Code edit (4 edits merged)
Please save this source code
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dont push the pineapple as much to the left, decrease that pushed distance please
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actually, instead of just 3 pushes, let's do 7 and release it on the 8th
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actually, instead of dropping the pineapple after no longer touching the left wall, remove that rule and change it to simply release it after the 3rd push. so it's pushed a total of 3 times, and on the 4th drop, also release the pineapple. on the 5th drop, resetart the process, and push it again from the left
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now let's create yet another mechanic, that pushes a pineapple from the top left side of the screen. After every time a fruit is released, this pineapple is pushed from the left side of the screen to the right by 200 pixels. this keeps happening, until the pineapple has been pushed fully inside the screen, and then on the next fruit drop, this pineapple also drops, becoming an active gameplay element. it;s nto active, so cant interact with other fruits, until it's dropped in the board. it's considered in the board, once it's hitbox no longer touches the left wall ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the game over bar thiner and make it stretch across the entire width of the screen please. also, AVa, I don't say this enough, but you're doing an AMAZING job! this game is absolutely gorgeous! it's really fun, you did a great job, thank you for the help!
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obviously recently dropped fruits should not trigger the game over state since they drop from above the line. only count fruits that have been dropped and have either hit the ground or another fruit first before making them ready to trigger the game over bar
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create a new asset named Line and have that be the marker for game over. when a fruit touches this bar, go to game over
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actually, change the balls levels to be from level 1 to level 3, but reduce their number from 8 to 4
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make the 8 balls that charge be level 1 fruits instead of level 2
Code edit (1 edits merged)
Please save this source code
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now upon reset, the icons are visible but they are too small, not the same size as the regular icons
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Fix charged ball icon transparency reset timing to happen at the same moment balls are released, your last change didnt work
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the 8 50% alpha icons need to have that transparency set at the same moment the 8 balls are released. right now, they only reset after I do an additional fruit release, which leaves a window where there's no icons visible on the screen
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right now, as soon as the 8th ball has charged, the balls are also released. instead, wait for one more turn, so first make the 8th ball 100% alpha and only on the next ball drop, release all 8 balls. as soon as this happens, and all 8 balls are released, the static icons turn back to 50% transparency so the cycle can reset
Code edit (1 edits merged)
Please save this source code
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move the 8 icons 200 pixels lower
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after dropping the 8 balls on top, it takes another tap to show the icons again. they should show up immediatelly as 50% alpha after the 8 have been released. right now they drop but the icons are shown back at 50% alpha after the next ball is dropped. this basically breaks the UI for a split second that should never happen
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after dropping the 8 balls on top, it takes another tap to show the icons again. they should show up immediatelly as 50% alpha after the 8 have been released
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when fruits hit the ground, they should not just bounce perfectly vertical, but also imprint a slight angle so they can bounce a bit to the left or right
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good first try with the 8 balls mechanic, but first of all, the grid should be on a single row,not 2, so have all 8 balls oon a single row, that are equally spread between the 2 edges of the screen. and the balls UI should be the same size as the actual balls that are being dropped. and upon restarting the cycle, ensure the cycle resets completely and the icons size is not affected
