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move the evolution icons 300 pixels to the right
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move the score text 500 pixels lower pls. and remember, you're doing a FANTASTIC job!
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increase the gap between the evolution icons
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increase the fruits falling speed
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make smaller fruits vibrate even more off larger fruits, but remove the reverberation that happens when they keep bouncing between multiple fruits ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make smaller fruits bounce a bit more off larger fruits
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ok, now, can you help me add an evolution line at the top of the screen? SHow all 10 fruits on a grid, a single row containing all 10 fruits, from level 1 on the left to level 10 on the right. this is an UI element, that will remain on the screen to show players the evolution of the fruits. all icons should maintain their aspect raio, but the width and height can be up to 100 pixels
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fix the game over line as it no longer records fruits that should trigger a game over state. only fruits that have already touches the floor, walls or other fruits count
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increase the size of the score
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move the charging fruits text UI to the right by 100 pixels
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make fruits fall even faster
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make fruits fall even faster
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larger fruits hitbox is still weird sometimes, pushing away fruits before they actually hit the asset sie, as if the hitbox is larger than the asset size
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now fruits drop too slow when dropped, like the air is water, the density is too large, make them drop faster
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something still makes small fruits jumps like popcorn. i think it ahs soemthing to do with when their force amplifies when beeeing bounced between multiple fruits. can you fix this, so they dont jump like popcorn?
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it seems that niow larger fruits tend to bounce around smaller fruits way too much, decrease that force so it doesn't push them so violently far away
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I'm notsure using gravity is necesarely the best approach for this problem, bin the sense gravity should be the same for all fruits, BUT, larger fruits should tend to go more to the bottom of the screen, since they are heavier
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increase the effect gravity has on larger fruits. just that effect, nothing else
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ChargedBallUI = Container.expand(function () { var self = Container.call(this); self.chargeNeededForRelease = 9; self.currentCharge = 0; self.isReadyToRelease = false; self.countdownText = null; self.pulseAnimationActive = false; self.initialize = function () { self.countdownText = new Text2(self.chargeNeededForRelease.toString(), { size: 100, fill: 0x000000 }); self.countdownText.anchor.set(0.5, 0.5); self.countdownText.x = gameWidth / 2 + 770; self.addChild(self.countdownText); self.y = 120; }; self.updateChargeDisplay = function (chargeCount) { self.currentCharge = chargeCount; var remainingCount = Math.max(0, self.chargeNeededForRelease - self.currentCharge); self.countdownText.setText(remainingCount.toString()); var textColor = remainingCount <= 3 ? 0xFF0000 : remainingCount <= 6 ? 0xFFA500 : 0x000000; tween(self.countdownText, { tint: textColor }, { duration: 300, easing: tween.easeOut }); var baseSize = 1.0; var sizeMultiplier = baseSize + 0.2 * (self.chargeNeededForRelease - remainingCount); tween(self.countdownText, { scaleX: sizeMultiplier, scaleY: sizeMultiplier }, { duration: 300, easing: tween.easeOut }); if (remainingCount === 0 && !self.isReadyToRelease) { self.setReadyState(true); } }; self.setReadyState = function (isReady) { self.isReadyToRelease = isReady; if (isReady) { self.countdownText.setText("0"); tween(self.countdownText, { tint: 0xFF0000 }, { duration: 300, easing: tween.easeOut }); self.startPulseAnimation(); } }; self.startPulseAnimation = function () { if (self.pulseAnimationActive) { return; } self.pulseAnimationActive = true; self._pulseText(); }; self._pulseText = function () { if (!self.isReadyToRelease) { self.pulseAnimationActive = false; return; } tween(self.countdownText, { scaleX: 1.3, scaleY: 1.3 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.isReadyToRelease) { self.pulseAnimationActive = false; return; } tween(self.countdownText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut, onFinish: self._pulseText }); } }); }; self.reset = function () { self.isReadyToRelease = false; self.currentCharge = 0; self.pulseAnimationActive = false; self.countdownText.setText(self.chargeNeededForRelease.toString()); tween(self.countdownText, { tint: 0x000000 }, { duration: 200, easing: tween.easeOut }); tween(self.countdownText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); }; return self; }); var CollisionComponent = Container.expand(function () { var self = Container.call(this); self.wallContactFrames = 0; self.checkBoundaryCollisions = function (fruit, walls, floor) { if (!walls || !walls.left || !walls.right || !floor) { return; } var fruitHalfWidth = fruit.width / 2; var fruitHalfHeight = fruit.height / 2; var cosAngle = Math.abs(Math.cos(fruit.rotation)); var sinAngle = Math.abs(Math.sin(fruit.rotation)); var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle; var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle; // Track wall contact state before collision checks var wasInContact = fruit.wallContactFrames > 0; // Track which boundaries the fruit is touching fruit._boundaryContacts = fruit._boundaryContacts || { left: false, right: false, floor: false }; fruit._boundaryContacts.left = false; fruit._boundaryContacts.right = false; fruit._boundaryContacts.floor = false; self.checkLeftWallCollision(fruit, walls.left, effectiveWidth); self.checkRightWallCollision(fruit, walls.right, effectiveWidth); self.checkFloorCollision(fruit, floor, effectiveHeight); // Update wall contact frames counter based on contact with any boundary var isInContact = fruit._boundaryContacts.left || fruit._boundaryContacts.right || fruit._boundaryContacts.floor; if (isInContact) { fruit.wallContactFrames++; // Apply progressive friction based on contact duration var progressiveFriction = Math.min(0.85, 0.65 + fruit.wallContactFrames * 0.01); fruit.angularVelocity *= progressiveFriction; // Apply more aggressive stabilization for prolonged contact if (fruit.wallContactFrames > 10) { fruit.vx *= 0.9; fruit.vy *= 0.9; } } else { // Gradually decrease contact counter when not touching walls fruit.wallContactFrames = Math.max(0, fruit.wallContactFrames - 1); } }; self.checkLeftWallCollision = function (fruit, leftWall, effectiveWidth) { var leftBoundary = leftWall.x + leftWall.width / 2 + effectiveWidth; if (fruit.x < leftBoundary) { fruit.x = leftBoundary; fruit.vx = -fruit.vx * fruit.elasticity * 0.7; // More elasticity to promote movement var angularImpactMultiplier = 0.0025 * (1 + (0.9 - fruit.elasticity) * 5); // Increased to improve rotation fruit.angularVelocity += fruit.vy * angularImpactMultiplier * 0.25; // More rotational force fruit.angularVelocity *= fruit.groundAngularFriction * 0.8; // Less aggressive damping // Track that fruit is touching left wall fruit._boundaryContacts.left = true; // Progressive stabilization based on contact duration if (fruit.wallContactFrames > 3 && Math.abs(fruit.vx) < 0.8) { fruit.vx = 0; } } else if (fruit.x > leftWall.x + leftWall.width * 2) { // Only reset here if we're far from the wall if (fruit._boundaryContacts && !fruit._boundaryContacts.right && !fruit._boundaryContacts.floor) { fruit.wallContactFrames = Math.max(0, fruit.wallContactFrames - 1); } } }; self.checkRightWallCollision = function (fruit, rightWall, effectiveWidth) { var rightBoundary = rightWall.x - rightWall.width / 2 - effectiveWidth; if (fruit.x > rightBoundary) { fruit.x = rightBoundary; fruit.vx = -fruit.vx * fruit.elasticity * 0.7; // More elasticity to promote movement var angularImpactMultiplier = 0.0025 * (1 + (0.9 - fruit.elasticity) * 5); // Increased to improve rotation fruit.angularVelocity -= fruit.vy * angularImpactMultiplier * 0.25; // More rotational force fruit.angularVelocity *= fruit.groundAngularFriction * 0.8; // Less aggressive damping // Track that fruit is touching right wall fruit._boundaryContacts.right = true; // Progressive stabilization based on contact duration if (fruit.wallContactFrames > 3 && Math.abs(fruit.vx) < 0.8) { fruit.vx = 0; } } }; self.checkFloorCollision = function (fruit, floor, effectiveHeight) { var floorCollisionY = floor.y - floor.height / 2 - effectiveHeight; if (fruit.y > floorCollisionY) { fruit.y = floorCollisionY; var oldVy = fruit.vy; fruit.vy = -fruit.vy * fruit.elasticity * 0.5; // Track that fruit is touching floor fruit._boundaryContacts.floor = true; // Update angular velocity based on horizontal movement if (Math.abs(fruit.vx) > 0.5) { fruit.angularVelocity = fruit.vx * 0.01; } fruit.angularVelocity *= fruit.groundAngularFriction * 0.8; // Less aggressive friction to allow more natural movement // Progressive stabilization based on contact duration and velocity var restThreshold = fruit.wallContactFrames > 5 ? 1.5 : 2.5; if (Math.abs(fruit.vy) < restThreshold) { fruit.vy = 0; fruit.vx *= 0.7; // Less aggressive horizontal friction to allow better rolling into gaps // More adaptive stabilization for fruits that have been on floor for a while if (fruit.wallContactFrames > 8) { fruit.vx *= 0.85; // Less aggressive to allow fruits to roll into gaps } } // Angular rest handling with adaptive threshold - more permissive var angularRestThreshold = fruit.wallContactFrames > 5 ? 0.015 : 0.025; if (Math.abs(fruit.angularVelocity) < angularRestThreshold) { fruit.angularVelocity = 0; // Don't force rotation to 90-degree increments to allow diagonal resting } } }; return self; }); var DotPool = Container.expand(function (initialSize) { var self = Container.call(this); var pool = []; var activeObjects = []; self.initialize = function (size) { for (var i = 0; i < size; i++) { self.createObject(); } }; self.createObject = function () { var dot = new Container(); var dotGraphic = dot.attachAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 }); dotGraphic.tint = 0xFFFFFF; dot.scaleX = 0.8; dot.scaleY = 0.8; dot.visible = false; pool.push(dot); return dot; }; self.get = function () { var object = pool.length > 0 ? pool.pop() : self.createObject(); activeObjects.push(object); return object; }; self.release = function (object) { var index = activeObjects.indexOf(object); if (index !