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make the balls drop even faster
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balls can still rotate exponentially. ground applies friction, but collision with other balls doesnt, making balls on top spin uncontrolably. fix this please
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the rotation seems to be too much and looks unrealistic. ensure ground adds friction which decreases the rotation
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balls should also rotate when colliding with other balls. the rotation should follow physics rules, based on the point of impact ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove the numerical value from the balls
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balls numbers are wrng, smallest fruit should be 1, next one 2 instead of 3, next one 3 instead of 6 and so on, keep it simple, chronological
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the smallest starting fruit size should be 100 and each next evolution is 100 pixels higher, so first is 100, next 200, next 300 and so on. change not the values in the code, but also the actual assets sizes
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the smallest starting fruit size should be 150 and each next evolution is 150 pixels higher, so first is 150, next 300, next 450 and so on
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the game seems to only have 5 fruits, I need another 5, so we have 10 total
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there seems to b a lag before identical balls merge, the merge should hapen instantly, as soon as the balls touch
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only balls of different evolutions should colide, identical ones need to merge
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balls currently overlap and intersect each other, that should not be possible, they need to collide with each other, and never overlap
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upon merging, balls should evolve to the next level, right now they dont, they just disappear. that's ok, but also create a new higher level ball upon merging
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increase the balls drop speed
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 39
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the game goes to game over randomly after releasing balls, fix this bug
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 39
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 36
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText("SCORE: " + LK.getScore());' Line Number: 303
Code edit (1 edits merged)
Please save this source code
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Fruit Fusion: Bouncy Merge Mania
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Fruit merge - physics based game with bouncing balls
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (type) { var self = Container.call(this); // FruitTypes is being used before it's defined, so we need to handle this case self.type = type; self.vx = 0; self.vy = 0; self.rotation = 0; self.angularVelocity = 0; self.angularFriction = 0.96; // Increased from 0.97 for more friction self.groundAngularFriction = 0.85; // Additional friction when touching ground self.gravity = 1.8; // Doubled gravity to make fruits drop faster self.friction = 0.98; self.elasticity = 0.7; self.merging = false; self.isStatic = false; self.maxAngularVelocity = 0.15; // Add maximum angular velocity cap // Only attempt to attach the asset if self.type exists and has necessary properties if (self.type && self.type.id && self.type.points && self.type.size) { var fruitGraphics = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // No point value shown on fruit } else { // This will be initialized properly when the game is fully loaded console.log("Warning: Fruit type not available yet or missing required properties"); } self.update = function () { if (self.isStatic || self.merging) { return; } // Apply gravity self.vy += self.gravity; // Apply velocity self.x += self.vx; self.y += self.vy; // Apply rotation self.rotation += self.angularVelocity; // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Apply angular friction self.angularVelocity *= self.angularFriction; // Clamp angular velocity to prevent excessive spinning self.angularVelocity = Math.min(Math.max(self.angularVelocity, -self.maxAngularVelocity), self.maxAngularVelocity); // Check collisions with other fruits for (var i = 0; i < fruits.length; i++) { var other = fruits[i]; if (other === self || other.merging || self.merging) { continue; } // Skip collision resolution if same fruit type (they should merge instead) if (self.type === other.type) { continue; } // Calculate distance between centers var dx = other.x - self.x; var dy = other.