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let's create a special mechanic that charges up 8 level 2 balls. these 8 balls are aranged on a grid at the top of the screen, and each ball is represented as a 50% transparent icon, which means it's inactive. after the player drops a ball, the first ball becomes full visible so 100% alpha. the second ball drop, the next icon becomes fully visible and so on until the 8th icon, meaning all 8 icons are now 100% visible. On the 9th drop, these balls become active, and they are all 8 of them dropp at the same time as the 9th active ball is eing dropped too. Then the cycle resets, the icons are inactive again, so show them as 50% transparent, and then on the 10th ball drop the cycle repeats and the icons start charing up again ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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when dropping a ball, dont always drop it straight down, add a slight variation so each drop can drop it slightly to the left or the right from the point of dropping. and also move the starting Y position for the active balls 100 pixels lower. like add a slight angle of 10 degrees to the left and 10 degrees to the right, so the ball shoots with a sort of an arch from the spawn point
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when dropping a ball, dont always drop it straight down, add a slight variation so each drop can drop it slightly to the left or the right from the point of dropping. and also move the starting Y position for the active balls 100 pixels lower
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after dropping a ball, instantly show the next in line instead of waiting a short delay
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (type) { var self = Container.call(this); // FruitTypes is being used before it's defined, so we need to handle this case self.type = type; self.vx = 0; self.vy = 0; self.rotation = 0; self.angularVelocity = 0; self.angularFriction = 0.92; // Increased friction for faster angular velocity reduction self.groundAngularFriction = 0.75; // Stronger ground friction to stop spinning faster self.gravity = 1.8; // Doubled gravity to make fruits drop faster self.friction = 0.98; // Calculate elasticity based on fruit level // The biggest fruit (DURIAN) has elasticity of 0.7 // Smaller fruits are more bouncy with elasticity closer to 1.0 var fruitLevels = { 'CHERRY': 1, 'GRAPE': 2, 'APPLE': 3, 'ORANGE': 4, 'WATERMELON': 5, 'PINEAPPLE': 6, 'MELON': 7, 'PEACH': 8, 'COCONUT': 9, 'DURIAN': 10 }; var currentLevel = self.type ? fruitLevels[self.type.id.toUpperCase()] || 10 : 10; // Scale elasticity from 0.9 (most bouncy) for level 1 to 0.7 (least bouncy) for level 10 self.elasticity = 0.9 - (currentLevel - 1) * (0.2 / 9); self.merging = false; self.isStatic = false; self.maxAngularVelocity = 0.15; // Add maximum angular velocity cap // Only attempt to attach the asset if self.type exists and has necessary properties if (self.type && self.type.id && self.type.points && self.type.size) { var fruitGraphics = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // Set width and height directly from the actual asset for accurate hitbox self.width = fruitGraphics.width; self.height = fruitGraphics.height; // No point value shown on fruit } else { // This will be initialized properly when the game is fully loaded console.log("Warning: Fruit type not available yet or missing required properties"); } self.update = function () { if (self.isStatic || self.merging) { return; } // Track safety period state changes if (self.safetyPeriod === false && self.vy <= 0) { // When a fruit that was in safety period starts moving upward or stops, // it means it has hit something, so it's no longer in safety period self.safetyPeriod = true; } // Add damping when velocity is low if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5) { self.angularVelocity *= 0.9; // Apply damping when fruit is almost at rest } // Check for contact with walls to apply wall friction var fruitRadius = self.width / 2; var isContactingLeftWall = self.x <= wallLeft.x + wallLeft.width / 2 + fruitRadius + 2; var isContactingRightWall = self.x >= wallRight.x - wallRight.width / 2 - fruitRadius - 2; if (isContactingLeftWall || isContactingRightWall) { // Apply progressive wall friction based on how long the fruit has been in contact if (!self.wallContactFrames) { self.wallContactFrames = 1; } else { self.wallContactFrames++; } // Increase wall friction the longer the fruit stays in contact var progressiveFriction = Math.min(0.85, 0.65 + self.wallContactFrames * 0.01); self.angularVelocity *= progressiveFriction; } else { // Reset wall contact frames when not touching walls self.wallContactFrames = 0; } // Check for contact with other fruits to apply additional friction var isContactingOtherFruit = false; for (var i = 0; i < fruits.length; i++) { var otherFruit = fruits[i]; if (otherFruit !