User prompt
please rename all fruits so their format is 1.Cherry and 2.Apple and so on. start each fruit with it's level number so I can easily see each fruit level numerically
User prompt
apply this scoring formula when merging balls. so when two level one balls merge, they award a point. this is the points for each level. Ball Level Merging Score 1 1 2 2 3 3 4 5 5 8 6 13 7 21 8 34 9 55 10 89
User prompt
Please fix the bug: 'fruit is not defined' in or related to this line: 'if (Math.abs(fruit.vx) < 0.5 && Math.abs(fruit.vy) < 0.5) {' Line Number: 59
User prompt
the balls rotation is still bugged, especially for balls on top of other balls that don't touch the ground, they seem to keep spinning, never coming to a rest
User prompt
it seems the spinning of the ball is not correlated to the force of impact. they do rotate, but the rotation doesn't look natural. they either rotate too much from a small itneraction, or sometimes stopp too abruptly
User prompt
balls reverted back to spinning uncontrolably, as if there's no friction. balls should have friction when interacting with the ground or other balls, so they dont keep spinning forever
User prompt
great, but now some ball lost collision and dont collide with each other
User prompt
nice, it works great now! amazing job! but curently I need to hold the actuall ball for it to move, when instead I should be able to press anywhere for that to happen
User prompt
we need to simplify things. remove the preview that shows the next ball and thenextfruitbg and instead of showing the next ball as a static icon in a fixed place, place that at the top of the screen, as the next dropping fruit. it remains in the same Y axis, but it now becomes part of the gameplay rather than of UI. while the player keeps the finger on the screen, the active ball follows it, but only moving on the X axis, and when the figner is released, the ball drops and then the next one pawns in it's place, so there's always an active ball that is about to be dropped
User prompt
upon release, the balls dont drop, they simply diappear
User prompt
we need to simplify things. remove the preview that shows the next ball and thenextfruitbg and instead of showing the next ball as a static icon in a fixed place, place that at the top of the screen, as the next dropping fruit. it remains in the same Y axis, but it now becomes part of the gameplay rather than of UI. while the player keeps the finger on the screen, the active ball follows it, but only moving on the X axis, and when the figner is released, the ball drops and then the next one pawns in it's place, so there's always an active ball that is about to be dropped
User prompt
make the balls drop even faster
User prompt
balls can still rotate exponentially. ground applies friction, but collision with other balls doesnt, making balls on top spin uncontrolably. fix this please
User prompt
the rotation seems to be too much and looks unrealistic. ensure ground adds friction which decreases the rotation
User prompt
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
User prompt
remove the numerical value from the balls
User prompt
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
User prompt
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
User prompt
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
User prompt
the game seems to only have 5 fruits, I need another 5, so we have 10 total
User prompt
there seems to b a lag before identical balls merge, the merge should hapen instantly, as soon as the balls touch
User prompt
only balls of different evolutions should colide, identical ones need to merge
User prompt
balls currently overlap and intersect each other, that should not be possible, they need to collide with each other, and never overlap
User prompt
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
User prompt
increase the balls drop speed
/****
* 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
});
// Add fruit name label for clarity
if (self.type.name) {
var nameText = new Text2(self.type.name, {
size: Math.min(40, self.type.size / 5),
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
self.addChild(nameText);
}
} 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;
}
// 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
}
};
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();
// 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',
name: '1.Cherry'
},
GRAPE: {
id: 'grape',
size: 200,
points: 2,
next: 'apple',
name: '2.Grape'
},
APPLE: {
id: 'apple',
size: 300,
points: 3,
next: 'orange',
name: '3.Apple'
},
ORANGE: {
id: 'orange',
size: 400,
points: 5,
next: 'watermelon',
name: '4.Orange'
},
WATERMELON: {
id: 'watermelon',
size: 500,
points: 8,
next: 'pineapple',
name: '5.Watermelon'
},
PINEAPPLE: {
id: 'pineapple',
size: 600,
points: 13,
next: 'melon',
name: '6.Pineapple'
},
MELON: {
id: 'melon',
size: 700,
points: 21,
next: 'peach',
name: '7.Melon'
},
PEACH: {
id: 'peach',
size: 800,
points: 34,
next: 'coconut',
name: '8.Peach'
},
COCONUT: {
id: 'coconut',
size: 900,
points: 55,
next: 'durian',
name: '9.Coconut'
},
DURIAN: {
id: 'durian',
size: 1000,
points: 89,
