Code edit (2 edits merged)
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the trajectory line has too many dots remove half of them
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great, but the helper line should have a separate asset that's a round white circle
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i see a helper line but doesnt look as intended. there should be dots coming from the fruit and extending all the way down, spaced evently, so they give the impression of a straight line downwards
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the helper line still doesnt render under the fruit
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i dont see any helper line under the active fruit
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i dont see any helper line under the ctive fruit
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create a straight line made of white dots right under the active fruit. this is supposed to show the trajectory it follows, making it easier for players to see where it lands. the line is long until it reaches a fruit, and then it stops generating further dots. space out the dots evently, end ensure they extend all the way to the floor of the game or to the closest fruit it touches
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the helper line is too short, it should extend all the way to the floor
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the helper line should be fully white and extend all the way down to the bottom wall, as that's the first obstacle that stops the line extending further
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the helper line should be fully white and extend all the way down to the bottom wall, as that's the first obstacle that stops the line extending further
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create a straight line made of white dots right under the active fruit. this is supposed to show the trajectory it follows, making it easier for players to see where it lands. the line is long until it reaches a fruit, and then it stops generating further dots.
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make there be 5 charging fruits instead of 3
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merges should charge up fruits, fix this bug, right now no fruits charge on any merge
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any merge should charge up the 3 fruits, regardless of how it happened
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lets change the release mechanism for the 3 charged fruits, to be released manually on the next active fruit release. so after all 3 fruits have been charged, they can only be released when the player taps to also release the active fruit. after they release, reset the 3 fruits back to 50% alpha so they can start charging again on the next merges ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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change the score text to remove the text score: and only leave the numerical value
Code edit (1 edits merged)
Please save this source code
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the chraging indicator UI is broken, and doesnt reset properly. after the first batch of fruits is released, only the first 2 icons refresh to 50% alpha, the third remains 100% alpha, which is wrong, all 3 should be 50% alpha meaning theyve been reset so the cycle can restart
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the chraging indicator UI is broken, and doesnt reset properly, it only works properly the first time, after reset it breaks. so here's how it hsould work. all fruits are initially part of the UI and inactive, meaning they are shown as 50% alpha. When the merge occurs, the first icon must turn active, showing it as 100% alpha, then the next merge lights up the next one, and the next merge the 3rd icon. after the next merge, only then drop the 3 fruits. As soon as the 3 fruits are dropped, turn all icons back to inactive sho all of them are 50% alpha.
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the 3 charging icons are smaller than the actual size of the fruits when dropped, ensure they are the same size as the elvel 3 fruit
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there's a bug where the released charged fruits never count towards the merge. after being release they shouldnt count towards the active current chain reaction, but they can count for the next one after being used in the next player fruit drop
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fruits just released from charging, should not count towards the merging chain reaction count
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also count chain reaction merges triggered by the player's initial merge, towards charging the fruits
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add a 200 padding to both sides of the container for the charged fruits, so that the first and last fruits aren't so close to the edges of the screen