== this && !otherFruit.merging && !otherFruit.isStatic) { var dx = otherFruit.x - this.x; var dy = otherFruit.y - this.y; var distance = Math.sqrt(dx * dx + dy * dy); var combinedRadius = (this.type.size + otherFruit.type.size) / 2; if (distance < combinedRadius + 2) { // Small buffer for contact detection isContactingOtherFruit = true; break; } } } // Apply stronger friction when in contact with other fruits if (isContactingOtherFruit) { self.angularVelocity *= 0.8; // Stronger friction when touching other fruits } // Apply extreme damping when almost stopped rotating if (Math.abs(self.angularVelocity) < 0.01) { self.angularVelocity = 0; } }; self.merge = function (otherFruit) { if (self.merging || !self.type.next) { return; } self.merging = true; otherFruit.merging = true; // Calculate midpoint between fruits for new fruit position var midX = (self.x + otherFruit.x) / 2; var midY = (self.y + otherFruit.y) / 2; // Create merge animation tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut }); tween(otherFruit, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Create new merged fruit var nextType = FruitTypes[self.type.next.toUpperCase()]; var newFruit = new Fruit(nextType); newFruit.x = midX; newFruit.y = midY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; game.addChild(newFruit); fruits.push(newFruit); // Add merge points based on the new fruit's level LK.setScore(LK.getScore() + nextType.points); updateScoreDisplay(); // Play merge sound LK.getSound('merge').play(); // Animate new fruit growing tween(newFruit, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); // Remove old fruits var indexSelf = fruits.indexOf(self); if (indexSelf !== -1) { fruits.splice(indexSelf, 1); } self.destroy(); var indexOther = fruits.indexOf(otherFruit); if (indexOther !== -1) { fruits.splice(indexOther, 1); } otherFruit.destroy(); // Play merge sound LK.getSound('merge').play(); } }); }; return self; }); var Line = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('floor', { anchorX: 0.5, anchorY: 0.5 }); // Make it visually distinct from the floor lineGraphics.tint = 0xff0000; // Ensure full width is used for collision but visual is thin lineGraphics.height = 20; // Make the visual thinner return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf6e58d }); /**** * Game Code ****/ // Game variables var gameOverLine; // Game over line var pineapple; // The pineapple that pushes in from left var pineappleActive = false; // Track if pineapple is active in gameplay var pineapplePushCount = 0; // Count how many times pineapple has been pushed var FruitTypes = { CHERRY: { id: 'cherry', size: 150, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 200, points: 2, next: 'apple' }, APPLE: { id: 'apple', size: 250, points: 3, next: 'orange' }, ORANGE: { id: 'orange', size: 300, points: 5, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 350, points: 8, next: 'pineapple' }, PINEAPPLE: { id: 'pineapple', size: 400, points: 13, next: 'melon' }, MELON: { id: 'melon', size: 450, points: 21, next: 'peach' }, PEACH: { id: 'peach', size: 500, points: 34, next: 'coconut' }, COCONUT: { id: 'coconut', size: 550, points: 55, next: 'durian' }, DURIAN: { id: 'durian', size: 600, points: 89, next: null } }; var gameWidth = 2048; var gameHeight = 2732; var fruits = []; var nextFruitType = null; var activeFruit = null; // The fruit currently controlled by the player var wallLeft, wallRight, gameFloor; var dropPointY = 200; // Y coordinate where new fruits appear var gameOver = false; var scoreText; var isDragging = false; // Flag to check if the player is currently dragging var chargedBalls = []; // Array to hold charged ball icons var chargedBallContainer = null; // Container for charged ball icons var chargeCounter = 0; // Counter to track dropped balls for charging // Setup game boundaries function setupBoundaries() { // Left wall wallLeft = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallLeft.x = 0; wallLeft.y = gameHeight / 2; // Right wall wallRight = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallRight.x = gameWidth; wallRight.y = gameHeight / 2; // Floor gameFloor = game.addChild(LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5 })); gameFloor.x = gameWidth / 2; gameFloor.y = gameHeight; // Game over line gameOverLine = game.addChild(new