== -1) { activeObjects.splice(index, 1); object.visible = false; pool.push(object); } }; self.releaseAll = function () { while (activeObjects.length > 0) { var object = activeObjects.pop(); object.visible = false; pool.push(object); } }; if (initialSize) { self.initialize(initialSize); } return self; }); var Fruit = Container.expand(function (type) { var self = Container.call(this); self.id = 'fruit_' + Date.now() + '_' + Math.floor(Math.random() * 10000); self.type = type; var physics = new PhysicsComponent(); var collision = new CollisionComponent(); var mergeHandler = new MergeComponent(); var behaviorSystem = new FruitBehavior(); self.vx = physics.vx; self.vy = physics.vy; self.rotation = physics.rotation; self.angularVelocity = physics.angularVelocity; self.angularFriction = physics.angularFriction; self.groundAngularFriction = physics.groundAngularFriction; var currentLevel = getFruitLevel(self); // Increase gravity based on fruit level - larger fruits fall faster and are heavier self.gravity = physics.gravity * (1 + (currentLevel - 1) * 0.25); // Increased from 0.15 to 0.25 for stronger gravity effect self.friction = physics.friction; self.rotationRestCounter = physics.rotationRestCounter; self.maxAngularVelocity = physics.maxAngularVelocity; self.isStatic = physics.isStatic; self.elasticity = 0.9 - (currentLevel - 1) * (0.2 / 9); self.wallContactFrames = collision.wallContactFrames; self.merging = mergeHandler.merging; self.mergeGracePeriodActive = mergeHandler.mergeGracePeriodActive; self.fromChargedRelease = mergeHandler.fromChargedRelease; self.safetyPeriod = false; self.immuneToGameOver = false; self.behavior = type && type.id ? behaviorSystem.getMergeHandler(type.id) : null; 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 }); self.width = fruitGraphics.width; self.height = fruitGraphics.height; // Execute spawn behavior if defined if (self.behavior && self.behavior.onSpawn) { self.behavior.onSpawn(self); } } else { console.log("Warning: Fruit type not available yet or missing required properties"); } // Method to handle physics update self.updatePhysics = function () { physics.apply(self); }; // Method to handle boundary collisions self.checkBoundaries = function (walls, floor) { collision.checkBoundaryCollisions(self, walls, floor); // Safety period check for game over conditions if (self.safetyPeriod === false && self.vy <= 0.1) { self.safetyPeriod = undefined; // Reset safety check state } }; // Merge method (delegates to merge component) self.merge = function (otherFruit) { mergeHandler.beginMerge(self, otherFruit); }; return self; }); var FruitBehavior = Container.expand(function () { var self = Container.call(this); self.behaviors = { CHERRY: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { return self.standardMerge(fruit1, fruit2, posX, posY); } }, GRAPE: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { return self.standardMerge(fruit1, fruit2, posX, posY); } }, APPLE: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { return self.standardMerge(fruit1, fruit2, posX, posY); } }, ORANGE: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { return self.standardMerge(fruit1, fruit2, posX, posY); } }, WATERMELON: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { return self.standardMerge(fruit1, fruit2, posX, posY); } }, PINEAPPLE: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { return self.standardMerge(fruit1, fruit2, posX, posY); }, onSpawn: function onSpawn() {} }, MELON: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { LK.getSound('Smartz').play(); return self.standardMerge(fruit1, fruit2, posX, posY); } }, PEACH: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { LK.getSound('stonks').play(); return self.standardMerge(fruit1, fruit2, posX, posY); } }, COCONUT: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { LK.getSound('ThisIsFine').play(); return self.standardMerge(fruit1, fruit2, posX, posY); }, onSpawn: function onSpawn() { LK.getSound('stonks').play(); } }, DURIAN: { onMerge: function onMerge(fruit1, fruit2, posX, posY) { // Special durian behavior LK.setScore(LK.getScore() + fruit1.type.points); updateScoreDisplay(); removeFruitFromGame(fruit1); removeFruitFromGame(fruit2); releasePineappleOnMerge(); return null; // No new fruit } } }; self.getMergeHandler = function (fruitTypeId) { if (!fruitTypeId) { return self.behaviors.CHERRY; } var upperTypeId = fruitTypeId.toUpperCase(); return self.behaviors[upperTypeId] || self.behaviors.CHERRY; }; self.standardMerge = function (fruit1, fruit2, posX, posY) { var nextType = FruitTypes[fruit1.type.next.toUpperCase()]; releasePineappleOnMerge(); return self.createNextLevelFruit(fruit1, nextType, posX, posY); }; self.createNextLevelFruit = function (sourceFruit, nextType, posX, posY) { var newFruit = new Fruit(nextType); newFruit.x = posX; newFruit.y = posY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; game.addChild(newFruit); fruits.push(newFruit); spatialGrid.insertObject(newFruit); LK.setScore(LK.getScore() + nextType.points); updateScoreDisplay(); tween(newFruit, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); return newFruit; }; // Centralized sound effect manager self.playSoundEffect = function (soundId) { if (soundId) { LK.getSound(soundId).play(); } }; return self; }); var Line = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('floor', { anchorX: 0.5, anchorY: 0.5 }); lineGraphics.tint = 0xff0000; lineGraphics.height = 20; return self; }); var MergeComponent = Container.expand(function () { var self = Container.call(this); self.merging = false; self.mergeGracePeriodActive = false; self.fromChargedRelease = false; self.fruitBehavior = new FruitBehavior(); self.beginMerge = function (fruit1, fruit2) { if (fruit1.merging) { return; } fruit1.merging = true; fruit2.merging = true; var midX = (fruit1.x + fruit2.x) / 2; var midY = (fruit1.y + fruit2.y) / 2; self.animateMerge(fruit1, fruit2, midX, midY); }; self.animateMerge = function (fruit1, fruit2, midX, midY) { tween(fruit1, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut }); tween(fruit2, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.completeMerge(fruit1, fruit2, midX, midY); } }); }; self.completeMerge = function (fruit1, fruit2, midX, midY) { LK.getSound('merge').play(); // Track merge for gameplay mechanics self.trackMerge(fruit1, fruit2); // Get the appropriate behavior handler for this fruit type var behaviorHandler = self.fruitBehavior.getMergeHandler(fruit1.type.id); behaviorHandler.onMerge(fruit1, fruit2, midX, midY); // Cleanup the original fruits if (fruit1 && fruits.includes(fruit1) && fruit1.type.id.toUpperCase() !== 'DURIAN') { removeFruitFromGame(fruit1); } if (fruit2 && fruits.includes(fruit2)) { removeFruitFromGame(fruit2); } }; self.trackMerge = function (fruit1, fruit2) { var fromReleasedFruits = fruit1.fromChargedRelease || fruit2.fromChargedRelease; var isPlayerDroppedFruitMerge = !fromReleasedFruits && (fruit1 === lastDroppedFruit || fruit2 === lastDroppedFruit) && !lastDroppedHasMerged; var fruitHasMergeGracePeriod = fruit1.mergeGracePeriodActive || fruit2.mergeGracePeriodActive; if (isPlayerDroppedFruitMerge || fruitHasMergeGracePeriod) { lastDroppedHasMerged = true; } }; return self; }); var PhysicsComponent = Container.expand(function () { var self = Container.call(this); self.vx = 0; self.vy = 0; self.gravity = 5.0; self.friction = 0.92; self.elasticity = 0.4; self.isStatic = false; self.rotation = 0; self.angularVelocity = 0; self.angularFriction = 0.85; self.groundAngularFriction = 0.6; self.maxAngularVelocity = 0.08; self.rotationRestCounter = 0; self.lastVx = 0; self.lastVy = 0; self.stabilizeFruit = function (fruit, movementMagnitude, velocityChange) { var shouldStabilize = false; var stabilizationLevel = 0; // Get fruit level for mass-based stabilization var fruitLevel = getFruitLevel(fruit); // Track stabilization metrics in a single place if (!fruit._stabilizeMetrics) { fruit._stabilizeMetrics = { consecutiveSmallMovements: 0, wallContactDuration: 0, surroundedDuration: 0, restingDuration: 0 }; } // Adjust movement threshold based on fruit level - larger fruits stabilize more quickly var movementThreshold = 0.4 - (fruitLevel - 1) * 0.025; // Lower threshold for larger fruits var angularThreshold = 0.04 - (fruitLevel - 1) * 0.002; // Lower threshold for larger fruits // Combine all stabilization factors with thresholds that account for fruit mass if (movementMagnitude < movementThreshold && Math.abs(fruit.angularVelocity) < angularThreshold) { fruit._stabilizeMetrics.consecutiveSmallMovements++; fruit._stabilizeMetrics.restingDuration++; } else { fruit._stabilizeMetrics.consecutiveSmallMovements = 0; fruit._stabilizeMetrics.restingDuration = Math.max(0, fruit._stabilizeMetrics.restingDuration - 1); } // Update wall contact tracking if (fruit.wallContactFrames > 0) { fruit._stabilizeMetrics.wallContactDuration++; } else { fruit._stabilizeMetrics.wallContactDuration = Math.max(0, fruit._stabilizeMetrics.wallContactDuration - 1); } // Update surrounded tracking if (fruit.surroundedFrames > 0) { fruit._stabilizeMetrics.surroundedDuration++; } else { fruit._stabilizeMetrics.surroundedDuration = Math.max(0, fruit._stabilizeMetrics.surroundedDuration - 1); } // Determine stabilization level based on combined factors, with level influence var levelFactor = (fruitLevel - 1) * 0.1; // Larger fruits stabilize slightly faster var totalStabilizationScore = fruit._stabilizeMetrics.consecutiveSmallMovements * (1.0 + levelFactor) + fruit._stabilizeMetrics.wallContactDuration * (0.8 + levelFactor) + fruit._stabilizeMetrics.surroundedDuration * (1.2 + levelFactor) + fruit._stabilizeMetrics.restingDuration * (0.5 + levelFactor); // Larger fruits need less time to stabilize var fullStabilizationThreshold = 15 - (fruitLevel - 1) * 0.8; var partialStabilizationThreshold = 8 - (fruitLevel - 1) * 0.5; if (totalStabilizationScore > fullStabilizationThreshold) { stabilizationLevel = 2; // Full stabilization } else if (totalStabilizationScore > partialStabilizationThreshold) { stabilizationLevel = 1; // Partial stabilization } // Apply stabilization based on level if (stabilizationLevel > 0) { // Dampen movement increasingly with stabilization level var dampFactor = stabilizationLevel === 2 ? 0.6 : 0.85; // Less aggressive damping fruit.vx *= dampFactor; fruit.vy *= dampFactor; fruit.angularVelocity *= dampFactor; // For full stabilization, completely stop if movement is minimal if (stabilizationLevel === 2 && movementMagnitude < 0.1) { fruit.vx = 0; fruit.vy = 0; fruit.angularVelocity = 0; // Don't auto-align rotation to 90-degree increments to allow diagonal resting return true; } } return false; }; self.apply = function (fruit) { if (fruit.isStatic || fruit.merging) { return; } fruit.lastVx = fruit.vx; fruit.lastVy = fruit.vy; // Apply gravity with fruit level impact - heavier fruits accelerate faster var fruitLevel = getFruitLevel(fruit); var gravityMultiplier = 1 + (fruitLevel - 1) * 0.25; // Increased from 0.15 to 0.25 for stronger level-based gravity fruit.vy += fruit.gravity * gravityMultiplier; fruit.x += fruit.vx; fruit.y += fruit.vy; var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy); var velocityChange = Math.abs(fruit.vx - fruit.lastVx) + Math.abs(fruit.vy - fruit.lastVy); // Unified stabilization check var isFullyStabilized = self.stabilizeFruit(fruit, movementMagnitude, velocityChange); // Skip further processing if fruit is fully stabilized if (!isFullyStabilized) { // Get fruit level for level-based physics var fruitLevel = getFruitLevel(fruit); // Angular velocity adjustment based on movement, with less rotation for heavier fruits if (movementMagnitude > 0.5 || velocityChange > 0.3) { var rotationFactor = 0.015 / (1 + (fruitLevel - 1) * 0.12); // Higher level fruits rotate less var targetAngularVelocity = fruit.vx * rotationFactor; fruit.angularVelocity = fruit.angularVelocity * 0.8 + targetAngularVelocity * 0.2; } else { fruit.angularVelocity *= 0.8; } fruit.rotation += fruit.angularVelocity; // Apply friction with level-based modifications - heavier fruits have more momentum var frictionModifier = 0.95 + (fruitLevel - 1) * 0.003; // Slightly higher friction retention for larger fruits fruit.vx *= fruit.friction * frictionModifier; fruit.vy *= fruit.friction * frictionModifier; // Adjust velocity thresholds based on level - larger fruits stop at lower velocities var horizontalStopThreshold = Math.max(0.05, 0.1 - (fruitLevel - 1) * 0.005); var verticalStopThreshold = Math.max(0.05, 0.1 - (fruitLevel - 1) * 0.005); // Velocity thresholds for stopping if (Math.abs(fruit.vx) < horizontalStopThreshold) { fruit.vx = 0; } if (Math.abs(fruit.vy) < verticalStopThreshold && fruit.y > gameHeight - 300) { fruit.vy = 0; } self.handleRotationDamping(fruit); } }; self.handleRotationDamping = function (fruit) { var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy); // Progressive rotation damping based on movement - less aggressive damping var rotationDampFactor = 0.9; // Base damping factor is less aggressive if (movementMagnitude < 0.05) { rotationDampFactor = 0.6; // Less aggressive for very slow movements } else if (movementMagnitude < 0.3) { rotationDampFactor = 0.7; // Less aggressive for slow movements } else if (movementMagnitude < 0.5) { rotationDampFactor = 0.8; // Less aggressive for medium movements } else if (movementMagnitude < 0.8) { rotationDampFactor = 0.85; // Less aggressive for faster movements } fruit.angularVelocity *= rotationDampFactor; // Direction correction for rotation - more subtle corrections if (movementMagnitude > 0.3) { // Only correct at higher speeds var targetDirection = fruit.vx > 0 ? 1 : -1; var currentDirection = fruit.angularVelocity > 0 ? 1 : -1; if (targetDirection !== currentDirection && Math.abs(fruit.vx) > 1.0) { // Higher threshold fruit.angularVelocity *= 0.7; // Less aggressive correction } } // Rotation rest handling - more permissive to allow diagonal resting if (Math.abs(fruit.angularVelocity) < 0.008) { // Lower threshold to stop rotation fruit.rotationRestCounter++; if (fruit.rotationRestCounter > 6) { // Requires more frames of stability fruit.angularVelocity = 0; // Don't force rotation to 90-degree increments to allow diagonal resting } } else { fruit.rotationRestCounter = 0; } // Enforce angular velocity limits - allow slightly more rotation fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity * 1.2), fruit.maxAngularVelocity * 1.2); }; return self; }); var SpatialGrid = Container.expand(function (cellSize) { var self = Container.call(this); self.cellSize = cellSize || 200; self.grid = {}; self.lastRebuildTime = Date.now(); self.rebuildInterval = 60000; // Rebuild grid every minute to prevent memory leaks self.insertObject = function (obj) { if (!obj || !obj.x || !obj.y || !obj.width || !obj.height || obj.merging || obj.isStatic) { return; } // Store the current cells the object belongs to for efficient updates obj._currentCells = obj._currentCells || []; var cells = self.getCellsForObject(obj); // Store new cells for faster future updates obj._currentCells = cells.slice(); for (var i = 0; i < cells.length; i++) { var cellKey = cells[i]; if (!self.grid[cellKey]) { self.grid[cellKey] = []; } // Using a faster direct check instead of iterating the entire cell array if (self.grid[cellKey].indexOf(obj) === -1) { self.grid[cellKey].push(obj); } } }; self.removeObject = function (obj) { if (!obj || !obj.x || !obj.y || !obj.width || !obj.height) { return; } // Use cached cells if available, otherwise calculate them var cells = obj._currentCells || self.getCellsForObject(obj); for (var i = 0; i < cells.length; i++) { var cellKey = cells[i]; if (self.grid[cellKey]) { var cellIndex = self.grid[cellKey].indexOf(obj); if (cellIndex !