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Calculate minimum distance before collision (sum of radii) var minDistance = (self.type.size + other.type.size) / 2; // If collision detected if (distance < minDistance) { // Normalize direction vector var nx = dx / distance; var ny = dy / distance; // Calculate penetration depth var penetration = minDistance - distance; // Move fruits apart based on penetration self.x -= nx * penetration * 0.5; self.y -= ny * penetration * 0.5; other.x += nx * penetration * 0.5; other.y += ny * penetration * 0.5; // Calculate relative velocity var relVelocityX = other.vx - self.vx; var relVelocityY = other.vy - self.vy; // Calculate velocity along normal var velAlongNormal = relVelocityX * nx + relVelocityY * ny; // Only resolve if objects are moving toward each other if (velAlongNormal > 0) { continue; } // Calculate collision impulse var e = self.elasticity; // coefficient of restitution var j = -(1 + e) * velAlongNormal; j /= 2; // Assume equal mass for simplicity // Apply impulse self.vx -= j * nx; self.vy -= j * ny; other.vx += j * nx; other.vy += j * ny; // Calculate rotational effect based on impact point and fruit sizes // Perpendicular vector to normal var px = -ny; var py = nx; // Approximate lever arm length (distance from center to impact point along the fruit's edge) var selfRadius = self.type.size / 2; var otherRadius = other.type.size / 2; // Calculate rotational impulse based on impact point // Higher impulse = faster rotation with a significantly reduced factor var rotationalFactor = 0.003; // Reduced from 0.008 to 0.003 var selfRotation = j * (px * self.vx + py * self.vy) * rotationalFactor; var otherRotation = j * (px * other.vx + py * other.vy) * rotationalFactor; // Apply rotational impulse inversely proportional to radius (smaller fruits rotate faster) // But cap the maximum rotation that can be applied in a single collision var maxAngularChange = 0.05; // Maximum angular velocity change per collision selfRotation = Math.min(Math.max(selfRotation / (selfRadius * 0.05), -maxAngularChange), maxAngularChange); otherRotation = Math.min(Math.max(otherRotation / (otherRadius * 0.05), -maxAngularChange), maxAngularChange); self.angularVelocity += selfRotation; other.angularVelocity -= otherRotation; // Apply additional friction to angular velocity when fruits are in contact self.angularVelocity *= 0.9; // Friction during collision other.angularVelocity *= 0.9; // Friction during collision // Play bounce sound if significant collision if (Math.abs(j) > 2) { LK.getSound('bounce').play(); } } } // Wall collision if (self.x < wallLeft.x + wallLeft.width / 2 + self.type.size / 2) { self.x = wallLeft.x + wallLeft.width / 2 + self.type.size / 2; self.vx = -self.vx * self.elasticity; // Add rotation on wall impact - direction based on vertical velocity self.angularVelocity += self.vy * 0.005; // Reduced from 0.01 to 0.005 if (Math.abs(self.vx) > 1) { LK.getSound('bounce').play(); } } if (self.x > wallRight.x - wallRight.width / 2 - self.type.size / 2) { self.x = wallRight.x - wallRight.width / 2 - self.type.size / 2; self.vx = -self.vx * self.elasticity; // Add rotation on wall impact - direction based on vertical velocity self.angularVelocity -= self.vy * 0.005; // Reduced from 0.01 to 0.005 if (Math.abs(self.vx) > 1) { LK.getSound('bounce').play(); } } // Floor collision if (self.y > gameFloor.y - gameFloor.height / 2 - self.type.size / 2) { self.y = gameFloor.y - gameFloor.height / 2 - self.type.size / 2; self.vy = -self.vy * self.elasticity; // Apply ground friction to rotation when in contact with floor // Apply direct rotation based on horizontal velocity, but much gentler if (Math.abs(self.vx) > 0.5) { // Only influence rotation direction, not add to existing rotation self.angularVelocity = self.vx * 0.01; // Reduced significantly } // Apply stronger ground friction to slow rotation self.angularVelocity *= self.groundAngularFriction; // If we're barely moving, stop completely if (Math.abs(self.vy) < 2) { self.vy = 0; } // If we're barely rotating, stop completely with a higher threshold if (Math.abs(self.angularVelocity) < 0.03) { // Increased threshold for stopping rotation self.angularVelocity = 0; } if (Math.abs(self.vy) > 1) { LK.getSound('bounce').play(); } } }; self.merge = function (otherFruit) { if (self.merging || !self.type.next) { return; } self.merging = true; otherFruit.merging = true; // Calculate midpoint between fruits for new fruit position var midX = (self.x + otherFruit.x) / 2; var midY = (self.y + otherFruit.y) / 2; // Create merge animation tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut }); tween(otherFruit, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Create new merged fruit var nextType = FruitTypes[self.type.next.toUpperCase()]; var newFruit = new Fruit(nextType); newFruit.x = midX; newFruit.y = midY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; game.addChild(newFruit); fruits.push(newFruit); // Add merge points LK.setScore(LK.getScore() + nextType.points); updateScoreDisplay(); // Animate new fruit growing tween(newFruit, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); // Remove old fruits var indexSelf = fruits.indexOf(self); if (indexSelf !== -1) { fruits.splice(indexSelf, 1); } self.destroy(); var indexOther = fruits.indexOf(otherFruit); if (indexOther !