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (type) { var self = Container.call(this); // FruitTypes is being used before it's defined, so we need to handle this case self.type = type; self.vx = 0; self.vy = 0; self.rotation = 0; self.angularVelocity = 0; self.angularFriction = 0.92; // Increased friction for faster angular velocity reduction self.groundAngularFriction = 0.75; // Stronger ground friction to stop spinning faster self.gravity = 1.8; // Doubled gravity to make fruits drop faster self.friction = 0.98; // Calculate elasticity based on fruit level // The biggest fruit (DURIAN) has elasticity of 0.7 // Smaller fruits are more bouncy with elasticity closer to 1.0 var fruitLevels = { 'CHERRY': 1, 'GRAPE': 2, 'APPLE': 3, 'ORANGE': 4, 'WATERMELON': 5, 'PINEAPPLE': 6, 'MELON': 7, 'PEACH': 8, 'COCONUT': 9, 'DURIAN': 10 }; var currentLevel = self.type ? fruitLevels[self.type.id.toUpperCase()] || 10 : 10; // Scale elasticity from 0.9 (most bouncy) for level 1 to 0.7 (least bouncy) for level 10 self.elasticity = 0.9 - (currentLevel - 1) * (0.2 / 9); self.merging = false; self.isStatic = false; self.maxAngularVelocity = 0.15; // Add maximum angular velocity cap // Only attempt to attach the asset if self.type exists and has necessary properties if (self.type && self.type.id && self.type.points && self.type.size) { var fruitGraphics = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // Set width and height directly from the actual asset for accurate hitbox self.width = fruitGraphics.width; self.height = fruitGraphics.height; // No point value shown on fruit } else { // This will be initialized properly when the game is fully loaded console.log("Warning: Fruit type not available yet or missing required properties"); } self.update = function () { // Skip updates for static or merging fruits if (self.isStatic || self.merging) { return; } // Initialize necessary tracking properties if undefined if (self.safetyPeriod === undefined) { self.safetyPeriod = false; } if (self.wallContactFrames === undefined) { self.wallContactFrames = 0; } // Track safety period state changes if (self.safetyPeriod === false && self.vy <= 0) { // When a fruit that was in safety period starts moving upward or stops, // it means it has hit something, so it's no longer in safety period self.safetyPeriod = true; } // Add damping when velocity is low if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5) { self.angularVelocity *= 0.9; // Apply damping when fruit is almost at rest } // Check for contact with walls to apply wall friction // Use width instead of assuming a radius - better for non-circular fruits var fruitHalfWidth = self.width / 2; var isContactingLeftWall = self.x <= wallLeft.x + wallLeft.width / 2 + fruitHalfWidth + 2; var isContactingRightWall = self.x >= wallRight.x - wallRight.width / 2 - fruitHalfWidth - 2; if (isContactingLeftWall || isContactingRightWall) { // Apply progressive wall friction based on how long the fruit has been in contact self.wallContactFrames++; // Increase wall friction the longer the fruit stays in contact var progressiveFriction = Math.min(0.85, 0.65 + self.wallContactFrames * 0.01); self.angularVelocity *= progressiveFriction; } else { // Reset wall contact frames when not touching walls self.wallContactFrames = 0; } // Check for contact with other fruits to apply additional friction var isContactingOtherFruit = false; for (var i = 0; i < fruits.length; i++) { var otherFruit = fruits[i]; if (otherFruit !== self && !otherFruit.merging && !otherFruit.isStatic) { var dx = otherFruit.x - self.x; var dy = otherFruit.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var combinedHalfWidths = (self.width + otherFruit.width) / 2; if (distance < combinedHalfWidths + 2) { // Small buffer for contact detection isContactingOtherFruit = true; break; } } } // Apply stronger friction when in contact with other fruits if (isContactingOtherFruit) { self.angularVelocity *= 0.8; // Stronger friction when touching other fruits } // Apply extreme damping when almost stopped rotating if (Math.abs(self.angularVelocity) < 0.01) { self.angularVelocity = 0; } }; self.merge = function (otherFruit) { // Prevent already merging fruits from merging again if (self.merging) { return; } // Mark both fruits as merging to prevent further interactions 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 for both fruits 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() { // Play merge sound once for all fruit types LK.getSound('merge').play(); // Remove specific merge-based charging logic since all merges charge now // Just marking if the last dropped fruit has merged, for other game mechanics that need it var fromReleasedFruits = self.fromChargedRelease || otherFruit.fromChargedRelease; if (!fromReleasedFruits && (self === lastDroppedFruit || otherFruit === lastDroppedFruit) && !lastDroppedHasMerged) { lastDroppedHasMerged = true; // Mark that this fruit has had its first merge } // Reset fromChargedRelease flag after this merge completes // so these fruits can participate in future chain reactions with next player