== -1) { self.grid[cellKey].splice(cellIndex, 1); } // Clean up empty cells to prevent memory leaks if (self.grid[cellKey].length === 0) { delete self.grid[cellKey]; } } } // Clear the cached cells obj._currentCells = []; }; self.getCellsForObject = function (obj) { if (!obj || typeof obj.x !== 'number' || typeof obj.y !== 'number' || typeof obj.width !== 'number' || typeof obj.height !== 'number') { return []; } var cells = []; var halfWidth = obj.width / 2; var halfHeight = obj.height / 2; var minCellX = Math.floor((obj.x - halfWidth) / self.cellSize); var maxCellX = Math.floor((obj.x + halfWidth) / self.cellSize); var minCellY = Math.floor((obj.y - halfHeight) / self.cellSize); var maxCellY = Math.floor((obj.y + halfHeight) / self.cellSize); for (var cellX = minCellX; cellX <= maxCellX; cellX++) { for (var cellY = minCellY; cellY <= maxCellY; cellY++) { cells.push(cellX + "," + cellY); } } return cells; }; self.updateObject = function (obj) { // Optimize by only updating if the object has actually moved between cells if (!obj || !obj.x || !obj.y || !obj.width || !obj.height) { return; } // Get new cells var newCells = self.getCellsForObject(obj); // Get old cells var oldCells = obj._currentCells || []; // Check if cells have changed var cellsChanged = false; if (oldCells.length !== newCells.length) { cellsChanged = true; } else { // Check if any cell is different for (var i = 0; i < newCells.length; i++) { if (oldCells.indexOf(newCells[i]) === -1) { cellsChanged = true; break; } } } // Only update if cells have changed to avoid unnecessary operations if (cellsChanged) { self.removeObject(obj); // Remove from old cells self.insertObject(obj); // Insert to new cells } }; self.getPotentialCollisions = function (obj) { var candidates = []; var cells = self.getCellsForObject(obj); var addedObjects = {}; for (var i = 0; i < cells.length; i++) { var cellKey = cells[i]; if (self.grid[cellKey]) { for (var j = 0; j < self.grid[cellKey].length; j++) { var otherObj = self.grid[cellKey][j]; // Additional check to ensure otherObj has an id if (otherObj && otherObj !== obj && !addedObjects[otherObj.id]) { candidates.push(otherObj); addedObjects[otherObj.id] = true; } } } } return candidates; }; self.clear = function () { self.grid = {}; self.lastRebuildTime = Date.now(); }; self.rebuildGrid = function (allObjects) { // Clear the grid self.grid = {}; self.lastRebuildTime = Date.now(); // Re-insert all active objects if (Array.isArray(allObjects)) { for (var i = 0; i < allObjects.length; i++) { if (allObjects[i] && !allObjects[i].merging && !allObjects[i].isStatic) { self.insertObject(allObjects[i]); } } } }; return self; }); var TrajectoryLine = Container.expand(function () { var self = Container.call(this); self.dotPool = new DotPool(100); self.activeDots = []; self.dots = []; // Initialize dots array self.dotSpacing = 10; self.dotSize = 15; self.maxDots = 100; self.createDots = function () { self.clearDots(); self.dotPool.initialize(self.maxDots); }; self.clearDots = function () { for (var i = 0; i < self.activeDots.length; i++) { if (self.activeDots[i]) { self.removeChild(self.activeDots[i]); self.dotPool.release(self.activeDots[i]); } } self.activeDots = []; }; self.updateTrajectory = function (startX, startY) { if (!activeFruit) { return; } self.clearDots(); var dotY = startY; var dotSpacing = 25; var dotCount = 0; var hitDetected = false; while (dotCount < self.maxDots && !hitDetected) { var dot = self.dotPool.get(); self.addChild(dot); self.activeDots.push(dot); dot.x = startX; dot.y = dotY; dot.visible = true; dot.alpha = 1.0; dotCount++; dotY += dotSpacing; var floorCollisionY = gameFloor.y - gameFloor.height / 2 - activeFruit.height / 2; if (dotY > floorCollisionY) { if (dotCount > 0) { self.activeDots[dotCount - 1].y = floorCollisionY; } hitDetected = true; break; } var potentialHits = spatialGrid.getPotentialCollisions({ x: startX, y: dotY, width: activeFruit.width, height: activeFruit.height, id: 'trajectory_check' }); for (var j = 0; j < potentialHits.length; j++) { var fruit = potentialHits[j]; if (fruit && fruit !== activeFruit && !fruit.merging && fruit.width && fruit.height) { if (self.wouldIntersectFruit(fruit.x, fruit.y, startX, dotY, activeFruit, fruit)) { if (dotCount > 0) { var dx = fruit.x - startX; var dy = fruit.y - dotY; var dist = Math.sqrt(dx * dx + dy * dy); var overlap = activeFruit.width / 2 + fruit.width / 2 - dist; if (dist > 0) { self.activeDots[dotCount - 1].y = dotY - dy / dist * overlap; } } hitDetected = true; break; } } } } }; self.wouldIntersectFruit = function (fruitX, fruitY, dropX, dropY, activeFruitObj, targetFruitObj) { var dx = fruitX - dropX; var dy = fruitY - dropY; var distanceSquared = dx * dx + dy * dy; var combinedRadii = activeFruitObj.width / 2 + targetFruitObj.width / 2; var minDistanceSquared = (combinedRadii - 5) * (combinedRadii - 5); if (distanceSquared < minDistanceSquared) { return true; } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf6e58d }); /**** * Game Code ****/ var gameOverLine; var pineapple; var pineappleActive = false; var pineapplePushCount = 0; var readyToReleaseCharged = false; var trajectoryLine; var chargedFruitIconScale = 0.3; var isClickable = true; var fruitLevels = { 'CHERRY': 1, 'GRAPE': 2, 'APPLE': 3, 'ORANGE': 4, 'WATERMELON': 5, 'PINEAPPLE': 6, 'MELON': 7, 'PEACH': 8, 'COCONUT': 9, 'DURIAN': 10 }; function getFruitLevel(fruit) { if (!fruit || !fruit.type || !fruit.type.id) { return 10; } return fruitLevels[fruit.type.id.toUpperCase()] || 10; } function releasePineappleOnMerge() { mergeCounter++; pushPineapple(); if (mergeCounter >= 10 && !pineappleActive && pineapple) { pineappleActive = true; pineapple.isStatic = false; applyDropPhysics(pineapple, 2.5); fruits.push(pineapple); // Add to spatial grid immediately after adding to fruits if (spatialGrid) { spatialGrid.insertObject(pineapple); } LK.setTimeout(function () { if (pineapple && fruits.includes(pineapple)) { pineapple.immuneToGameOver = false; } }, 2000); setupPineapple(); 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', size: 250, points: 3, next: 'orange' }, ORANGE: { id: 'orange', size: 200, 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; var wallLeft, wallRight, gameFloor; var dropPointY = 200; var gameOver = false; var scoreText; var isDragging = false; var chargedBallUI = null; var chargeCounter = 0; var mergeCounter = 0; var lastDroppedFruit = null; var lastDroppedHasMerged = false; var spatialGrid = null; function setupBoundaries() { wallLeft = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallLeft.x = 0; wallLeft.y = gameHeight / 2; wallRight = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallRight.x = gameWidth; wallRight.y = gameHeight / 2; gameFloor = game.addChild(LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5 })); gameFloor.x = gameWidth / 2; gameFloor.y = gameHeight; gameOverLine = game.addChild(new Line()); gameOverLine.x = gameWidth / 2; gameOverLine.y = 550; gameOverLine.scaleX = 1; gameOverLine.scaleY = 0.2; gameOverLine.alpha = 1; } function createNextFruit() { var fruitProbability = Math.random(); var fruitType = fruitProbability < 0.6 ? FruitTypes.CHERRY : FruitTypes.GRAPE; nextFruitType = fruitType; activeFruit = new Fruit(nextFruitType); activeFruit.x = lastDroppedFruit && lastDroppedFruit.x ? lastDroppedFruit.x : gameWidth / 2; activeFruit.y = dropPointY + 200; // Start slightly higher activeFruit.isStatic = true; // Keep static until dropped game.addChild(activeFruit); if (trajectoryLine) { trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y); } } function dropFruit() { if (gameOver || !activeFruit || !isClickable) { return; } isClickable = false; LK.setTimeout(function () { isClickable = true; }, 300); activeFruit.isStatic = false; applyDropPhysics(activeFruit, 3.5); fruits.push(activeFruit); spatialGrid.insertObject(activeFruit); // Add to grid immediately lastDroppedFruit = activeFruit; lastDroppedHasMerged = false; chargeCounter++; updateChargedBallDisplay(); if (chargeCounter >= 9 && !readyToReleaseCharged) { releaseChargedBalls(); } activeFruit.mergeGracePeriodActive = true; LK.setTimeout(function () { if (activeFruit && fruits.includes(activeFruit)) { activeFruit.mergeGracePeriodActive = false; } }, 2000); if (trajectoryLine && trajectoryLine.dots && trajectoryLine.dots.length) { for (var i = 0; i < trajectoryLine.dots.length; i++) { trajectoryLine.dots[i].visible = false; } } for (var i = 0; i < fruits.length; i++) { if (fruits[i] && fruits[i].fromChargedRelease) { fruits[i].fromChargedRelease = false; } } LK.getSound('drop').play(); if (readyToReleaseCharged && chargeCounter >= 9) { LK.getSound('pickleRick').play(); var orange = new Fruit(FruitTypes.ORANGE); var minX = wallLeft.x + wallLeft.width / 2 + orange.width / 2 + 50; var maxX = wallRight.x - wallRight.width / 2 - orange.width / 2 - 50; orange.x = minX + Math.random() * (maxX - minX); orange.y = -orange.height; orange.isStatic = false; var forceMultiplier = 3.5 + (Math.random() * 1 - 0.5); applyDropPhysics(orange, forceMultiplier); orange.fromChargedRelease = true; game.addChild(orange); fruits.push(orange); spatialGrid.insertObject(orange); // Add charged fruit to grid chargeCounter = 0; resetChargedBalls(); readyToReleaseCharged = false; } activeFruit = null; // Clear active fruit *before* creating next createNextFruit(); } function applyDropPhysics(fruit, forceMultiplier) { var fruitLevel = getFruitLevel(fruit); // Level-adjusted force multiplier - heavier fruits need more initial force var levelAdjustedForce = forceMultiplier * (1 + (fruitLevel - 1) * 0.05); var angle = (Math.random() * 20 - 10) * (Math.PI / 180); fruit.vx = Math.sin(angle) * levelAdjustedForce; fruit.vy = Math.abs(Math.cos(angle) * levelAdjustedForce); // Adjust gravity based on fruit level - increased from 0.15 to 0.25 for stronger effect fruit.gravity = 5.0 * (1 + (fruitLevel - 1) * 0.25); fruit.safetyPeriod = false; // Start in safety period fruit.immuneToGameOver = true; LK.setTimeout(function () { if (fruit && fruits.includes(fruit)) { fruit.immuneToGameOver = false; } }, 1000); } function updateScoreDisplay() { scoreText.setText(LK.getScore()); } function setupUI() { scoreText = new Text2("0", { size: 80, fill: 0x000000 }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 30; setupChargedBallDisplay(); } function setupChargedBallDisplay() { chargedBallUI = new ChargedBallUI(); chargedBallUI.initialize(); game.addChild(chargedBallUI); } function updateChargedBallDisplay() { chargedBallUI && chargedBallUI.updateChargeDisplay(chargeCounter); } function releaseChargedBalls() { readyToReleaseCharged = true; chargedBallUI && chargedBallUI.setReadyState(true); } function resetChargedBalls() { chargedBallUI && chargedBallUI.reset(); } function checkFruitCollisions() { // Reset surrounded status for all fruits before checking for (var k = 0; k < fruits.length; k++) { if (fruits[k]) { fruits[k].neighboringFruits = 0; fruits[k].neighborContacts = fruits[k].neighborContacts || []; fruits[k].neighborContacts = []; // Reset neighbor contacts list } } outerLoop: for (var i = fruits.length - 1; i >= 0; i--) { var fruit1 = fruits[i]; if (!fruit1 || fruit1 === activeFruit || fruit1.merging || fruit1.isStatic) { continue; } var candidates = spatialGrid.getPotentialCollisions(fruit1); for (var j = 0; j < candidates.length; j++) { var fruit2 = candidates[j]; if (!fruit2 || fruit2 === activeFruit || fruit2.merging || fruit2.isStatic || fruit1 === fruit2) { continue; } if (fruits.indexOf(fruit2) === -1) { continue; } var dx = fruit2.x - fruit1.x; var dy = fruit2.y - fruit1.y; var distanceSquared = dx * dx + dy * dy; var distance = Math.sqrt(distanceSquared); var fruit1HalfWidth = fruit1.width / 2; var fruit1HalfHeight = fruit1.height / 2; var fruit2HalfWidth = fruit2.width / 2; var fruit2HalfHeight = fruit2.height / 2; var absDistanceX = Math.abs(dx); var absDistanceY = Math.abs(dy); var combinedHalfWidths = fruit1HalfWidth + fruit2HalfWidth; var combinedHalfHeights = fruit1HalfHeight + fruit2HalfHeight; var colliding = absDistanceX < combinedHalfWidths && absDistanceY < combinedHalfHeights; if (colliding) { if (fruit1.type === fruit2.type) { fruit1.merge(fruit2); continue outerLoop; } else { if (distance === 0) { distance = 0.1; dx = distance; dy = 0; } var overlap = combinedHalfWidths - absDistanceX; if (absDistanceY < combinedHalfHeights && absDistanceX < combinedHalfWidths) { overlap = Math.min(combinedHalfWidths - absDistanceX, combinedHalfHeights - absDistanceY); } var normalizeX = dx / distance; var normalizeY = dy / distance; var moveX = overlap / 2 * normalizeX; var moveY = overlap / 2 * normalizeY; var separationFactor = 1.05; fruit1.x -= moveX * separationFactor; fruit1.y -= moveY * separationFactor; fruit2.x += moveX * separationFactor; fruit2.y += moveY * separationFactor; var rvX = fruit2.vx - fruit1.vx; var rvY = fruit2.vy - fruit1.vy; var contactVelocity = rvX * normalizeX + rvY * normalizeY; if (contactVelocity < 0) { var collisionElasticity = Math.max(fruit1.elasticity, fruit2.elasticity); var impulse = -(1 + collisionElasticity) * contactVelocity; // More pronounced mass calculation using fruit level for more realistic physics var level1 = getFruitLevel(fruit1); var level2 = getFruitLevel(fruit2); // Exponential mass increase with level var mass1 = Math.pow(level1, 1.8) * Math.pow(fruit1.type.size, 1.5); var mass2 = Math.pow(level2, 1.8) * Math.pow(fruit2.type.size, 1.5); var totalMass = mass1 + mass2; var impulseRatio1 = totalMass > 0 ? mass2 / totalMass : 0.5; var impulseRatio2 = totalMass > 0 ? mass1 / totalMass : 0.5; var impulse1 = impulse * impulseRatio1; var impulse2 = impulse * impulseRatio2; // More pronounced size difference effect var sizeDifference = Math.abs(fruit1.type.size - fruit2.type.size) / Math.max(fruit1.type.size, fruit2.type.size, 1); if (fruit1.type.size < fruit2.type.size) { impulse1 *= 1 + sizeDifference * 0.8; } else if (fruit2.type.size < fruit1.type.size) { impulse2 *= 1 + sizeDifference * 0.8; } fruit1.vx -= impulse1 * normalizeX; fruit1.vy -= impulse1 * normalizeY; fruit2.vx += impulse2 * normalizeX; fruit2.vy += impulse2 * normalizeY; var tangentX = -normalizeY; var tangentY = normalizeX; var tangentVelocity = rvX * tangentX + rvY * tangentY; var frictionImpulse = -tangentVelocity * 0.1; fruit1.vx -= frictionImpulse * tangentX * impulseRatio1; fruit1.vy -= frictionImpulse * tangentY * impulseRatio1; fruit2.vx += frictionImpulse * tangentX * impulseRatio2; fruit2.vy += frictionImpulse * tangentY * impulseRatio2; var rotationTransferFactor = 0.01; var tangentialComponent = rvX * tangentX + rvY * tangentY; var inertia1 = mass1 * Math.pow(fruit1.width / 2, 2); var inertia2 = mass2 * Math.pow(fruit2.width / 2, 2); var angularImpulse = tangentialComponent * rotationTransferFactor; fruit1.angularVelocity += inertia2 > 0 ? angularImpulse * (inertia1 / (inertia1 + inertia2)) : angularImpulse * 0.5; fruit2.angularVelocity -= inertia1 > 0 ? angularImpulse * (inertia2 / (inertia1 + inertia2)) : angularImpulse * 0.5; fruit1.angularVelocity *= 0.95; fruit2.angularVelocity *= 0.95; fruit1.angularVelocity = Math.min(Math.max(fruit1.angularVelocity, -fruit1.maxAngularVelocity), fruit1.maxAngularVelocity); fruit2.angularVelocity = Math.min(Math.max(fruit2.angularVelocity, -fruit2.maxAngularVelocity), fruit2.maxAngularVelocity); // Track that these fruits are neighbors for stabilization detection fruit1.neighboringFruits = (fruit1.neighboringFruits || 0) + 1; fruit2.neighboringFruits = (fruit2.neighboringFruits || 0) + 1; // Track detailed neighbor information for improved stability detection fruit1.neighborContacts = fruit1.neighborContacts || []; fruit2.neighborContacts = fruit2.neighborContacts || []; if (fruit1.neighborContacts.indexOf(fruit2.id) === -1) { fruit1.neighborContacts.push(fruit2.id); } if (fruit2.neighborContacts.indexOf(fruit1.id) === -1) { fruit2.neighborContacts.push(fruit1.id); } // Additional stability check for network of fruits if (fruit1.neighborContacts.length >= 3 || fruit2.neighborContacts.length >= 3) { // Apply additional stabilizing forces to complex fruit networks var stabilizeFactor = 0.6; fruit1.vx *= stabilizeFactor; fruit1.vy *= stabilizeFactor; fruit2.vx *= stabilizeFactor; fruit2.vy *= stabilizeFactor; fruit1.angularVelocity *= 0.75; fruit2.angularVelocity *= 0.75; } } } } } } } function checkGameOver() { if (gameOver) { return; } for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (!fruit || fruit === activeFruit || fruit.merging || fruit.isStatic) { continue; } var fruitHalfHeight = fruit.height / 2; var fruitHalfWidth = fruit.width / 2; var cosAngle = Math.abs(Math.cos(fruit.rotation)); var sinAngle = Math.abs(Math.sin(fruit.rotation)); var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle; var fruitTopY = fruit.y - effectiveHeight; var lineBottomY = gameOverLine.y + gameOverLine.height / 2; if (fruitTopY <= lineBottomY) { var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle; var fruitLeftX = fruit.x - effectiveWidth; var fruitRightX = fruit.x + effectiveWidth; var lineLeftX = gameOverLine.x - gameOverLine.width * gameOverLine.scaleX / 2; var lineRightX = gameOverLine.x + gameOverLine.width * gameOverLine.scaleX / 2; var horizontalOverlap = !(fruitRightX < lineLeftX || fruitLeftX > lineRightX); if (horizontalOverlap) { if (fruit.immuneToGameOver) { continue; } if (fruit.safetyPeriod !== true) { if (fruit.vy > 0.1) { fruit.safetyPeriod = false; continue; } else { fruit.safetyPeriod = true; } } if (fruit.safetyPeriod === true) { gameOver = true; LK.showGameOver(); return; } } } else { fruit.safetyPeriod = undefined; } } } function setupPineapple() { pineapple = new Fruit(FruitTypes.PINEAPPLE); pineapple.x = -pineapple.width / 2; pineapple.y = 200; pineapple.isStatic = true; pineappleActive = false; pineapplePushCount = 0; game.addChild(pineapple); // Don't add to spatial grid until it's dropped } function pushPineapple() { if (!pineappleActive && pineapple) { var step = mergeCounter; var totalSteps = 10; var percentage = Math.min(step / totalSteps, 1.0); var startPos = -pineapple.width / 2; var endPos = gameWidth * 0.16; var newX = startPos + percentage * (endPos - startPos); tween(pineapple, { x: newX }, { duration: 300, easing: tween.bounceOut }); } } function initGame() { LK.setScore(0); gameOver = false; fruits = []; // Clear fruits array first // Clear existing children from the game except UI elements if needed // (Assuming LK.Game handles cleanup or we manage it here) // Example: game.removeChildren(); // Be careful with this, might remove UI chargeCounter = 0; if (chargedBallUI) { chargedBallUI.destroy(); } chargedBallUI = null; readyToReleaseCharged = false; lastScoreCheckForCoconut = 0; lastDroppedFruit = null; lastDroppedHasMerged = false; mergeCounter = 0; isClickable = true; if (spatialGrid) { spatialGrid.clear(); } else { // Calculate the optimal cell size based on average fruit size var avgFruitSize = 0; var fruitCount = 0; for (var fruitType in FruitTypes) { if (FruitTypes.hasOwnProperty(fruitType)) { avgFruitSize += FruitTypes[fruitType].size; fruitCount++; } } avgFruitSize = fruitCount > 0 ? avgFruitSize / fruitCount : 300; // Set cell size to approximately 110% of average fruit size for optimal collision checks var optimalCellSize = Math.ceil(avgFruitSize * 1.1); spatialGrid = new SpatialGrid(optimalCellSize); } LK.playMusic('bgmusic'); // Destroy old boundaries if they exist before creating new ones if (wallLeft) { wallLeft.destroy(); } if (wallRight) { wallRight.destroy(); } if (gameFloor) { gameFloor.destroy(); } if (gameOverLine) { gameOverLine.destroy(); } if (pineapple) { pineapple.destroy(); } if (trajectoryLine) { trajectoryLine.destroy(); } setupBoundaries(); setupUI(); // Setup UI after clearing old elements setupPineapple(); trajectoryLine = game.addChild(new TrajectoryLine()); trajectoryLine.createDots(); updateScoreDisplay(); // Clear active fruit *before* creating the first one activeFruit = null; createNextFruit(); // Reset charged ball display explicitly after setup resetChargedBalls(); } function spawnCoconut() { var coconut = new Fruit(FruitTypes.COCONUT); 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); coconut.y = gameHeight + coconut.height / 2; coconut.isStatic = true; // Start static for animation game.addChild(coconut); fruits.push(coconut); // Don't add to grid yet, wait for animation finish coconut.safetyPeriod = false; // Initial state coconut.immuneToGameOver = true; var targetY = gameHeight - gameFloor.height / 2 - coconut.height / 2 - 10; tween(coconut, { y: targetY }, { duration: 1200, easing: tween.easeIn, onFinish: function onFinish() { if (!coconut || !fruits.includes(coconut)) { return; } // Check if coconut still exists coconut.isStatic = false; coconut.vy = -2; // Small bounce coconut.vx = (Math.random() * 2 - 1) * 1.5; spatialGrid.insertObject(coconut); // Add to grid *after* becoming dynamic LK.setTimeout(function () { if (coconut && fruits.includes(coconut)) { coconut.immuneToGameOver = false; } }, 1000); } }); } var lastScoreCheckForCoconut = 0; // Event handlers game.down = function (x, y) { if (activeFruit && !gameOver) { // Prevent interaction if game over isDragging = true; game.move(x, y); // Initial move to cursor } }; game.move = function (x, y) { if (isDragging && activeFruit && !gameOver) { 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)); // Keep Y fixed at the top while dragging activeFruit.y = dropPointY + 200; if (trajectoryLine) { trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y); } } }; game.up = function () { if (isDragging && activeFruit && isClickable && !gameOver) { dropFruit(); } isDragging = false; // Always reset dragging on up }; function updatePhysics() { // Periodically rebuild the spatial grid to prevent memory leaks if (spatialGrid && Date.now() - spatialGrid.lastRebuildTime > spatialGrid.rebuildInterval) { spatialGrid.rebuildGrid(fruits); } // First pass: Update physics and boundary collisions for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (!fruit || fruit.isStatic || fruit.merging) { continue; } fruit.updatePhysics(); var walls = { left: wallLeft, right: wallRight }; fruit.checkBoundaries(walls, gameFloor); } // Process fruit-to-fruit collisions checkFruitCollisions(); // Second pass: Stabilize fruits based on surroundings for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (fruit && !fruit.isStatic && !fruit.merging) { // Initialize stabilization tracking variables if needed if (fruit.surroundedFrames === undefined) { fruit.surroundedFrames = 0; } // Combined check for all stabilization scenarios in one place var boundaryContact = fruit.wallContactFrames > 0; var floorProximity = fruit.y + fruit.height / 2 >= gameFloor.y - gameFloor.height / 2 - 10; var hasMultipleNeighbors = fruit.neighborContacts && fruit.neighborContacts.length >= 2; var isSlowMoving = Math.abs(fruit.vx) < 0.3 && Math.abs(fruit.vy) < 0.3; // Check for potential gaps beneath the fruit var hasGapBelow = false; if (floorProximity || hasMultipleNeighbors) { // Only check for gaps if near floor or surrounded by other fruits var potentialNeighbors = spatialGrid.getPotentialCollisions({ x: fruit.x, y: fruit.y + fruit.height / 2 + 20, // Check below the fruit width: fruit.width * 0.6, // Smaller check area to detect gaps height: 20, id: 'gap_check_' + fruit.id }); // If no neighbors below, there might be a gap hasGapBelow = potentialNeighbors.length === 0 && !floorProximity; // If there's a gap, encourage rolling by adding a small horizontal nudge if (hasGapBelow && isSlowMoving) { // Find which direction might have the gap var leftCount = 0, rightCount = 0; for (var j = 0; j < fruit.neighborContacts.length; j++) { var neighborId = fruit.neighborContacts[j]; for (var k = 0; k < fruits.length; k++) { if (fruits[k] && fruits[k].id === neighborId) { if (fruits[k].x < fruit.x) { leftCount++; } else if (fruits[k].x > fruit.x) { rightCount++; } break; } } } // Apply a gentle nudge in the direction with fewer neighbors if (leftCount < rightCount) { fruit.vx -= 0.05; } else if (rightCount < leftCount) { fruit.vx += 0.05; } else { // Random direction if balanced fruit.vx += Math.random() * 0.1 - 0.05; } } } // Determine stabilization scenario var stabilizationScenario = boundaryContact ? "boundary" : floorProximity ? "floor" : hasMultipleNeighbors ? "surrounded" : "free"; // Apply appropriate stabilization based on scenario switch (stabilizationScenario) { case "boundary": // Already handled by boundary collisions fruit.surroundedFrames = 0; break; case "floor": // Already handled by floor collision fruit.surroundedFrames = 0; break; case "surrounded": // Floating fruit surrounded by other fruits fruit.surroundedFrames++; // Stabilization strength increases with duration but is more permissive var stabilizationStrength = Math.min(0.92, 0.75 + fruit.surroundedFrames * 0.015); // Apply stronger stabilization for fruits in a complex network if (fruit.neighborContacts.length >= 3) { stabilizationStrength = Math.min(0.95, stabilizationStrength + 0.03); } // Apply stabilization fruit.vx *= stabilizationStrength; fruit.vy *= stabilizationStrength; fruit.angularVelocity *= stabilizationStrength; // Stop fruit completely if it's been surrounded and nearly stationary for a while // More tolerant threshold and no forced rotation to 90 degrees if (fruit.surroundedFrames > 10 && isSlowMoving || fruit.surroundedFrames > 18) { // Allow very slight movement to permit settling into gaps if (Math.abs(fruit.vx) < 0.05) { fruit.vx = 0; } if (Math.abs(fruit.vy) < 0.05) { fruit.vy = 0; } if (Math.abs(fruit.angularVelocity) < 0.005) { fruit.angularVelocity = 0; } // Don't force rotation to 90-degree increments to allow diagonal resting } break; case "free": // Reset surrounded counter for free-moving fruits fruit.surroundedFrames = 0; break; } // Update spatial grid with new position spatialGrid.updateObject(fruit); } } } game.update = function () { if (gameOver) { return; } var currentScore = LK.getScore(); if (currentScore >= lastScoreCheckForCoconut + 500) { lastScoreCheckForCoconut = Math.floor(currentScore / 500) * 500; spawnCoconut(); } else { // Keep track of the current score threshold even when not spawning if (currentScore > lastScoreCheckForCoconut) { lastScoreCheckForCoconut = Math.floor(currentScore / 500) * 500; } } updatePhysics(); checkGameOver(); }; // Initialize the game initGame(); function removeFruitFromGame(fruit) { var index = fruits.indexOf(fruit); if (index !== -1) { fruits.splice(index, 1); } spatialGrid.removeObject(fruit); fruit.destroy(); }
