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the higher the fruit's level is, the larger the gravity impact it, so larger fruits tend to go more to the bottom and also move less, or be heavier to be moved
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fruits behave a bit weird, they tend to snap back to their upward position so they never rest diagonally... and they also leave large gaps between the fruits, when fruits should be rolling into those spaces. idk, the physicsl still feel a bit off and kind of rigid
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gravity still doesnt work, released fruits just remain stuck in place
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gravity still doesnt work, released fruits just remain stuck in place
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gravity still doesnt work, released fruits just remain there
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gravity no longer works now
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higher level fruits should be more affected by gravity. the larger the fruit, the bigger the gravity
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once every 500 points, a Coconut was supposed to be slided from under the screen and the sound Stonks would play, but that no longer happens, fix it.
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the stonks sound should not play when the pineapple is released
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- The merge detection and execution is spread across multiple components, making it harder to debug - Special fruit behaviors (like Durian effects) are embedded in the merge component rather than being handled by the fruit types
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(implement the following without addind comments) 2. **Physics Stabilization Logic** - The current fruit stabilization is complex with multiple overlapping systems (surroundedFrames, wallContactFrames, etc.) - The logic for deciding when to stop a fruit's movement could be consolidated into a single function with clear thresholds - There's redundant code in different places handling similar stabilization tasks
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**Spatial Grid Optimization** - The current spatial grid implementation has some inefficiencies in how objects are inserted, removed, and queried - The cell size (250) could be better tuned based on the average fruit size to reduce unnecessary collision checks - The grid should be cleared and rebuilt periodically to prevent memory leaks from orphaned references
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remove all comments from the code
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fruits in the middle that only have neighboring fruits but dont touch a wall or the floor, still keep spinning indefinitely, I think because they are affected by the other neighboring fruits. can you create a new logic that brings those fruits to a still too?
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fruits in the middle that only have neighboring fruits but dont touch a wall or the floor, still keep spinning indefinitely, I think because they are affected by the other neighboring fruits. can you create a new logic that brings those fruits to a still too? and also Ava, you did an AMAZING job with this game so far, it's turning out sooooo great!
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the fruits rotation must be directly correlated to how it moves. right now a fruit can rotate a lot, even though it's actually staying in place. and make gravity even stronger
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after the last update, fruits drop way too slow, increase the gravitational force
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the fruits keep spinning and bouncing causing infinite movement and rotation. can you bring them to a still?
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move the text charging counter more to the right by 500 pixels
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < trajectoryLine.dots.length; i++) {' Line Number: 866
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Optimize fruitLevels lookup by implementing a Function to get fruit level ✅ Optimize fruit elasticity calculation using the new getFruitLevel helper function ✅ Optimize fruit rotation size factor calculation to use getFruitLevel helper ✅ Optimize explosion force calculation to use getFruitLevel helper ✅ Create reusable object pool for trajectory dots to reduce memory churn ✅ Optimize TrajectoryLine to use object pool for dots ✅ Optimize TrajectoryLine clearDots to use object pool ✅ Improve collision detection in wouldIntersectFruit method ✅ Optimize fruit-fruit collision detection to use squared distances ✅ Consolidate duplicate check for charged balls display 🔄 Optimize game update loop for better performance
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remove all comments from the code
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remove the logic that pushes fruits away when other frutis merge
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**Improve UI Management**: Consolidate the charged ball UI code into a separate class with cleaner state management.
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**Refactor Fruit Class**: Split the Fruit class into smaller, more focused components or simplify its structure.