== -1) { fruits.splice(indexOther, 1); } otherFruit.destroy(); // Play merge sound LK.getSound('merge').play(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf6e58d }); /**** * Game Code ****/ // Game variables var FruitTypes = { CHERRY: { id: 'cherry', size: 100, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 200, points: 2, next: 'apple' }, APPLE: { id: 'apple', size: 300, points: 3, next: 'orange' }, ORANGE: { id: 'orange', size: 400, points: 4, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 500, points: 5, next: 'pineapple' }, PINEAPPLE: { id: 'pineapple', size: 600, points: 6, next: 'melon' }, MELON: { id: 'melon', size: 700, points: 7, next: 'peach' }, PEACH: { id: 'peach', size: 800, points: 8, next: 'coconut' }, COCONUT: { id: 'coconut', size: 900, points: 9, next: 'durian' }, DURIAN: { id: 'durian', size: 1000, points: 10, next: null } }; var gameWidth = 2048; var gameHeight = 2732; var fruits = []; var nextFruit = null; var nextFruitDisplay = null; var canDropFruit = true; var wallLeft, wallRight, gameFloor; var dropPoint = { x: gameWidth / 2, y: 200 }; var gameOver = false; var scoreText; // Setup game boundaries function setupBoundaries() { // Left wall wallLeft = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallLeft.x = 0; wallLeft.y = gameHeight / 2; // Right wall wallRight = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallRight.x = gameWidth; wallRight.y = gameHeight / 2; // Floor gameFloor = game.addChild(LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5 })); gameFloor.x = gameWidth / 2; gameFloor.y = gameHeight; } // Create new next fruit function createNextFruit() { // Determine which fruit to spawn (for now just start with smaller fruits) var fruitProbability = Math.random(); var fruitType; if (fruitProbability < 0.6) { fruitType = FruitTypes.CHERRY; } else if (fruitProbability < 0.85) { fruitType = FruitTypes.GRAPE; } else { fruitType = FruitTypes.APPLE; } nextFruit = fruitType; // Update display if (nextFruitDisplay) { nextFruitDisplay.destroy(); } // Background for next fruit var nextBg = LK.getAsset('nextFruitBg', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(nextBg); nextBg.x = 150; nextBg.y = 150; // The next fruit preview var fruitPreview = LK.getAsset(fruitType.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); // Next label var nextLabel = new Text2("NEXT", { size: 40, fill: 0xFFFFFF }); nextLabel.anchor.set(0.5, 0.5); nextLabel.y = -100; nextFruitDisplay = new Container(); nextFruitDisplay.addChild(nextBg); nextFruitDisplay.addChild(fruitPreview); nextFruitDisplay.addChild(nextLabel); LK.gui.topLeft.addChild(nextFruitDisplay); nextFruitDisplay.x = 150; nextFruitDisplay.y = 150; } // Drop fruit at specified position function dropFruit(x) { if (!canDropFruit || gameOver) { return; } // Create new fruit var newFruit = new Fruit(nextFruit); newFruit.x = x; newFruit.y = dropPoint.y; // Add small random x velocity to make it interesting newFruit.vx = (Math.random() - 0.5) * 3; game.addChild(newFruit); fruits.push(newFruit); // Play drop sound LK.getSound('drop').play(); // Prepare next fruit createNextFruit(); // Prevent spam dropping canDropFruit = false; LK.setTimeout(function () { canDropFruit = true; }, 500); } // Update score display function updateScoreDisplay() { scoreText.setText("SCORE: " + LK.getScore()); } // Setup UI function setupUI() { // Score display scoreText = new Text2("SCORE: 0", { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 30; } // Check for fruit collisions function checkFruitCollisions() { for (var i = 0; i < fruits.length; i++) { for (var j = i + 1; j < fruits.length; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; // Skip if either fruit is already merging if (fruit1.merging || fruit2.merging) { continue; } // Calculate distance between centers var dx = fruit2.x - fruit1.x; var dy = fruit2.y - fruit1.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if they are overlapping var combinedRadius = (fruit1.type.size + fruit2.type.size) / 2; // Use a smaller threshold for merging to prevent overlap issues if (distance < combinedRadius * 0.9) { // Only proceed with merge if fruits are the same type if (fruit1.type === fruit2.type) { // Merge fruits immediately upon contact, regardless of velocity fruit1.merge(fruit2); break; } } } } } // Check if game is over (too many fruits on screen or stacked too high) function checkGameOver() { if (gameOver) { return; } if (fruits.length > 30) { gameOver = true; LK.showGameOver(); return; } // Check if any fruits are too high for (var i = 0; i < fruits.length; i++) { // Only check for game over if fruit is high AND has had time to settle if (fruits[i].y < 300 && !fruits[i].merging) { var isFruitMoving = Math.abs(fruits[i].vx) > 0.5 || Math.abs(fruits[i].vy) > 0.5; // Add a countdown to ensure the fruit has truly stopped moving if (!isFruitMoving) { // Initialize the stable timer if not already set if (fruits[i].stableTimer === undefined) { fruits[i].stableTimer = 60; // Give 1 second (60 frames) to confirm stability } else { fruits[i].stableTimer--; if (fruits[i].stableTimer <= 0) { gameOver = true; LK.showGameOver(); return; } } } else { // Reset timer if the fruit starts moving again fruits[i].stableTimer = undefined; } } } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); updateScoreDisplay(); createNextFruit(); } // Event handlers game.down = function (x, y) { // Don't allow drops too close to the edges var minX = wallLeft.x + wallLeft.width / 2 + 100; var maxX = wallRight.x - wallRight.width / 2 - 100; if (x > minX && x < maxX) { dropFruit(x); } }; // Game update loop game.update = function () { // Check for fruit collisions checkFruitCollisions(); // Check game over conditions checkGameOver(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -16,9 +16,9 @@
self.rotation = 0;
self.angularVelocity = 0;
self.angularFriction = 0.96; // Increased from 0.97 for more friction
self.groundAngularFriction = 0.85; // Additional friction when touching ground
- self.gravity = 0.9;
+ self.gravity = 1.8; // Doubled gravity to make fruits drop faster
self.friction = 0.98;
self.elasticity = 0.7;
self.merging = false;
self.isStatic = false;