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ChargedBallUI = Container.expand(function () {
var self = Container.call(this);
self.chargeNeededForRelease = 9;
self.currentCharge = 0;
self.isReadyToRelease = false;
self.countdownText = null;
self.pulseAnimationActive = false;
self.initialize = function () {
self.countdownText = new Text2(self.chargeNeededForRelease.toString(), {
size: 100,
fill: 0x000000
});
self.countdownText.anchor.set(0.5, 0.5);
self.countdownText.x = gameWidth / 2 + 770;
self.addChild(self.countdownText);
self.y = 120;
};
self.updateChargeDisplay = function (chargeCount) {
self.currentCharge = chargeCount;
var remainingCount = Math.max(0, self.chargeNeededForRelease - self.currentCharge);
self.countdownText.setText(remainingCount.toString());
var textColor = remainingCount <= 3 ? 0xFF0000 : remainingCount <= 6 ? 0xFFA500 : 0x000000;
tween(self.countdownText, {
tint: textColor
}, {
duration: 300,
easing: tween.easeOut
});
var baseSize = 1.0;
var sizeMultiplier = baseSize + 0.2 * (self.chargeNeededForRelease - remainingCount);
tween(self.countdownText, {
scaleX: sizeMultiplier,
scaleY: sizeMultiplier
}, {
duration: 300,
easing: tween.easeOut
});
if (remainingCount === 0 && !self.isReadyToRelease) {
self.setReadyState(true);
}
};
self.setReadyState = function (isReady) {
self.isReadyToRelease = isReady;
if (isReady) {
self.countdownText.setText("0");
tween(self.countdownText, {
tint: 0xFF0000
}, {
duration: 300,
easing: tween.easeOut
});
self.startPulseAnimation();
}
};
self.startPulseAnimation = function () {
if (self.pulseAnimationActive) {
return;
}
self.pulseAnimationActive = true;
self._pulseText();
};
self._pulseText = function () {
if (!self.isReadyToRelease) {
self.pulseAnimationActive = false;
return;
}
tween(self.countdownText, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.isReadyToRelease) {
self.pulseAnimationActive = false;
return;
}
tween(self.countdownText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: self._pulseText
});
}
});
};
self.reset = function () {
self.isReadyToRelease = false;
self.currentCharge = 0;
self.pulseAnimationActive = false;
self.countdownText.setText(self.chargeNeededForRelease.toString());
tween(self.countdownText, {
tint: 0x000000
}, {
duration: 200,
easing: tween.easeOut
});
tween(self.countdownText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeOut
});
};
return self;
});
var CollisionComponent = Container.expand(function () {
var self = Container.call(this);
self.wallContactFrames = 0;
self.checkBoundaryCollisions = function (fruit, walls, floor) {
if (!walls || !walls.left || !walls.right || !floor) {
return;
}
var fruitHalfWidth = fruit.width / 2;
var fruitHalfHeight = fruit.height / 2;
var cosAngle = Math.abs(Math.cos(fruit.rotation));
var sinAngle = Math.abs(Math.sin(fruit.rotation));
var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle;
var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle;
// Track wall contact state before collision checks
var wasInContact = fruit.wallContactFrames > 0;
// Track which boundaries the fruit is touching
fruit._boundaryContacts = fruit._boundaryContacts || {
left: false,
right: false,
floor: false
};
fruit._boundaryContacts.left = false;
fruit._boundaryContacts.right = false;
fruit._boundaryContacts.floor = false;
self.checkLeftWallCollision(fruit, walls.left, effectiveWidth);
self.checkRightWallCollision(fruit, walls.right, effectiveWidth);
self.checkFloorCollision(fruit, floor, effectiveHeight);
// Update wall contact frames counter based on contact with any boundary
var isInContact = fruit._boundaryContacts.left || fruit._boundaryContacts.right || fruit._boundaryContacts.floor;
if (isInContact) {
fruit.wallContactFrames++;
// Apply progressive friction based on contact duration
var progressiveFriction = Math.min(0.85, 0.65 + fruit.wallContactFrames * 0.01);
fruit.angularVelocity *= progressiveFriction;
// Apply more aggressive stabilization for prolonged contact
if (fruit.wallContactFrames > 10) {
fruit.vx *= 0.9;
fruit.vy *= 0.9;
}
} else {
// Gradually decrease contact counter when not touching walls
fruit.wallContactFrames = Math.max(0, fruit.wallContactFrames - 1);
}
};
self.checkLeftWallCollision = function (fruit, leftWall, effectiveWidth) {
var leftBoundary = leftWall.x + leftWall.width / 2 + effectiveWidth;
if (fruit.x < leftBoundary) {
fruit.x = leftBoundary;
fruit.vx = -fruit.vx * fruit.elasticity * 0.7; // More elasticity to promote movement
var angularImpactMultiplier = 0.0025 * (1 + (0.9 - fruit.elasticity) * 5); // Increased to improve rotation
fruit.angularVelocity += fruit.vy * angularImpactMultiplier * 0.25; // More rotational force
fruit.angularVelocity *= fruit.groundAngularFriction * 0.8; // Less aggressive damping
// Track that fruit is touching left wall
fruit._boundaryContacts.left = true;
// Progressive stabilization based on contact duration
if (fruit.wallContactFrames > 3 && Math.abs(fruit.vx) < 0.8) {
fruit.vx = 0;
}
} else if (fruit.x > leftWall.x + leftWall.width * 2) {
// Only reset here if we're far from the wall
if (fruit._boundaryContacts && !fruit._boundaryContacts.right && !fruit._boundaryContacts.floor) {
fruit.wallContactFrames = Math.max(0, fruit.wallContactFrames - 1);
}
}
};
self.checkRightWallCollision = function (fruit, rightWall, effectiveWidth) {
var rightBoundary = rightWall.x - rightWall.width / 2 - effectiveWidth;
if (fruit.x > rightBoundary) {
fruit.x = rightBoundary;
fruit.vx = -fruit.vx * fruit.elasticity * 0.7; // More elasticity to promote movement
var angularImpactMultiplier = 0.0025 * (1 + (0.9 - fruit.elasticity) * 5); // Increased to improve rotation
fruit.angularVelocity -= fruit.vy * angularImpactMultiplier * 0.25; // More rotational force
fruit.angularVelocity *= fruit.groundAngularFriction * 0.8; // Less aggressive damping
// Track that fruit is touching right wall
fruit._boundaryContacts.right = true;
// Progressive stabilization based on contact duration
if (fruit.wallContactFrames > 3 && Math.abs(fruit.vx) < 0.8) {
fruit.vx = 0;
}
}
};
self.checkFloorCollision = function (fruit, floor, effectiveHeight) {
var floorCollisionY = floor.y - floor.height / 2 - effectiveHeight;
if (fruit.y > floorCollisionY) {
fruit.y = floorCollisionY;
var oldVy = fruit.vy;
fruit.vy = -fruit.vy * fruit.elasticity * 0.5;
// Track that fruit is touching floor
fruit._boundaryContacts.floor = true;
// Update angular velocity based on horizontal movement
if (Math.abs(fruit.vx) > 0.5) {
fruit.angularVelocity = fruit.vx * 0.01;
}
fruit.angularVelocity *= fruit.groundAngularFriction * 0.8; // Less aggressive friction to allow more natural movement
// Progressive stabilization based on contact duration and velocity
var restThreshold = fruit.wallContactFrames > 5 ? 1.5 : 2.5;
if (Math.abs(fruit.vy) < restThreshold) {
fruit.vy = 0;
fruit.vx *= 0.7; // Less aggressive horizontal friction to allow better rolling into gaps
// More adaptive stabilization for fruits that have been on floor for a while
if (fruit.wallContactFrames > 8) {
fruit.vx *= 0.85; // Less aggressive to allow fruits to roll into gaps
}
}
// Angular rest handling with adaptive threshold - more permissive
var angularRestThreshold = fruit.wallContactFrames > 5 ? 0.015 : 0.025;
if (Math.abs(fruit.angularVelocity) < angularRestThreshold) {
fruit.angularVelocity = 0;
// Don't force rotation to 90-degree increments to allow diagonal resting
}
}
};
return self;
});
var DotPool = Container.expand(function (initialSize) {
var self = Container.call(this);
var pool = [];
var activeObjects = [];
self.initialize = function (size) {
for (var i = 0; i < size; i++) {
self.createObject();
}
};
self.createObject = function () {
var dot = new Container();
var dotGraphic = dot.attachAsset('trajectoryDot', {
anchorX: 0.5,
anchorY: 0.5
});
dotGraphic.tint = 0xFFFFFF;
dot.scaleX = 0.8;
dot.scaleY = 0.8;
dot.visible = false;
pool.push(dot);
return dot;
};
self.get = function () {
var object = pool.length > 0 ? pool.pop() : self.createObject();
activeObjects.push(object);
return object;
};
self.release = function (object) {
var index = activeObjects.indexOf(object);
if (index !== -1) {
activeObjects.splice(index, 1);
object.visible = false;
pool.push(object);
}
};
self.releaseAll = function () {
while (activeObjects.length > 0) {
var object = activeObjects.pop();
object.visible = false;
pool.push(object);
}
};
if (initialSize) {
self.initialize(initialSize);
}
return self;
});
var Fruit = Container.expand(function (type) {
var self = Container.call(this);
self.id = 'fruit_' + Date.now() + '_' + Math.floor(Math.random() * 10000);
self.type = type;
var physics = new PhysicsComponent();
var collision = new CollisionComponent();
var mergeHandler = new MergeComponent();
var behaviorSystem = new FruitBehavior();
self.vx = physics.vx;
self.vy = physics.vy;
self.rotation = physics.rotation;
self.angularVelocity = physics.angularVelocity;
self.angularFriction = physics.angularFriction;
self.groundAngularFriction = physics.groundAngularFriction;
var currentLevel = getFruitLevel(self);
// Increase gravity based on fruit level - larger fruits fall faster and are heavier
self.gravity = physics.gravity * (1 + (currentLevel - 1) * 0.25); // Increased from 0.15 to 0.25 for stronger gravity effect
self.friction = physics.friction;
self.rotationRestCounter = physics.rotationRestCounter;
self.maxAngularVelocity = physics.maxAngularVelocity;
self.isStatic = physics.isStatic;
self.elasticity = 0.9 - (currentLevel - 1) * (0.2 / 9);
self.wallContactFrames = collision.wallContactFrames;
self.merging = mergeHandler.merging;
self.mergeGracePeriodActive = mergeHandler.mergeGracePeriodActive;
self.fromChargedRelease = mergeHandler.fromChargedRelease;
self.safetyPeriod = false;
self.immuneToGameOver = false;
self.behavior = type && type.id ? behaviorSystem.getMergeHandler(type.id) : null;
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
});
self.width = fruitGraphics.width;
self.height = fruitGraphics.height;
// Execute spawn behavior if defined
if (self.behavior && self.behavior.onSpawn) {
self.behavior.onSpawn(self);
}
} else {
console.log("Warning: Fruit type not available yet or missing required properties");
}
// Method to handle physics update
self.updatePhysics = function () {
physics.apply(self);
};
// Method to handle boundary collisions
self.checkBoundaries = function (walls, floor) {
collision.checkBoundaryCollisions(self, walls, floor);
// Safety period check for game over conditions
if (self.safetyPeriod === false && self.vy <= 0.1) {
self.safetyPeriod = undefined; // Reset safety check state
}
};
// Merge method (delegates to merge component)
self.merge = function (otherFruit) {
mergeHandler.beginMerge(self, otherFruit);
};
return self;
});
var FruitBehavior = Container.expand(function () {
var self = Container.call(this);
self.behaviors = {
CHERRY: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
GRAPE: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
APPLE: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
ORANGE: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
WATERMELON: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
PINEAPPLE: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
return self.standardMerge(fruit1, fruit2, posX, posY);
},
onSpawn: function onSpawn() {}
},
MELON: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
LK.getSound('Smartz').play();
