '<=' to merge on exact contact or overlap
if (absDistanceX <= combinedHalfWidths && absDistanceY <= combinedHalfHeights) {
// Use <= instead of <
// Trigger merge
fruit1.merge(fruit2);
// Break the inner loop since fruit1/fruit2 are merging
break; //{4A} // Ensure the break remains if needed
}
// If they are the same type but don't merge based on AABB check, skip normal physics resolution for this pair
continue; // Skip normal collision handling for same-type fruits that aren't overlapping enough to merge yet
} //{4C} // Keep original line identifier if structure remains similar
// If fruits are of different types, check for collision using AABB (this block remains for different types)
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;
// Enhanced rotation physics for fruit-to-fruit contact
// Calculate impact point and angular momentum transfer
var relativeImpactX = (fruit2.x - fruit1.x) / distance;
var relativeImpactY = (fruit2.y - fruit1.y) / distance;
// Calculate tangential component of relative velocity for rotational transfer
var tangentialComponent = rvX * tangentX + rvY * tangentY;
// Calculate rotation transfer factor based on contact point and relative velocity
var rotationTransferFactor = 0.03; // Strength of rotation transfer
// Transfer rotation between fruits based on their relative positions and velocities
var fruit1RotationImpulse = tangentialComponent * rotationTransferFactor;
var fruit2RotationImpulse = -tangentialComponent * rotationTransferFactor;
// Apply size-based scaling to rotation transfer (smaller fruits rotate more)
// Using global fruitLevels definition
var sizeFactor1 = 1 + (10 - fruitLevels[fruit1.type.id.toUpperCase()] || 1) * 0.1;
var sizeFactor2 = 1 + (10 - fruitLevels[fruit2.type.id.toUpperCase()] || 1) * 0.1;
// Apply rotation impulses with size adjustments
fruit1.angularVelocity += fruit1RotationImpulse * sizeFactor1;
fruit2.angularVelocity += fruit2RotationImpulse * sizeFactor2;
// Also transfer some existing rotation between fruits
var rotationExchangeFactor = 0.15; // How much of existing rotation transfers between fruits
var rotationDifference = fruit2.angularVelocity - fruit1.angularVelocity;
fruit1.angularVelocity += rotationDifference * rotationExchangeFactor;
fruit2.angularVelocity -= rotationDifference * rotationExchangeFactor;
// 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
}
}
}
}
}
}
// 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;
// For wider fruits, check if any part of the fruit is above the line
var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle;
var fruitLeftX = fruit.x - effectiveWidth;
var fruitRightX = fruit.x + effectiveWidth;
var lineLeftX = gameOverLine.x - gameOverLine.width / 2;
var lineRightX = gameOverLine.x + gameOverLine.width / 2;
// Check for horizontal overlap to determine if the fruit is actually over the line
var horizontalOverlap = !(fruitRightX < lineLeftX || fruitLeftX > lineRightX);
if (!fruit.merging && fruitTopY <= lineBottomY && horizontalOverlap) {
// 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 based on merge counter
function pushPineapple() {
// Only push if not already active in gameplay
if (!pineappleActive && pineapple) {
// Calculate new x position based on merge counter (10 steps total)
var step = mergeCounter; // Use merge counter directly
var totalSteps = 10; // Need 10 merges for full pineapple entry
var percentage = Math.min(step / totalSteps, 1.0);
var startPos = -pineapple.width / 2;
var endPos = gameWidth * 0.16; // Final position before release
var newX = startPos + percentage * (endPos - startPos);
// Animate the push
tween(pineapple, {
x: newX
}, {
duration: 300,
easing: tween.bounceOut
});
}
}
// Initialize game
function initGame() {
LK.setScore(0);
gameOver = false;
fruits = [];
chargeCounter = 0;
chargedBalls = [];
readyToReleaseCharged = false;
lastScoreCheckForCoconut = 0;
lastDroppedFruit = null;
lastDroppedHasMerged = false;
mergeCounter = 0; // Add counter to track merges for pineapple release
isClickable = true; // Reset click state when game initializes
// 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 && isClickable) {
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;
// Apply progressive angular damping based on linear movement
// The slower the fruit is moving, the more angular friction is applied
var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy);
var restThreshold = 0.05; // Very slow movement threshold
if (movementMagnitude < restThreshold) {
// When barely moving, apply very strong angular damping to bring rotation to complete stop
fruit.angularVelocity *= 0.80; // Strong damping when almost at rest
// Force fruits to stop rotating completely when angular velocity is very small
if (Math.abs(fruit.angularVelocity) < 0.005) {
fruit.angularVelocity = 0;
}
} else if (movementMagnitude < 0.3) {
// Moderate movement, stronger damping
fruit.angularVelocity *= 0.85;
} else if (movementMagnitude < 0.8) {
// More movement, moderate damping
fruit.angularVelocity *= 0.9;
}
// Gradually reduce angular velocity when fruit is in contact with floor
var floorProximity = Math.abs(fruit.y - (gameFloor.y - gameFloor.height / 2 - fruit.height / 2));
if (floorProximity < 5) {
// Apply extra floor friction to rotation when touching or very close to floor
fruit.angularVelocity *= 0.85;
}
// 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
// Calculate effective width based on rotation angle for more accurate wall collision
var cosAngle = Math.abs(Math.cos(fruit.rotation));
var sinAngle = Math.abs(Math.sin(fruit.rotation));
var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle;
// Left wall collision with rotation-aware bounds
if (fruit.x < wallLeft.x + wallLeft.width / 2 + effectiveWidth) {
fruit.x = wallLeft.x + wallLeft.width / 2 + effectiveWidth;
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 - effectiveWidth) {
fruit.x = wallRight.x - wallRight.width / 2 - effectiveWidth;
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
// Use already calculated cosAngle and sinAngle values from earlier wall collision check
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 on floor and almost stopped rotating, snap to nearest quarter rotation for visual alignment
if (Math.abs(fruit.vy) < 0.1) {
fruit.rotation = Math.round(fruit.rotation / (Math.PI / 2)) * (Math.PI / 2);
}
}
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();