Line()); gameOverLine.x = gameWidth / 2; gameOverLine.y = 500; // Position above the drop zone gameOverLine.scaleX = 1; // Make it stretch across the entire width of the screen gameOverLine.scaleY = 0.5; // Make it thinner } // Create new next fruit function createNextFruit() { // Determine which fruit to spawn (for now just start with smaller fruits) var fruitProbability = Math.random(); var fruitType; if (fruitProbability < 0.6) { fruitType = FruitTypes.CHERRY; } else if (fruitProbability < 0.85) { fruitType = FruitTypes.GRAPE; } else { fruitType = FruitTypes.APPLE; } nextFruitType = fruitType; // Update display // No explicit preview display needed, the next fruit will be the one the player controls // Create the active fruit activeFruit = new Fruit(nextFruitType); // Position at the top center initially, but 100px lower than before activeFruit.x = gameWidth / 2; activeFruit.y = dropPointY + 100; // Make it static while the player controls it activeFruit.isStatic = true; game.addChild(activeFruit); } // Drop fruit at specified position function dropFruit() { if (gameOver || !activeFruit) { return; } // Make the active fruit dynamic so it drops activeFruit.isStatic = false; // Add angle variation - random angle between -10 and +10 degrees var angle = (Math.random() * 20 - 10) * (Math.PI / 180); // Convert to radians var force = 3.5; // Force magnitude // Apply velocity based on angle activeFruit.vx = Math.sin(angle) * force; activeFruit.vy = Math.abs(Math.cos(angle) * force); // Make sure initial Y velocity is downward // Mark this fruit as in safety period since it's newly dropped activeFruit.safetyPeriod = false; // Add the fruit to the main fruits array fruits.push(activeFruit); // Play drop sound LK.getSound('drop').play(); // Increment charge counter chargeCounter++; // Update charged ball display updateChargedBallDisplay(); // Check if we've reached 4 charged balls and the 5th drop if (chargeCounter > 4) { // Release all charged balls on the 5th drop releaseChargedBalls(); } // Handle pineapple logic if (pineappleActive) { // Pineapple is ready to drop after 3 pushes pineapple.isStatic = false; // Add angle variation var pineappleAngle = (Math.random() * 10 - 5) * (Math.PI / 180); var pineappleForce = 2.5; // Less force for bigger fruit // Apply velocity pineapple.vx = Math.sin(pineappleAngle) * pineappleForce; pineapple.vy = Math.abs(Math.cos(pineappleAngle) * pineappleForce); // Mark as in safety period pineapple.safetyPeriod = false; // Add to fruits array fruits.push(pineapple); // Setup a new pineapple for next cycle setupPineapple(); } else { // Push the pineapple further in pushPineapple(); } // Clear active fruit activeFruit = null; // Create the next fruit immediately createNextFruit(); } // Update score display function updateScoreDisplay() { scoreText.setText("SCORE: " + LK.getScore()); } // Setup UI function setupUI() { // Score display scoreText = new Text2("SCORE: 0", { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 30; // Create charged ball grid setupChargedBallDisplay(); } // Create the charged ball grid function setupChargedBallDisplay() { // Create container for charged balls chargedBallContainer = new Container(); game.addChild(chargedBallContainer); // Position the container at the top of the screen, 200 pixels lower chargedBallContainer.y = 800; // Calculate total width needed for all balls var ballType = FruitTypes.APPLE; // Level 3 ball type var ballSize = ballType.size; // Get actual size of apple var spacing = (gameWidth - 200) / 3; // Evenly distribute 4 balls // Horizontal position to start the row var startX = 100; // Starting position from left edge // Create 4 balls in a single row for (var i = 0; i < 4; i++) { var ball = new Container(); // Use apple as charged balls (level 3) with actual size var ballGraphics = ball.attachAsset('apple', { anchorX: 0.5, anchorY: 0.5 }); // Position in single row with equal spacing ball.x = startX + i * spacing; // Set to semi-transparent initially ball.alpha = 0.5; chargedBallContainer.addChild(ball); chargedBalls.push(ball); } // Center the container horizontally chargedBallContainer.x = 0; } // Function to update charged ball display function updateChargedBallDisplay() { // Update the visibility of balls based on chargeCounter for (var i = 0; i < chargedBalls.length; i++) { if (i < chargeCounter) { // Balls that are charged are fully visible if (chargedBalls[i].alpha !== 1) { tween(chargedBalls[i], { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } // Ensure correct size is maintained chargedBalls[i].scaleX = 1; chargedBalls[i].scaleY = 1; } else { // Balls that are not yet charged are semi-transparent if (chargedBalls[i].alpha !