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
PEACH: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
LK.getSound('stonks').play();
return self.standardMerge(fruit1, fruit2, posX, posY);
}
},
COCONUT: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
LK.getSound('ThisIsFine').play();
return self.standardMerge(fruit1, fruit2, posX, posY);
},
onSpawn: function onSpawn() {
LK.getSound('stonks').play();
}
},
DURIAN: {
onMerge: function onMerge(fruit1, fruit2, posX, posY) {
// Special durian behavior
LK.setScore(LK.getScore() + fruit1.type.points);
updateScoreDisplay();
removeFruitFromGame(fruit1);
removeFruitFromGame(fruit2);
releasePineappleOnMerge();
return null; // No new fruit
}
}
};
self.getMergeHandler = function (fruitTypeId) {
if (!fruitTypeId) {
return self.behaviors.CHERRY;
}
var upperTypeId = fruitTypeId.toUpperCase();
return self.behaviors[upperTypeId] || self.behaviors.CHERRY;
};
self.standardMerge = function (fruit1, fruit2, posX, posY) {
var nextType = FruitTypes[fruit1.type.next.toUpperCase()];
releasePineappleOnMerge();
return self.createNextLevelFruit(fruit1, nextType, posX, posY);
};
self.createNextLevelFruit = function (sourceFruit, nextType, posX, posY) {
var newFruit = new Fruit(nextType);
newFruit.x = posX;
newFruit.y = posY;
newFruit.scaleX = 0.5;
newFruit.scaleY = 0.5;
game.addChild(newFruit);
fruits.push(newFruit);
spatialGrid.insertObject(newFruit);
LK.setScore(LK.getScore() + nextType.points);
updateScoreDisplay();
tween(newFruit, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.bounceOut
});
return newFruit;
};
// Centralized sound effect manager
self.playSoundEffect = function (soundId) {
if (soundId) {
LK.getSound(soundId).play();
}
};
return self;
});
var Line = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.attachAsset('floor', {
anchorX: 0.5,
anchorY: 0.5
});
lineGraphics.tint = 0xff0000;
lineGraphics.height = 20;
return self;
});
var MergeComponent = Container.expand(function () {
var self = Container.call(this);
self.merging = false;
self.mergeGracePeriodActive = false;
self.fromChargedRelease = false;
self.fruitBehavior = new FruitBehavior();
self.beginMerge = function (fruit1, fruit2) {
if (fruit1.merging) {
return;
}
fruit1.merging = true;
fruit2.merging = true;
var midX = (fruit1.x + fruit2.x) / 2;
var midY = (fruit1.y + fruit2.y) / 2;
self.animateMerge(fruit1, fruit2, midX, midY);
};
self.animateMerge = function (fruit1, fruit2, midX, midY) {
tween(fruit1, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 200,
easing: tween.easeOut
});
tween(fruit2, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
self.completeMerge(fruit1, fruit2, midX, midY);
}
});
};
self.completeMerge = function (fruit1, fruit2, midX, midY) {
LK.getSound('merge').play();
// Track merge for gameplay mechanics
self.trackMerge(fruit1, fruit2);
// Get the appropriate behavior handler for this fruit type
var behaviorHandler = self.fruitBehavior.getMergeHandler(fruit1.type.id);
behaviorHandler.onMerge(fruit1, fruit2, midX, midY);
// Cleanup the original fruits
if (fruit1 && fruits.includes(fruit1) && fruit1.type.id.toUpperCase() !== 'DURIAN') {
removeFruitFromGame(fruit1);
}
if (fruit2 && fruits.includes(fruit2)) {
removeFruitFromGame(fruit2);
}
};
self.trackMerge = function (fruit1, fruit2) {
var fromReleasedFruits = fruit1.fromChargedRelease || fruit2.fromChargedRelease;
var isPlayerDroppedFruitMerge = !fromReleasedFruits && (fruit1 === lastDroppedFruit || fruit2 === lastDroppedFruit) && !lastDroppedHasMerged;
var fruitHasMergeGracePeriod = fruit1.mergeGracePeriodActive || fruit2.mergeGracePeriodActive;
if (isPlayerDroppedFruitMerge || fruitHasMergeGracePeriod) {
lastDroppedHasMerged = true;
}
};
return self;
});
var PhysicsComponent = Container.expand(function () {
var self = Container.call(this);
self.vx = 0;
self.vy = 0;
self.gravity = 5.0;
self.friction = 0.92;
self.elasticity = 0.4;
self.isStatic = false;
self.rotation = 0;
self.angularVelocity = 0;
self.angularFriction = 0.85;
self.groundAngularFriction = 0.6;
self.maxAngularVelocity = 0.08;
self.rotationRestCounter = 0;
self.lastVx = 0;
self.lastVy = 0;
self.stabilizeFruit = function (fruit, movementMagnitude, velocityChange) {
var shouldStabilize = false;
var stabilizationLevel = 0;
// Get fruit level for mass-based stabilization
var fruitLevel = getFruitLevel(fruit);
// Track stabilization metrics in a single place
if (!fruit._stabilizeMetrics) {
fruit._stabilizeMetrics = {
consecutiveSmallMovements: 0,
wallContactDuration: 0,
surroundedDuration: 0,
restingDuration: 0
};
}
// Adjust movement threshold based on fruit level - larger fruits stabilize more quickly
var movementThreshold = 0.4 - (fruitLevel - 1) * 0.025; // Lower threshold for larger fruits
var angularThreshold = 0.04 - (fruitLevel - 1) * 0.002; // Lower threshold for larger fruits
// Combine all stabilization factors with thresholds that account for fruit mass
if (movementMagnitude < movementThreshold && Math.abs(fruit.angularVelocity) < angularThreshold) {
fruit._stabilizeMetrics.consecutiveSmallMovements++;
fruit._stabilizeMetrics.restingDuration++;
} else {
fruit._stabilizeMetrics.consecutiveSmallMovements = 0;
fruit._stabilizeMetrics.restingDuration = Math.max(0, fruit._stabilizeMetrics.restingDuration - 1);
}
// Update wall contact tracking
if (fruit.wallContactFrames > 0) {
fruit._stabilizeMetrics.wallContactDuration++;
} else {
fruit._stabilizeMetrics.wallContactDuration = Math.max(0, fruit._stabilizeMetrics.wallContactDuration - 1);
}
// Update surrounded tracking
if (fruit.surroundedFrames > 0) {
fruit._stabilizeMetrics.surroundedDuration++;
} else {
fruit._stabilizeMetrics.surroundedDuration = Math.max(0, fruit._stabilizeMetrics.surroundedDuration - 1);
}
// Determine stabilization level based on combined factors, with level influence
var levelFactor = (fruitLevel - 1) * 0.1; // Larger fruits stabilize slightly faster
var totalStabilizationScore = fruit._stabilizeMetrics.consecutiveSmallMovements * (1.0 + levelFactor) + fruit._stabilizeMetrics.wallContactDuration * (0.8 + levelFactor) + fruit._stabilizeMetrics.surroundedDuration * (1.2 + levelFactor) + fruit._stabilizeMetrics.restingDuration * (0.5 + levelFactor);
// Larger fruits need less time to stabilize
var fullStabilizationThreshold = 15 - (fruitLevel - 1) * 0.8;
var partialStabilizationThreshold = 8 - (fruitLevel - 1) * 0.5;
if (totalStabilizationScore > fullStabilizationThreshold) {
stabilizationLevel = 2; // Full stabilization
} else if (totalStabilizationScore > partialStabilizationThreshold) {
stabilizationLevel = 1; // Partial stabilization
}
// Apply stabilization based on level
if (stabilizationLevel > 0) {
// Dampen movement increasingly with stabilization level
var dampFactor = stabilizationLevel === 2 ? 0.6 : 0.85; // Less aggressive damping
fruit.vx *= dampFactor;
fruit.vy *= dampFactor;
fruit.angularVelocity *= dampFactor;
// For full stabilization, completely stop if movement is minimal
if (stabilizationLevel === 2 && movementMagnitude < 0.1) {
fruit.vx = 0;
fruit.vy = 0;
fruit.angularVelocity = 0;
// Don't auto-align rotation to 90-degree increments to allow diagonal resting
return true;
}
}
return false;
};
self.apply = function (fruit) {
if (fruit.isStatic || fruit.merging) {
return;
}
fruit.lastVx = fruit.vx;
fruit.lastVy = fruit.vy;
// Apply gravity with fruit level impact - heavier fruits accelerate faster
var fruitLevel = getFruitLevel(fruit);
var gravityMultiplier = 1 + (fruitLevel - 1) * 0.25; // Increased from 0.15 to 0.25 for stronger level-based gravity
fruit.vy += fruit.gravity * gravityMultiplier;
fruit.x += fruit.vx;
fruit.y += fruit.vy;
var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy);
var velocityChange = Math.abs(fruit.vx - fruit.lastVx) + Math.abs(fruit.vy - fruit.lastVy);
// Unified stabilization check
var isFullyStabilized = self.stabilizeFruit(fruit, movementMagnitude, velocityChange);
// Skip further processing if fruit is fully stabilized
if (!isFullyStabilized) {
// Get fruit level for level-based physics
var fruitLevel = getFruitLevel(fruit);
// Angular velocity adjustment based on movement, with less rotation for heavier fruits
if (movementMagnitude > 0.5 || velocityChange > 0.3) {
var rotationFactor = 0.015 / (1 + (fruitLevel - 1) * 0.12); // Higher level fruits rotate less
var targetAngularVelocity = fruit.vx * rotationFactor;
fruit.angularVelocity = fruit.angularVelocity * 0.8 + targetAngularVelocity * 0.2;
} else {
fruit.angularVelocity *= 0.8;
}
fruit.rotation += fruit.angularVelocity;
// Apply friction with level-based modifications - heavier fruits have more momentum
var frictionModifier = 0.95 + (fruitLevel - 1) * 0.003; // Slightly higher friction retention for larger fruits
fruit.vx *= fruit.friction * frictionModifier;
fruit.vy *= fruit.friction * frictionModifier;
// Adjust velocity thresholds based on level - larger fruits stop at lower velocities
var horizontalStopThreshold = Math.max(0.05, 0.1 - (fruitLevel - 1) * 0.005);
var verticalStopThreshold = Math.max(0.05, 0.1 - (fruitLevel - 1) * 0.005);
// Velocity thresholds for stopping
if (Math.abs(fruit.vx) < horizontalStopThreshold) {
fruit.vx = 0;
}
if (Math.abs(fruit.vy) < verticalStopThreshold && fruit.y > gameHeight - 300) {
fruit.vy = 0;
}
self.handleRotationDamping(fruit);
}
};
self.handleRotationDamping = function (fruit) {
var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy);
// Progressive rotation damping based on movement - less aggressive damping
var rotationDampFactor = 0.9; // Base damping factor is less aggressive
if (movementMagnitude < 0.05) {
rotationDampFactor = 0.6; // Less aggressive for very slow movements
} else if (movementMagnitude < 0.3) {
rotationDampFactor = 0.7; // Less aggressive for slow movements
} else if (movementMagnitude < 0.5) {
rotationDampFactor = 0.8; // Less aggressive for medium movements
} else if (movementMagnitude < 0.8) {
rotationDampFactor = 0.85; // Less aggressive for faster movements
}
fruit.angularVelocity *= rotationDampFactor;
// Direction correction for rotation - more subtle corrections
if (movementMagnitude > 0.3) {
// Only correct at higher speeds
var targetDirection = fruit.vx > 0 ? 1 : -1;
var currentDirection = fruit.angularVelocity > 0 ? 1 : -1;
if (targetDirection !== currentDirection && Math.abs(fruit.vx) > 1.0) {
// Higher threshold
fruit.angularVelocity *= 0.7; // Less aggressive correction
}
}
// Rotation rest handling - more permissive to allow diagonal resting
if (Math.abs(fruit.angularVelocity) < 0.008) {
// Lower threshold to stop rotation
fruit.rotationRestCounter++;
if (fruit.rotationRestCounter > 6) {
// Requires more frames of stability
fruit.angularVelocity = 0;
// Don't force rotation to 90-degree increments to allow diagonal resting
}
} else {
fruit.rotationRestCounter = 0;
}
// Enforce angular velocity limits - allow slightly more rotation
fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity * 1.2), fruit.maxAngularVelocity * 1.2);
};
return self;
});
var SpatialGrid = Container.expand(function (cellSize) {
var self = Container.call(this);
self.cellSize = cellSize || 200;
self.grid = {};
self.lastRebuildTime = Date.now();
self.rebuildInterval = 60000; // Rebuild grid every minute to prevent memory leaks
self.insertObject = function (obj) {
if (!obj || !obj.x || !obj.y || !obj.width || !obj.height || obj.merging || obj.isStatic) {
return;
}
// Store the current cells the object belongs to for efficient updates
obj._currentCells = obj._currentCells || [];
var cells = self.getCellsForObject(obj);
// Store new cells for faster future updates
obj._currentCells = cells.slice();
for (var i = 0; i < cells.length; i++) {
var cellKey = cells[i];
if (!self.grid[cellKey]) {
self.grid[cellKey] = [];
}
// Using a faster direct check instead of iterating the entire cell array
if (self.grid[cellKey].indexOf(obj) === -1) {
self.grid[cellKey].push(obj);
}
}
};
self.removeObject = function (obj) {
if (!obj || !obj.x || !obj.y || !obj.width || !obj.height) {
return;
}
// Use cached cells if available, otherwise calculate them
var cells = obj._currentCells || self.getCellsForObject(obj);
for (var i = 0; i < cells.length; i++) {
var cellKey = cells[i];
if (self.grid[cellKey]) {
var cellIndex = self.grid[cellKey].indexOf(obj);
if (cellIndex !== -1) {
self.grid[cellKey].splice(cellIndex, 1);
}
// Clean up empty cells to prevent memory leaks
if (self.grid[cellKey].length === 0) {
delete self.grid[cellKey];
}
}
}
// Clear the cached cells
obj._currentCells = [];
};
self.getCellsForObject = function (obj) {
if (!obj || typeof obj.x !== 'number' || typeof obj.y !== 'number' || typeof obj.width !== 'number' || typeof obj.height !== 'number') {
return [];
}
var cells = [];
var halfWidth = obj.width / 2;
var halfHeight = obj.height / 2;
var minCellX = Math.floor((obj.x - halfWidth) / self.cellSize);
var maxCellX = Math.floor((obj.x + halfWidth) / self.cellSize);
var minCellY = Math.floor((obj.y - halfHeight) / self.cellSize);