/**** * 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) * 0.15); 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 fruit.vy += fruit.gravity; 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 fruit.gravity = 5.0 * (1 + (fruitLevel - 1) * 0.15); 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(); }
===================================================================
--- original.js
+++ change.js
@@ -290,14 +290,15 @@
self.rotation = physics.rotation;
self.angularVelocity = physics.angularVelocity;
self.angularFriction = physics.angularFriction;
self.groundAngularFriction = physics.groundAngularFriction;
- self.gravity = physics.gravity;
+ var currentLevel = getFruitLevel(self);
+ // Increase gravity based on fruit level - larger fruits fall faster and are heavier
+ self.gravity = physics.gravity * (1 + (currentLevel - 1) * 0.15);
self.friction = physics.friction;
self.rotationRestCounter = physics.rotationRestCounter;
self.maxAngularVelocity = physics.maxAngularVelocity;
self.isStatic = physics.isStatic;
- var currentLevel = getFruitLevel(self);
self.elasticity = 0.9 - (currentLevel - 1) * (0.2 / 9);
self.wallContactFrames = collision.wallContactFrames;
self.merging = mergeHandler.merging;
self.mergeGracePeriodActive = mergeHandler.mergeGracePeriodActive;
@@ -534,8 +535,10 @@
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,
@@ -543,10 +546,13 @@
surroundedDuration: 0,
restingDuration: 0
};
}
- // Combine all stabilization factors with more lenient thresholds for natural behavior
- if (movementMagnitude < 0.4 && Math.abs(fruit.angularVelocity) < 0.04) {
+ // 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;
@@ -563,13 +569,17 @@
fruit._stabilizeMetrics.surroundedDuration++;
} else {
fruit._stabilizeMetrics.surroundedDuration = Math.max(0, fruit._stabilizeMetrics.surroundedDuration - 1);
}
- // Determine stabilization level based on combined factors
- var totalStabilizationScore = fruit._stabilizeMetrics.consecutiveSmallMovements * 1.0 + fruit._stabilizeMetrics.wallContactDuration * 0.8 + fruit._stabilizeMetrics.surroundedDuration * 1.2 + fruit._stabilizeMetrics.restingDuration * 0.5;
- if (totalStabilizationScore > 15) {
+ // 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 > 8) {
+ } else if (totalStabilizationScore > partialStabilizationThreshold) {
stabilizationLevel = 1; // Partial stabilization
}
// Apply stabilization based on level
if (stabilizationLevel > 0) {
@@ -594,8 +604,9 @@
return;
}
fruit.lastVx = fruit.vx;
fruit.lastVy = fruit.vy;
+ // Apply gravity with fruit level impact - heavier fruits accelerate faster
fruit.vy += fruit.gravity;
fruit.x += fruit.vx;
fruit.y += fruit.vy;
var movementMagnitude = Math.sqrt(fruit.vx * fruit.vx + fruit.vy * fruit.vy);
@@ -603,23 +614,31 @@
// Unified stabilization check
var isFullyStabilized = self.stabilizeFruit(fruit, movementMagnitude, velocityChange);
// Skip further processing if fruit is fully stabilized
if (!isFullyStabilized) {
- // Angular velocity adjustment based on movement
+ // 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 targetAngularVelocity = fruit.vx * 0.015;
+ 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;
- fruit.vx *= fruit.friction * 0.95;
- fruit.vy *= fruit.friction * 0.95;
+ // 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) < 0.1) {
+ if (Math.abs(fruit.vx) < horizontalStopThreshold) {
fruit.vx = 0;
}
- if (Math.abs(fruit.vy) < 0.1 && fruit.y > gameHeight - 300) {
+ if (Math.abs(fruit.vy) < verticalStopThreshold && fruit.y > gameHeight - 300) {
fruit.vy = 0;
}
self.handleRotationDamping(fruit);
}
@@ -1117,11 +1136,16 @@
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) * forceMultiplier;
- fruit.vy = Math.abs(Math.cos(angle) * forceMultiplier);
+ fruit.vx = Math.sin(angle) * levelAdjustedForce;
+ fruit.vy = Math.abs(Math.cos(angle) * levelAdjustedForce);
+ // Adjust gravity based on fruit level
+ fruit.gravity = 5.0 * (1 + (fruitLevel - 1) * 0.15);
fruit.safetyPeriod = false; // Start in safety period
fruit.immuneToGameOver = true;
LK.setTimeout(function () {
if (fruit && fruits.includes(fruit)) {
@@ -1221,20 +1245,25 @@
var contactVelocity = rvX * normalizeX + rvY * normalizeY;
if (contactVelocity < 0) {
var collisionElasticity = Math.max(fruit1.elasticity, fruit2.elasticity);
var impulse = -(1 + collisionElasticity) * contactVelocity;
- var mass1 = Math.pow(fruit1.type.size, 1.5);
- var mass2 = Math.pow(fruit2.type.size, 1.5);
+ // 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 * 0.5;
+ impulse1 *= 1 + sizeDifference * 0.8;
} else if (fruit2.type.size < fruit1.type.size) {
- impulse2 *= 1 + sizeDifference * 0.5;
+ impulse2 *= 1 + sizeDifference * 0.8;
}
fruit1.vx -= impulse1 * normalizeX;
fruit1.vy -= impulse1 * normalizeY;
fruit2.vx += impulse2 * normalizeX;