== 0.5) { chargedBalls[i].alpha = 0.5; } // Ensure correct size is maintained chargedBalls[i].scaleX = 1; chargedBalls[i].scaleY = 1; } } } // Function to release all charged balls function releaseChargedBalls() { // Create and drop 4 level 3 (apple) balls for (var i = 0; i < 4; i++) { var apple = new Fruit(FruitTypes.APPLE); // Distribute the balls across the width of the game var offset = i * (gameWidth - 300) / 3 + 150; apple.x = offset; apple.y = dropPointY + 100; // Make it dynamic so it drops apple.isStatic = false; // Add random horizontal velocity and downward vertical velocity var angle = (Math.random() * 20 - 10) * (Math.PI / 180); var force = 3.5; apple.vx = Math.sin(angle) * force; apple.vy = Math.abs(Math.cos(angle) * force); // Mark this fruit as in safety period since it's newly dropped apple.safetyPeriod = false; // Add to game and fruits array game.addChild(apple); fruits.push(apple); // Add animation to make it look like the charged balls are dropping tween(chargedBalls[i], { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, easing: tween.easeIn }); } // Play drop sound LK.getSound('drop').play(); // Reset charge counter chargeCounter = 0; // Update the charged ball display after a delay - ensure complete reset LK.setTimeout(function () { for (var i = 0; i < chargedBalls.length; i++) { // Fully reset all properties chargedBalls[i].alpha = 0.5; // Remove any scaling to ensure original size chargedBalls[i].scaleX = 1; chargedBalls[i].scaleY = 1; } updateChargedBallDisplay(); }, 300); } // Check for fruit collisions // Check for fruit collisions function checkFruitCollisions() { for (var i = 0; i < fruits.length; i++) { // Skip collision for the active fruit if (fruits[i] === activeFruit) { continue; } for (var j = i + 1; j < fruits.length; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; // Skip collision for the active fruit if (fruits[j] === activeFruit) { continue; } // Skip if either fruit is already merging if (fruit1.merging || fruit2.merging) { continue; } // Calculate distance between centers var dx = fruit2.x - fruit1.x; var dy = fruit2.y - fruit1.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if they are overlapping - use actual asset dimensions for more accurate hitboxes var fruit1Radius = fruit1.width / 2; // Use actual width of the asset var fruit2Radius = fruit2.width / 2; // Use actual width of the asset var combinedRadius = fruit1Radius + fruit2Radius; if (distance < combinedRadius) { // Resolve collision (simple separation and velocity adjustment) var overlap = combinedRadius - distance; var normalizeX = dx / distance; var normalizeY = dy / distance; var moveX = overlap / 2 * normalizeX; var moveY = overlap / 2 * normalizeY; fruit1.x -= moveX; fruit1.y -= moveY; fruit2.x += moveX; fruit2.y += moveY; // Calculate relative velocity var rvX = fruit2.vx - fruit1.vx; var rvY = fruit2.vy - fruit1.vy; var contactVelocity = rvX * normalizeX + rvY * normalizeY; // Only resolve if velocities are separating if (contactVelocity < 0) { // Use the higher elasticity for the collision (smaller fruits bounce more) var collisionElasticity = Math.max(fruit1.elasticity, fruit2.elasticity); var impulse = -(1 + collisionElasticity) * contactVelocity; var totalMass = fruit1.type.size + fruit2.type.size; // Using size as a proxy for mass var impulse1 = impulse * (fruit2.type.size / totalMass); var impulse2 = impulse * (fruit1.type.size / totalMass); // Apply impact scaling for smaller fruits against bigger ones // Smaller fruits should bounce away more from larger fruits var sizeDifference = Math.abs(fruit1.type.size - fruit2.type.size) / Math.max(fruit1.type.size, fruit2.type.size); if (fruit1.type.size < fruit2.type.size) { impulse1 *= 1 + sizeDifference * 0.5; // Smaller fruit gets extra bounce } else if (fruit2.type.size < fruit1.type.size) { impulse2 *= 1 + sizeDifference * 0.5; // Smaller fruit gets extra bounce } fruit1.vx -= impulse1 * normalizeX; fruit1.vy -= impulse1 * normalizeY; fruit2.vx += impulse2 * normalizeX; fruit2.vy += impulse2 * normalizeY; // Apply friction between colliding fruits var tangentX = -normalizeY; var tangentY = normalizeX; var tangentVelocity = rvX * tangentX + rvY * tangentY; var frictionImpulse = -tangentVelocity * 0.2; // Increased friction factor fruit1.vx -= frictionImpulse * tangentX; fruit1.vy -= frictionImpulse * tangentY; fruit2.vx += frictionImpulse * tangentX; fruit2.vy += frictionImpulse * tangentY; // Apply angular velocity change based on collision with proportional damping var fruit1AngularImpulse = impulse1 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005; var fruit2AngularImpulse = impulse2 