next: null,
name: '10.Durian'
}
};
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
// 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;
}
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
activeFruit.x = gameWidth / 2;
activeFruit.y = dropPointY;
// 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 small random x velocity to make it interesting
activeFruit.vx = (Math.random() - 0.5) * 3;
// Add the fruit to the main fruits array
fruits.push(activeFruit);
// Play drop sound
LK.getSound('drop').play();
// Clear active fruit
activeFruit = null;
// Prepare the next fruit after a short delay
LK.setTimeout(function () {
createNextFruit();
}, 500); // Delay before creating the next fruit
}
// 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
// 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
var combinedRadius = (fruit1.type.size + fruit2.type.size) / 2;
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) {
var impulse = -(1 + fruit1.elasticity) * 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);
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 * 0.1; // Simple 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
fruit1.angularVelocity += impulse1 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005;
fruit2.angularVelocity -= impulse2 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005;
// 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) {
LK.getSound('bounce').play();
}
}
// 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;
}
// 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) {
// 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
var minX = wallLeft.x + wallLeft.width / 2 + activeFruit.type.size / 2;
var maxX = wallRight.x - wallRight.width / 2 - activeFruit.type.size / 2;
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 () {
// 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;
// Clamp angular velocity
fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity), fruit.maxAngularVelocity);
// Wall collision
if (fruit.x < wallLeft.x + wallLeft.width / 2 + fruit.type.size / 2) {
fruit.x = wallLeft.x + wallLeft.width / 2 + fruit.type.size / 2;
fruit.vx = -fruit.vx * fruit.elasticity;
fruit.angularVelocity += fruit.vy * 0.005 * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact
fruit.angularVelocity *= fruit.groundAngularFriction;
if (Math.abs(fruit.vx) > 1) {
LK.getSound('bounce').play();
}
} else if (fruit.x > wallRight.x - wallRight.width / 2 - fruit.type.size / 2) {
fruit.x = wallRight.x - wallRight.width / 2 - fruit.type.size / 2;
fruit.vx = -fruit.vx * fruit.elasticity;
fruit.angularVelocity -= fruit.vy * 0.005 * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact
fruit.angularVelocity *= fruit.groundAngularFriction;
if (Math.abs(fruit.vx) > 1) {
LK.getSound('bounce').play();
}
}
// Floor collision
if (fruit.y > gameFloor.y - gameFloor.height / 2 - fruit.type.size / 2) {
fruit.y = gameFloor.y - gameFloor.height / 2 - fruit.type.size / 2;
fruit.vy = -fruit.vy * fruit.elasticity;
if (Math.abs(fruit.vx) > 0.5) {
fruit.angularVelocity += fruit.vx * 0.01 * (fruit.vy / Math.abs(fruit.vy || 1)); // Apply angular velocity based on horizontal velocity and direction of impact
}
fruit.angularVelocity *= fruit.groundAngularFriction;
if (Math.abs(fruit.vy) < 2) {
fruit.vy = 0;
}
if (Math.abs(fruit.angularVelocity) < 0.03) {
fruit.angularVelocity = 0;
}
if (Math.abs(fruit.vy) > 1) {
LK.getSound('bounce').play();
}
}
// 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
@@ -28,9 +28,17 @@
var fruitGraphics = self.attachAsset(self.type.id, {
anchorX: 0.5,
anchorY: 0.5
});
- // No point value shown on fruit
+ // Add fruit name label for clarity
+ if (self.type.name) {
+ var nameText = new Text2(self.type.name, {
+ size: Math.min(40, self.type.size / 5),
+ fill: 0xFFFFFF
+ });
+ nameText.anchor.set(0.5, 0.5);
+ self.addChild(nameText);
+ }
} else {
// This will be initialized properly when the game is fully loaded
console.log("Warning: Fruit type not available yet or missing required properties");
}
@@ -123,63 +131,73 @@
CHERRY: {
id: 'cherry',
size: 100,
points: 1,
- next: 'grape'
+ next: 'grape',
+ name: '1.Cherry'
},
GRAPE: {
id: 'grape',
size: 200,
points: 2,
- next: 'apple'
+ next: 'apple',
+ name: '2.Grape'
},
APPLE: {
id: 'apple',
size: 300,
points: 3,
- next: 'orange'
+ next: 'orange',
+ name: '3.Apple'
},
ORANGE: {
id: 'orange',
size: 400,
points: 5,
- next: 'watermelon'
+ next: 'watermelon',
+ name: '4.Orange'
},
WATERMELON: {
id: 'watermelon',
size: 500,
points: 8,
- next: 'pineapple'
+ next: 'pineapple',
+ name: '5.Watermelon'
},
PINEAPPLE: {
id: 'pineapple',
size: 600,
points: 13,
- next: 'melon'
+ next: 'melon',
+ name: '6.Pineapple'
},
MELON: {
id: 'melon',
size: 700,
points: 21,
- next: 'peach'
+ next: 'peach',
+ name: '7.Melon'
},
PEACH: {
id: 'peach',
size: 800,
points: 34,
- next: 'coconut'
+ next: 'coconut',
+ name: '8.Peach'
},
COCONUT: {
id: 'coconut',
size: 900,
points: 55,
- next: 'durian'
+ next: 'durian',
+ name: '9.Coconut'
},
DURIAN: {
id: 'durian',
size: 1000,
points: 89,
- next: null
+ next: null,
+ name: '10.Durian'
}
};
var gameWidth = 2048;
var gameHeight = 2732;