var maxCellY = Math.floor((obj.y + halfHeight) / self.cellSize);
for (var cellX = minCellX; cellX <= maxCellX; cellX++) {
for (var cellY = minCellY; cellY <= maxCellY; cellY++) {
cells.push(cellX + "," + cellY);
}
}
return cells;
};
self.updateObject = function (obj) {
// Optimize by only updating if the object has actually moved between cells
if (!obj || !obj.x || !obj.y || !obj.width || !obj.height) {
return;
}
// Get new cells
var newCells = self.getCellsForObject(obj);
// Get old cells
var oldCells = obj._currentCells || [];
// Check if cells have changed
var cellsChanged = false;
if (oldCells.length !== newCells.length) {
cellsChanged = true;
} else {
// Check if any cell is different
for (var i = 0; i < newCells.length; i++) {
if (oldCells.indexOf(newCells[i]) === -1) {
cellsChanged = true;
break;
}
}
}
// Only update if cells have changed to avoid unnecessary operations
if (cellsChanged) {
self.removeObject(obj); // Remove from old cells
self.insertObject(obj); // Insert to new cells
}
};
self.getPotentialCollisions = function (obj) {
var candidates = [];
var cells = self.getCellsForObject(obj);
var addedObjects = {};
for (var i = 0; i < cells.length; i++) {
var cellKey = cells[i];
if (self.grid[cellKey]) {
for (var j = 0; j < self.grid[cellKey].length; j++) {
var otherObj = self.grid[cellKey][j];
// Additional check to ensure otherObj has an id
if (otherObj && otherObj !== obj && !addedObjects[otherObj.id]) {
candidates.push(otherObj);
addedObjects[otherObj.id] = true;
}
}
}
}
return candidates;
};
self.clear = function () {
self.grid = {};
self.lastRebuildTime = Date.now();
};
self.rebuildGrid = function (allObjects) {
// Clear the grid
self.grid = {};
self.lastRebuildTime = Date.now();
// Re-insert all active objects
if (Array.isArray(allObjects)) {
for (var i = 0; i < allObjects.length; i++) {
if (allObjects[i] && !allObjects[i].merging && !allObjects[i].isStatic) {
self.insertObject(allObjects[i]);
}
}
}
};
return self;
});
var TrajectoryLine = Container.expand(function () {
var self = Container.call(this);
self.dotPool = new DotPool(100);
self.activeDots = [];
self.dots = []; // Initialize dots array
self.dotSpacing = 10;
self.dotSize = 15;
self.maxDots = 100;
self.createDots = function () {
self.clearDots();
self.dotPool.initialize(self.maxDots);
};
self.clearDots = function () {
for (var i = 0; i < self.activeDots.length; i++) {
if (self.activeDots[i]) {
self.removeChild(self.activeDots[i]);
self.dotPool.release(self.activeDots[i]);
}
}
self.activeDots = [];
};
self.updateTrajectory = function (startX, startY) {
if (!activeFruit) {
return;
}
self.clearDots();
var dotY = startY;
var dotSpacing = 25;
var dotCount = 0;
var hitDetected = false;
while (dotCount < self.maxDots && !hitDetected) {
var dot = self.dotPool.get();
self.addChild(dot);
self.activeDots.push(dot);
dot.x = startX;
dot.y = dotY;
dot.visible = true;
dot.alpha = 1.0;
dotCount++;
dotY += dotSpacing;
var floorCollisionY = gameFloor.y - gameFloor.height / 2 - activeFruit.height / 2;
if (dotY > floorCollisionY) {
if (dotCount > 0) {
self.activeDots[dotCount - 1].y = floorCollisionY;
}
hitDetected = true;
break;
}
var potentialHits = spatialGrid.getPotentialCollisions({
x: startX,
y: dotY,
width: activeFruit.width,
height: activeFruit.height,
id: 'trajectory_check'
});
for (var j = 0; j < potentialHits.length; j++) {
var fruit = potentialHits[j];
if (fruit && fruit !== activeFruit && !fruit.merging && fruit.width && fruit.height) {
if (self.wouldIntersectFruit(fruit.x, fruit.y, startX, dotY, activeFruit, fruit)) {
if (dotCount > 0) {
var dx = fruit.x - startX;
var dy = fruit.y - dotY;
var dist = Math.sqrt(dx * dx + dy * dy);
var overlap = activeFruit.width / 2 + fruit.width / 2 - dist;
if (dist > 0) {
self.activeDots[dotCount - 1].y = dotY - dy / dist * overlap;
}
}
hitDetected = true;
break;
}
}
}
}
};
self.wouldIntersectFruit = function (fruitX, fruitY, dropX, dropY, activeFruitObj, targetFruitObj) {
var dx = fruitX - dropX;
var dy = fruitY - dropY;
var distanceSquared = dx * dx + dy * dy;
var combinedRadii = activeFruitObj.width / 2 + targetFruitObj.width / 2;
var minDistanceSquared = (combinedRadii - 5) * (combinedRadii - 5);
if (distanceSquared < minDistanceSquared) {
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf6e58d
});
/****
* Game Code
****/
var gameOverLine;
var pineapple;
var pineappleActive = false;
var pineapplePushCount = 0;
var readyToReleaseCharged = false;
var trajectoryLine;
var chargedFruitIconScale = 0.3;
var isClickable = true;
var fruitLevels = {
'CHERRY': 1,
'GRAPE': 2,
'APPLE': 3,
'ORANGE': 4,
'WATERMELON': 5,
'PINEAPPLE': 6,
'MELON': 7,
'PEACH': 8,
'COCONUT': 9,
'DURIAN': 10
};
function getFruitLevel(fruit) {
if (!fruit || !fruit.type || !fruit.type.id) {
return 10;
}
return fruitLevels[fruit.type.id.toUpperCase()] || 10;
}
function releasePineappleOnMerge() {
mergeCounter++;
pushPineapple();
if (mergeCounter >= 10 && !pineappleActive && pineapple) {
pineappleActive = true;
pineapple.isStatic = false;
applyDropPhysics(pineapple, 2.5);
fruits.push(pineapple);
// Add to spatial grid immediately after adding to fruits
if (spatialGrid) {
spatialGrid.insertObject(pineapple);
}
LK.setTimeout(function () {
if (pineapple && fruits.includes(pineapple)) {
pineapple.immuneToGameOver = false;
}
}, 2000);
setupPineapple();
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',
size: 250,
points: 3,
next: 'orange'
},
ORANGE: {
id: 'orange',
size: 200,
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;
var wallLeft, wallRight, gameFloor;
var dropPointY = 200;
var gameOver = false;
var scoreText;
var isDragging = false;
var chargedBallUI = null;
var chargeCounter = 0;
var mergeCounter = 0;
var lastDroppedFruit = null;
var lastDroppedHasMerged = false;
var spatialGrid = null;
function setupBoundaries() {
wallLeft = game.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
}));
wallLeft.x = 0;
wallLeft.y = gameHeight / 2;
wallRight = game.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
}));
wallRight.x = gameWidth;
wallRight.y = gameHeight / 2;
gameFloor = game.addChild(LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5
}));
gameFloor.x = gameWidth / 2;
gameFloor.y = gameHeight;
gameOverLine = game.addChild(new Line());
gameOverLine.x = gameWidth / 2;
gameOverLine.y = 550;
gameOverLine.scaleX = 1;
gameOverLine.scaleY = 0.2;
gameOverLine.alpha = 1;
}
function createNextFruit() {
var fruitProbability = Math.random();
var fruitType = fruitProbability < 0.6 ? FruitTypes.CHERRY : FruitTypes.GRAPE;
nextFruitType = fruitType;
activeFruit = new Fruit(nextFruitType);
activeFruit.x = lastDroppedFruit && lastDroppedFruit.x ? lastDroppedFruit.x : gameWidth / 2;
activeFruit.y = dropPointY + 200; // Start slightly higher
activeFruit.isStatic = true; // Keep static until dropped
game.addChild(activeFruit);
if (trajectoryLine) {
trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y);
}
}
function dropFruit() {
if (gameOver || !activeFruit || !isClickable) {
return;
}
isClickable = false;
LK.setTimeout(function () {
isClickable = true;
}, 300);
activeFruit.isStatic = false;
applyDropPhysics(activeFruit, 3.5);
fruits.push(activeFruit);
spatialGrid.insertObject(activeFruit); // Add to grid immediately
lastDroppedFruit = activeFruit;
lastDroppedHasMerged = false;
chargeCounter++;
updateChargedBallDisplay();
if (chargeCounter >= 9 && !readyToReleaseCharged) {
releaseChargedBalls();
}
activeFruit.mergeGracePeriodActive = true;
LK.setTimeout(function () {
if (activeFruit && fruits.includes(activeFruit)) {
activeFruit.mergeGracePeriodActive = false;
}
}, 2000);
if (trajectoryLine && trajectoryLine.dots && trajectoryLine.dots.length) {
for (var i = 0; i < trajectoryLine.dots.length; i++) {
trajectoryLine.dots[i].visible = false;
}
}
for (var i = 0; i < fruits.length; i++) {
if (fruits[i] && fruits[i].fromChargedRelease) {
fruits[i].fromChargedRelease = false;
}
}
LK.getSound('drop').play();
if (readyToReleaseCharged && chargeCounter >= 9) {
LK.getSound('pickleRick').play();
var orange = new Fruit(FruitTypes.ORANGE);
var minX = wallLeft.x + wallLeft.width / 2 + orange.width / 2 + 50;
var maxX = wallRight.x - wallRight.width / 2 - orange.width / 2 - 50;
orange.x = minX + Math.random() * (maxX - minX);
orange.y = -orange.height;
orange.isStatic = false;
var forceMultiplier = 3.5 + (Math.random() * 1 - 0.5);
applyDropPhysics(orange, forceMultiplier);
orange.fromChargedRelease = true;
game.addChild(orange);
fruits.push(orange);
spatialGrid.insertObject(orange); // Add charged fruit to grid
chargeCounter = 0;
resetChargedBalls();
readyToReleaseCharged = false;
}
activeFruit = null; // Clear active fruit *before* creating next
createNextFruit();
}
function applyDropPhysics(fruit, forceMultiplier) {
var fruitLevel = getFruitLevel(fruit);
// Level-adjusted force multiplier - heavier fruits need more initial force
var levelAdjustedForce = forceMultiplier * (1 + (fruitLevel - 1) * 0.05);
var angle = (Math.random() * 20 - 10) * (Math.PI / 180);
fruit.vx = Math.sin(angle) * levelAdjustedForce;
fruit.vy = Math.abs(Math.cos(angle) * levelAdjustedForce);
// Adjust gravity based on fruit level - increased from 0.15 to 0.25 for stronger effect
fruit.gravity = 5.0 * (1 + (fruitLevel - 1) * 0.25);
fruit.safetyPeriod = false; // Start in safety period
fruit.immuneToGameOver = true;
LK.setTimeout(function () {
if (fruit && fruits.includes(fruit)) {
fruit.immuneToGameOver = false;
}
}, 1000);
}
function updateScoreDisplay() {
scoreText.setText(LK.getScore());
}
function setupUI() {
scoreText = new Text2("0", {
size: 80,
fill: 0x000000
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
scoreText.y = 30;
setupChargedBallDisplay();
}
function setupChargedBallDisplay() {
chargedBallUI = new ChargedBallUI();
chargedBallUI.initialize();
game.addChild(chargedBallUI);
}
function updateChargedBallDisplay() {
chargedBallUI && chargedBallUI.updateChargeDisplay(chargeCounter);
}
function releaseChargedBalls() {
readyToReleaseCharged = true;
chargedBallUI && chargedBallUI.setReadyState(true);
}
function resetChargedBalls() {
chargedBallUI && chargedBallUI.reset();
}
function checkFruitCollisions() {
// Reset surrounded status for all fruits before checking
for (var k = 0; k < fruits.length; k++) {
if (fruits[k]) {
fruits[k].neighboringFruits = 0;
fruits[k].neighborContacts = fruits[k].neighborContacts || [];
fruits[k].neighborContacts = []; // Reset neighbor contacts list
}
}
outerLoop: for (var i = fruits.length - 1; i >= 0; i--) {
var fruit1 = fruits[i];
if (!fruit1 || fruit1 === activeFruit || fruit1.merging || fruit1.isStatic) {
continue;
}
var candidates = spatialGrid.getPotentialCollisions(fruit1);
for (var j = 0; j < candidates.length; j++) {
var fruit2 = candidates[j];
if (!fruit2 || fruit2 === activeFruit || fruit2.merging || fruit2.isStatic || fruit1 === fruit2) {
continue;
}
if (fruits.indexOf(fruit2) === -1) {
continue;
}
var dx = fruit2.x - fruit1.x;
var dy = fruit2.y - fruit1.y;
var distanceSquared = dx * dx + dy * dy;
var distance = Math.sqrt(distanceSquared);
var fruit1HalfWidth = fruit1.width / 2;
var fruit1HalfHeight = fruit1.height / 2;
var fruit2HalfWidth = fruit2.width / 2;
var fruit2HalfHeight = fruit2.height / 2;
var absDistanceX = Math.abs(dx);
var absDistanceY = Math.abs(dy);
var combinedHalfWidths = fruit1HalfWidth + fruit2HalfWidth;
var combinedHalfHeights = fruit1HalfHeight + fruit2HalfHeight;
var colliding = absDistanceX < combinedHalfWidths && absDistanceY < combinedHalfHeights;
if (colliding) {
if (fruit1.type === fruit2.type) {
fruit1.merge(fruit2);
continue outerLoop;
} else {
if (distance === 0) {
distance = 0.1;
dx = distance;
dy = 0;
}
var overlap = combinedHalfWidths - absDistanceX;
if (absDistanceY < combinedHalfHeights && absDistanceX < combinedHalfWidths) {
overlap = Math.min(combinedHalfWidths - absDistanceX, combinedHalfHeights - absDistanceY);
}
var normalizeX = dx / distance;
var normalizeY = dy / distance;
var moveX = overlap / 2 * normalizeX;
var moveY = overlap / 2 * normalizeY;
var separationFactor = 1.05;
fruit1.x -= moveX * separationFactor;
fruit1.y -= moveY * separationFactor;
fruit2.x += moveX * separationFactor;
fruit2.y += moveY * separationFactor;
var rvX = fruit2.vx - fruit1.vx;
var rvY = fruit2.vy - fruit1.vy;
var contactVelocity = rvX * normalizeX + rvY * normalizeY;
if (contactVelocity < 0) {
var collisionElasticity = Math.max(fruit1.elasticity, fruit2.elasticity);
var impulse = -(1 + collisionElasticity) * contactVelocity;
// More pronounced mass calculation using fruit level for more realistic physics
var level1 = getFruitLevel(fruit1);
var level2 = getFruitLevel(fruit2);
// Exponential mass increase with level
var mass1 = Math.pow(level1, 1.8) * Math.pow(fruit1.type.size, 1.5);
var mass2 = Math.pow(level2, 1.8) * Math.pow(fruit2.type.size, 1.5);
var totalMass = mass1 + mass2;
var impulseRatio1 = totalMass > 0 ? mass2 / totalMass : 0.5;
var impulseRatio2 = totalMass > 0 ? mass1 / totalMass : 0.5;
var impulse1 = impulse * impulseRatio1;
var impulse2 = impulse * impulseRatio2;