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005; fruit1.angularVelocity += fruit1AngularImpulse; fruit2.angularVelocity -= fruit2AngularImpulse; // Apply additional angular damping during collisions fruit1.angularVelocity *= 0.9; fruit2.angularVelocity *= 0.9; // Cap angular velocity fruit1.angularVelocity = Math.min(Math.max(fruit1.angularVelocity, -fruit1.maxAngularVelocity), fruit1.maxAngularVelocity); fruit2.angularVelocity = Math.min(Math.max(fruit2.angularVelocity, -fruit2.maxAngularVelocity), fruit2.maxAngularVelocity); if (Math.abs(contactVelocity) > 1) { // Bounce sound removed } } // Only proceed with merge if fruits are the same type if (fruit1.type === fruit2.type) { // Merge fruits if they are close enough and of the same type fruit1.merge(fruit2); break; } } } } } // Check if game is over (too many fruits on screen or stacked too high) function checkGameOver() { if (gameOver) { return; } if (fruits.length > 30) { gameOver = true; LK.showGameOver(); return; } // Check if any fruits are too high for (var i = 0; i < fruits.length; i++) { // Don't check game over for the active fruit if (fruits[i] === activeFruit) { continue; } // Check if fruit touches the game over line if (!fruits[i].merging && fruits[i].intersects(gameOverLine)) { // Initialize the safetyPeriod property if not already set if (fruits[i].safetyPeriod === undefined) { // If the fruit is still moving downward, it's probably just spawned if (fruits[i].vy > 0) { // Mark this fruit as in safety period - it has just been dropped fruits[i].safetyPeriod = false; continue; // Skip game over check for freshly dropped fruits } // If the fruit has hit something and bounced back or is stable, it's no longer in safety period if (fruits[i].vy <= 0) { fruits[i].safetyPeriod = true; // Mark that we've checked and it's now unsafe } } // Only trigger game over if the fruit is not in safety period if (fruits[i].safetyPeriod) { // Trigger game over when a fruit touches the line after having bounced/settled gameOver = true; LK.showGameOver(); return; } } // Only check for game over if fruit is high AND has had time to settle // Use the fruit's height to determine proper position check var fruitRadius = fruits[i].height / 2; if (fruits[i].y < 300 + fruitRadius && !fruits[i].merging) { var isFruitMoving = Math.abs(fruits[i].vx) > 0.5 || Math.abs(fruits[i].vy) > 0.5; // Add a countdown to ensure the fruit has truly stopped moving if (!isFruitMoving) { // Initialize the stable timer if not already set if (fruits[i].stableTimer === undefined) { fruits[i].stableTimer = 60; // Give 1 second (60 frames) to confirm stability } else { fruits[i].stableTimer--; if (fruits[i].stableTimer <= 0) { gameOver = true; LK.showGameOver(); return; } } } else { // Reset timer if the fruit starts moving again fruits[i].stableTimer = undefined; } } } } // Create and setup the pineapple function setupPineapple() { pineapple = new Fruit(FruitTypes.PINEAPPLE); pineapple.x = -pineapple.width / 2; // Start completely off screen pineapple.y = 300; // Position slightly below game over line pineapple.isStatic = true; // Make it static until it's dropped pineappleActive = false; // Not active in gameplay yet pineapplePushCount = 0; // Reset push count game.addChild(pineapple); } // Function to push the pineapple function pushPineapple() { // Only push if not already active in gameplay if (!pineappleActive) { pineapplePushCount++; // Calculate new x position (100px per push instead of 200px) var newX = -pineapple.width / 2 + pineapplePushCount * 90; // Animate the push tween(pineapple, { x: newX }, { duration: 300, easing: tween.bounceOut }); // Check if we've pushed the pineapple 7 times if (pineapplePushCount >= 7) { pineappleActive = true; // Mark as ready to drop on next fruit release } } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; chargeCounter = 0; chargedBalls = []; // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); setupPineapple(); // Setup the pineapple updateScoreDisplay(); createNextFruit(); } // Event handlers game.down = function (x, y) { // We don't need to check specific boundaries to start dragging. // As long as there's an active fruit, we can start dragging. if (activeFruit) { isDragging = true; // Update active fruit position immediately game.move(x, y); } }; // Mouse or touch move on game object game.move = function (x, y) { if (isDragging && activeFruit) { // Only move the active fruit on the X axis - use actual fruit width var fruitRadius = activeFruit.width / 2; var minX = wallLeft.x + wallLeft.width / 2 + fruitRadius; var maxX = wallRight.x - wallRight.width / 2 - fruitRadius; activeFruit.x = Math.max(minX, Math.min(maxX, x)); } }; // Mouse or touch up on game object game.up = function () { if (isDragging && activeFruit) { dropFruit(); } isDragging = false; }; // Game update loop game.update = function () { // We no longer need to check if pineapple is in the board // as we now use push count to determine when it's ready // Apply physics and check collisions for each fruit for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (fruit.isStatic || fruit.merging) { continue; } // Store last position for boundary checks if (fruit.lastY === undefined) { fruit.lastY = fruit.y; } if (fruit.lastX === undefined) { fruit.lastX = fruit.x; } // Apply gravity fruit.vy += fruit.gravity; // Apply velocity fruit.x += fruit.vx; fruit.y += fruit.vy; // Apply rotation fruit.rotation += fruit.angularVelocity; // Apply friction fruit.vx *= fruit.friction; fruit.vy *= fruit.friction; // Apply angular friction fruit.angularVelocity *= fruit.angularFriction; // Force fruits to stop rotating when they're barely moving if (Math.abs(fruit.vx) < 0.1 && Math.abs(fruit.vy) < 0.1 && Math.abs(fruit.angularVelocity) < 0.03) { fruit.angularVelocity = 0; } // Apply stronger angular friction when moving slowly if (Math.abs(fruit.vx) < 0.8 && Math.abs(fruit.vy) < 0.8) { fruit.angularVelocity *= 0.9; } // Clamp angular velocity fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity), fruit.maxAngularVelocity); // Wall collision - use actual fruit width for accurate collision var fruitRadius = fruit.width / 2; // Use actual width of the asset if (fruit.x < wallLeft.x + wallLeft.width / 2 + fruitRadius) { fruit.x = wallLeft.x + wallLeft.width / 2 + fruitRadius; fruit.vx = -fruit.vx * fruit.elasticity; // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.005 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity += fruit.vy * angularImpactMultiplier * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact // Apply wall friction - stronger when in wall contact and proportional to fruit size var wallFriction = 0.65 + (fruit.elasticity - 0.7) * 0.5; // More elastic (smaller) fruits get less wall friction fruit.angularVelocity *= wallFriction; fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vx) > 1) { // Bounce sound removed } } else if (fruit.x > wallRight.x - wallRight.width / 2 - fruitRadius) { fruit.x = wallRight.x - wallRight.width / 2 - fruitRadius; fruit.vx = -fruit.vx * fruit.elasticity; // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.005 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity -= fruit.vy * angularImpactMultiplier * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact // Apply wall friction - stronger when in wall contact and proportional to fruit size var wallFriction = 0.65 + (fruit.elasticity - 0.7) * 0.5; // More elastic (smaller) fruits get less wall friction fruit.angularVelocity *= wallFriction; fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vx) > 1) { // Bounce sound removed } } // Floor collision - use actual fruit height for accurate collision var fruitRadius = fruit.height / 2; // Use actual height of the asset if (fruit.y > gameFloor.y - gameFloor.height / 2 - fruitRadius) { fruit.y = gameFloor.y - gameFloor.height / 2 - fruitRadius; fruit.vy = -fruit.vy * fruit.elasticity; if (Math.abs(fruit.vx) > 0.5) { // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.01 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity += fruit.vx * angularImpactMultiplier * (fruit.vy / Math.abs(fruit.vy || 1)); // Apply angular velocity based on horizontal velocity and direction of impact } // Smaller fruits should spin longer after impact var angularDamping = fruit.elasticity > 0.85 ? 0.85 : fruit.groundAngularFriction; fruit.angularVelocity *= angularDamping; // Smaller fruits take more time to come to rest var restThreshold = 1 + (fruit.elasticity - 0.7) * 10; if (Math.abs(fruit.vy) < restThreshold) { fruit.vy = 0; } // Angular rest threshold should also scale with elasticity var angularRestThreshold = 0.03 * (1 - (fruit.elasticity - 0.7) * 2); if (Math.abs(fruit.angularVelocity) < angularRestThreshold) { fruit.angularVelocity = 0; } if (Math.abs(fruit.vy) > 1) { // Bounce sound removed } } // Update last positions fruit.lastX = fruit.x; fruit.lastY = fruit.y; } // Check for fruit collisions checkFruitCollisions(); // Check game over conditions checkGameOver(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -685,9 +685,9 @@
// Only push if not already active in gameplay
if (!pineappleActive) {
pineapplePushCount++;
// Calculate new x position (100px per push instead of 200px)
- var newX = -pineapple.width / 2 + pineapplePushCount * 100;
+ var newX = -pineapple.width / 2 + pineapplePushCount * 90;
// Animate the push
tween(pineapple, {
x: newX
}, {