// More pronounced size difference effect
var sizeDifference = Math.abs(fruit1.type.size - fruit2.type.size) / Math.max(fruit1.type.size, fruit2.type.size, 1);
if (fruit1.type.size < fruit2.type.size) {
impulse1 *= 1 + sizeDifference * 0.8;
} else if (fruit2.type.size < fruit1.type.size) {
impulse2 *= 1 + sizeDifference * 0.8;
}
fruit1.vx -= impulse1 * normalizeX;
fruit1.vy -= impulse1 * normalizeY;
fruit2.vx += impulse2 * normalizeX;
fruit2.vy += impulse2 * normalizeY;
var tangentX = -normalizeY;
var tangentY = normalizeX;
var tangentVelocity = rvX * tangentX + rvY * tangentY;
var frictionImpulse = -tangentVelocity * 0.1;
fruit1.vx -= frictionImpulse * tangentX * impulseRatio1;
fruit1.vy -= frictionImpulse * tangentY * impulseRatio1;
fruit2.vx += frictionImpulse * tangentX * impulseRatio2;
fruit2.vy += frictionImpulse * tangentY * impulseRatio2;
var rotationTransferFactor = 0.01;
var tangentialComponent = rvX * tangentX + rvY * tangentY;
var inertia1 = mass1 * Math.pow(fruit1.width / 2, 2);
var inertia2 = mass2 * Math.pow(fruit2.width / 2, 2);
var angularImpulse = tangentialComponent * rotationTransferFactor;
fruit1.angularVelocity += inertia2 > 0 ? angularImpulse * (inertia1 / (inertia1 + inertia2)) : angularImpulse * 0.5;
fruit2.angularVelocity -= inertia1 > 0 ? angularImpulse * (inertia2 / (inertia1 + inertia2)) : angularImpulse * 0.5;
fruit1.angularVelocity *= 0.95;
fruit2.angularVelocity *= 0.95;
fruit1.angularVelocity = Math.min(Math.max(fruit1.angularVelocity, -fruit1.maxAngularVelocity), fruit1.maxAngularVelocity);
fruit2.angularVelocity = Math.min(Math.max(fruit2.angularVelocity, -fruit2.maxAngularVelocity), fruit2.maxAngularVelocity);
// Track that these fruits are neighbors for stabilization detection
fruit1.neighboringFruits = (fruit1.neighboringFruits || 0) + 1;
fruit2.neighboringFruits = (fruit2.neighboringFruits || 0) + 1;
// Track detailed neighbor information for improved stability detection
fruit1.neighborContacts = fruit1.neighborContacts || [];
fruit2.neighborContacts = fruit2.neighborContacts || [];
if (fruit1.neighborContacts.indexOf(fruit2.id) === -1) {
fruit1.neighborContacts.push(fruit2.id);
}
if (fruit2.neighborContacts.indexOf(fruit1.id) === -1) {
fruit2.neighborContacts.push(fruit1.id);
}
// Additional stability check for network of fruits
if (fruit1.neighborContacts.length >= 3 || fruit2.neighborContacts.length >= 3) {
// Apply additional stabilizing forces to complex fruit networks
var stabilizeFactor = 0.6;
fruit1.vx *= stabilizeFactor;
fruit1.vy *= stabilizeFactor;
fruit2.vx *= stabilizeFactor;
fruit2.vy *= stabilizeFactor;
fruit1.angularVelocity *= 0.75;
fruit2.angularVelocity *= 0.75;
}
}
}
}
}
}
}
function checkGameOver() {
if (gameOver) {
return;
}
for (var i = 0; i < fruits.length; i++) {
var fruit = fruits[i];
if (!fruit || fruit === activeFruit || fruit.merging || fruit.isStatic) {
continue;
}
var fruitHalfHeight = fruit.height / 2;
var fruitHalfWidth = fruit.width / 2;
var cosAngle = Math.abs(Math.cos(fruit.rotation));
var sinAngle = Math.abs(Math.sin(fruit.rotation));
var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle;
var fruitTopY = fruit.y - effectiveHeight;
var lineBottomY = gameOverLine.y + gameOverLine.height / 2;
if (fruitTopY <= lineBottomY) {
var effectiveWidth = fruitHalfWidth * cosAngle + fruitHalfHeight * sinAngle;
var fruitLeftX = fruit.x - effectiveWidth;
var fruitRightX = fruit.x + effectiveWidth;
var lineLeftX = gameOverLine.x - gameOverLine.width * gameOverLine.scaleX / 2;
var lineRightX = gameOverLine.x + gameOverLine.width * gameOverLine.scaleX / 2;
var horizontalOverlap = !(fruitRightX < lineLeftX || fruitLeftX > lineRightX);
if (horizontalOverlap) {
if (fruit.immuneToGameOver) {
continue;
}
if (fruit.safetyPeriod !== true) {
if (fruit.vy > 0.1) {
fruit.safetyPeriod = false;
continue;
} else {
fruit.safetyPeriod = true;
}
}
if (fruit.safetyPeriod === true) {
gameOver = true;
LK.showGameOver();
return;
}
}
} else {
fruit.safetyPeriod = undefined;
}
}
}
function setupPineapple() {
pineapple = new Fruit(FruitTypes.PINEAPPLE);
pineapple.x = -pineapple.width / 2;
pineapple.y = 200;
pineapple.isStatic = true;
pineappleActive = false;
pineapplePushCount = 0;
game.addChild(pineapple);
// Don't add to spatial grid until it's dropped
}
function pushPineapple() {
if (!pineappleActive && pineapple) {
var step = mergeCounter;
var totalSteps = 10;
var percentage = Math.min(step / totalSteps, 1.0);
var startPos = -pineapple.width / 2;
var endPos = gameWidth * 0.16;
var newX = startPos + percentage * (endPos - startPos);
tween(pineapple, {
x: newX
}, {
duration: 300,
easing: tween.bounceOut
});
}
}
function initGame() {
LK.setScore(0);
gameOver = false;
fruits = []; // Clear fruits array first
// Clear existing children from the game except UI elements if needed
// (Assuming LK.Game handles cleanup or we manage it here)
// Example: game.removeChildren(); // Be careful with this, might remove UI
chargeCounter = 0;
if (chargedBallUI) {
chargedBallUI.destroy();
}
chargedBallUI = null;
readyToReleaseCharged = false;
lastScoreCheckForCoconut = 0;
lastDroppedFruit = null;
lastDroppedHasMerged = false;
mergeCounter = 0;
isClickable = true;
if (spatialGrid) {
spatialGrid.clear();
} else {
// Calculate the optimal cell size based on average fruit size
var avgFruitSize = 0;
var fruitCount = 0;
for (var fruitType in FruitTypes) {
if (FruitTypes.hasOwnProperty(fruitType)) {
avgFruitSize += FruitTypes[fruitType].size;
fruitCount++;
}
}
avgFruitSize = fruitCount > 0 ? avgFruitSize / fruitCount : 300;
// Set cell size to approximately 110% of average fruit size for optimal collision checks
var optimalCellSize = Math.ceil(avgFruitSize * 1.1);
spatialGrid = new SpatialGrid(optimalCellSize);
}
LK.playMusic('bgmusic');
// Destroy old boundaries if they exist before creating new ones
if (wallLeft) {
wallLeft.destroy();
}
if (wallRight) {
wallRight.destroy();
}
if (gameFloor) {
gameFloor.destroy();
}
if (gameOverLine) {
gameOverLine.destroy();
}
if (pineapple) {
pineapple.destroy();
}
if (trajectoryLine) {
trajectoryLine.destroy();
}
setupBoundaries();
setupUI(); // Setup UI after clearing old elements
setupPineapple();
trajectoryLine = game.addChild(new TrajectoryLine());
trajectoryLine.createDots();
updateScoreDisplay();
// Clear active fruit *before* creating the first one
activeFruit = null;
createNextFruit();
// Reset charged ball display explicitly after setup
resetChargedBalls();
}
function spawnCoconut() {
var coconut = new Fruit(FruitTypes.COCONUT);
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);
coconut.y = gameHeight + coconut.height / 2;
coconut.isStatic = true; // Start static for animation
game.addChild(coconut);
fruits.push(coconut);
// Don't add to grid yet, wait for animation finish
coconut.safetyPeriod = false; // Initial state
coconut.immuneToGameOver = true;
var targetY = gameHeight - gameFloor.height / 2 - coconut.height / 2 - 10;
tween(coconut, {
y: targetY
}, {
duration: 1200,
easing: tween.easeIn,
onFinish: function onFinish() {
if (!coconut || !fruits.includes(coconut)) {
return;
} // Check if coconut still exists
coconut.isStatic = false;
coconut.vy = -2; // Small bounce
coconut.vx = (Math.random() * 2 - 1) * 1.5;
spatialGrid.insertObject(coconut); // Add to grid *after* becoming dynamic
LK.setTimeout(function () {
if (coconut && fruits.includes(coconut)) {
coconut.immuneToGameOver = false;
}
}, 1000);
}
});
}
var lastScoreCheckForCoconut = 0;
// Event handlers
game.down = function (x, y) {
if (activeFruit && !gameOver) {
// Prevent interaction if game over
isDragging = true;
game.move(x, y); // Initial move to cursor
}
};
game.move = function (x, y) {
if (isDragging && activeFruit && !gameOver) {
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));
// Keep Y fixed at the top while dragging
activeFruit.y = dropPointY + 200;
if (trajectoryLine) {
trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y);
}
}
};
game.up = function () {
if (isDragging && activeFruit && isClickable && !gameOver) {
dropFruit();
}
isDragging = false; // Always reset dragging on up
};
function updatePhysics() {
// Periodically rebuild the spatial grid to prevent memory leaks
if (spatialGrid && Date.now() - spatialGrid.lastRebuildTime > spatialGrid.rebuildInterval) {
spatialGrid.rebuildGrid(fruits);
}
// First pass: Update physics and boundary collisions
for (var i = fruits.length - 1; i >= 0; i--) {
var fruit = fruits[i];
if (!fruit || fruit.isStatic || fruit.merging) {
continue;
}
fruit.updatePhysics();
var walls = {
left: wallLeft,
right: wallRight
};
fruit.checkBoundaries(walls, gameFloor);
}
// Process fruit-to-fruit collisions
checkFruitCollisions();
// Second pass: Stabilize fruits based on surroundings
for (var i = 0; i < fruits.length; i++) {
var fruit = fruits[i];
if (fruit && !fruit.isStatic && !fruit.merging) {
// Initialize stabilization tracking variables if needed
if (fruit.surroundedFrames === undefined) {
fruit.surroundedFrames = 0;
}
// Combined check for all stabilization scenarios in one place
var boundaryContact = fruit.wallContactFrames > 0;
var floorProximity = fruit.y + fruit.height / 2 >= gameFloor.y - gameFloor.height / 2 - 10;
var hasMultipleNeighbors = fruit.neighborContacts && fruit.neighborContacts.length >= 2;
var isSlowMoving = Math.abs(fruit.vx) < 0.3 && Math.abs(fruit.vy) < 0.3;
// Check for potential gaps beneath the fruit
var hasGapBelow = false;
if (floorProximity || hasMultipleNeighbors) {
// Only check for gaps if near floor or surrounded by other fruits
var potentialNeighbors = spatialGrid.getPotentialCollisions({
x: fruit.x,
y: fruit.y + fruit.height / 2 + 20,
// Check below the fruit
width: fruit.width * 0.6,
// Smaller check area to detect gaps
height: 20,
id: 'gap_check_' + fruit.id
});
// If no neighbors below, there might be a gap
hasGapBelow = potentialNeighbors.length === 0 && !floorProximity;
// If there's a gap, encourage rolling by adding a small horizontal nudge
if (hasGapBelow && isSlowMoving) {
// Find which direction might have the gap
var leftCount = 0,
rightCount = 0;
for (var j = 0; j < fruit.neighborContacts.length; j++) {
var neighborId = fruit.neighborContacts[j];
for (var k = 0; k < fruits.length; k++) {
if (fruits[k] && fruits[k].id === neighborId) {
if (fruits[k].x < fruit.x) {
leftCount++;
} else if (fruits[k].x > fruit.x) {
rightCount++;
}
break;
}
}
}
// Apply a gentle nudge in the direction with fewer neighbors
if (leftCount < rightCount) {
fruit.vx -= 0.05;
} else if (rightCount < leftCount) {
fruit.vx += 0.05;
} else {
// Random direction if balanced
fruit.vx += Math.random() * 0.1 - 0.05;
}
}
}
// Determine stabilization scenario
var stabilizationScenario = boundaryContact ? "boundary" : floorProximity ? "floor" : hasMultipleNeighbors ? "surrounded" : "free";
// Apply appropriate stabilization based on scenario
switch (stabilizationScenario) {
case "boundary":
// Already handled by boundary collisions
fruit.surroundedFrames = 0;
break;
case "floor":
// Already handled by floor collision
fruit.surroundedFrames = 0;
break;
case "surrounded":
// Floating fruit surrounded by other fruits
fruit.surroundedFrames++;
// Stabilization strength increases with duration but is more permissive
var stabilizationStrength = Math.min(0.92, 0.75 + fruit.surroundedFrames * 0.015);
// Apply stronger stabilization for fruits in a complex network
if (fruit.neighborContacts.length >= 3) {
stabilizationStrength = Math.min(0.95, stabilizationStrength + 0.03);
}
// Apply stabilization
fruit.vx *= stabilizationStrength;
fruit.vy *= stabilizationStrength;
fruit.angularVelocity *= stabilizationStrength;
// Stop fruit completely if it's been surrounded and nearly stationary for a while
// More tolerant threshold and no forced rotation to 90 degrees
if (fruit.surroundedFrames > 10 && isSlowMoving || fruit.surroundedFrames > 18) {
// Allow very slight movement to permit settling into gaps
if (Math.abs(fruit.vx) < 0.05) {
fruit.vx = 0;
}
if (Math.abs(fruit.vy) < 0.05) {
fruit.vy = 0;
}
if (Math.abs(fruit.angularVelocity) < 0.005) {
fruit.angularVelocity = 0;
}
// Don't force rotation to 90-degree increments to allow diagonal resting
}
break;
case "free":
// Reset surrounded counter for free-moving fruits
fruit.surroundedFrames = 0;
break;
}
// Update spatial grid with new position
spatialGrid.updateObject(fruit);
}
}
}
game.update = function () {
if (gameOver) {
return;
}
var currentScore = LK.getScore();
if (currentScore >= lastScoreCheckForCoconut + 500) {
lastScoreCheckForCoconut = Math.floor(currentScore / 500) * 500;
spawnCoconut();
} else {
// Keep track of the current score threshold even when not spawning
if (currentScore > lastScoreCheckForCoconut) {
lastScoreCheckForCoconut = Math.floor(currentScore / 500) * 500;
}
}
updatePhysics();
checkGameOver();
};
// Initialize the game
initGame();
function removeFruitFromGame(fruit) {
var index = fruits.indexOf(fruit);
if (index !== -1) {
fruits.splice(index, 1);
}
spatialGrid.removeObject(fruit);
fruit.destroy();
}