drop // Special case for DURIAN - they simply disappear instead of merging if (self.type.id.toUpperCase() === 'DURIAN') { // Add points based on the durian's value LK.setScore(LK.getScore() + self.type.points); updateScoreDisplay(); // Remove both fruits removeFruitFromGame(self); removeFruitFromGame(otherFruit); // Any merge charges fruits regardless of circumstance chargeCounter++; updateChargedBallDisplay(); // Check if we've reached 5 charged balls if (chargeCounter >= 5 && !readyToReleaseCharged) { releaseChargedBalls(); } } else { // Any merge charges fruits regardless of circumstance chargeCounter++; updateChargedBallDisplay(); // Check if we've reached 5 charged balls if (chargeCounter >= 5 && !readyToReleaseCharged) { releaseChargedBalls(); } // Normal merge behavior for all other fruits var nextType = FruitTypes[self.type.next.toUpperCase()]; var newFruit = new Fruit(nextType); // Position at midpoint with initial small scale newFruit.x = midX; newFruit.y = midY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; // Add to game and array 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 both original fruits removeFruitFromGame(self); removeFruitFromGame(otherFruit); // Removed charged balls check here since it's now handled at the beginning of merge function } } }); // Helper function to remove a fruit from the game function removeFruitFromGame(fruit) { var index = fruits.indexOf(fruit); if (index !== -1) { fruits.splice(index, 1); } fruit.destroy(); } }; return self; }); var Line = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('floor', { anchorX: 0.5, anchorY: 0.5 }); // Make it visually distinct from the floor lineGraphics.tint = 0xff0000; // Ensure full width is used for collision but visual is thin lineGraphics.height = 20; // Make the visual thinner return self; }); var TrajectoryLine = Container.expand(function () { var self = Container.call(this); self.dots = []; self.dotSpacing = 60; // Space between dots in the trajectory (closer dots) self.dotSize = 15; // Size of trajectory dots (larger dots) self.maxDots = 100; // Maximum number of dots to prevent excessive calculations (increased for longer line) // Create dots self.createDots = function () { // Clear existing dots first self.clearDots(); // Create new dots for (var i = 0; i < self.maxDots; i++) { var dot = new Container(); // Create a small white circle using the trajectory dot asset var dotGraphic = dot.attachAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 }); // Make sure the dot is white and appropriately sized dotGraphic.tint = 0xFFFFFF; dot.scaleX = 0.8; // Make dots more visible dot.scaleY = 0.8; // Initially hide the dot dot.visible = false; // Add to container and array self.addChild(dot); self.dots.push(dot); } }; // Clear all dots self.clearDots = function () { for (var i = 0; i < self.dots.length; i++) { if (self.dots[i]) { self.dots[i].destroy(); } } self.dots = []; }; // Update trajectory based on current active fruit position self.updateTrajectory = function (startX, startY) { if (!activeFruit) { return; } // Hide all dots first for (var i = 0; i < self.dots.length; i++) { self.dots[i].visible = false; } // Physics simulation variables var simX = startX; var simY = startY; var simVX = 0; // Starting with no horizontal velocity var simVY = 0; // Starting with no vertical velocity var gravity = 1.8; // Same gravity as in the game // Show dots along predicted path var dotCount = 0; var hitFruit = false; // Create dots in a straight line directly downward var dotY = startY; var dotSpacing = 25; // Smaller spacing between dots for a more continuous line while (dotCount < self.maxDots && !hitFruit) { // Place dot at current position if (dotCount < self.dots.length) { // Place dot directly below the fruit in a straight line self.dots[dotCount].x = startX; self.dots[dotCount].y = dotY; self.dots[dotCount].visible = true; self.dots[dotCount].alpha = 1.0; dotCount++; } // Move to next dot position dotY += dotSpacing; // Check if we've hit the floor var floorCollisionY = gameFloor.y - gameFloor.height / 2 - activeFruit.width / 2; if (dotY > floorCollisionY) { // Stop at the floor break; } // Check if we've hit any fruits var hitFruit = false; for (var j = 0; j < fruits.length; j++) { var fruit = fruits[j]; if (fruit !== activeFruit && !fruit.merging) { var dx = fruit.x - startX; var dy = fruit.y - dotY; var distance = Math.sqrt(dx * dx + dy * dy); var combinedRadius = (activeFruit.width + fruit.width) / 2; if (distance < combinedRadius) { hitFruit = true; break; } } } if (hitFruit) { break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf6e58d }); /**** * Game Code ****/ // Game variables var gameOverLine; // Game over line var pineapple; // The pineapple that pushes in from left var pineappleActive = false; // Track if pineapple is active in gameplay var pineapplePushCount = 0; // Count how many times pineapple has been pushed var readyToReleaseCharged = false; // Flag to indicate if charged fruits are ready to be released var trajectoryLine; // Line showing trajectory of active fruit var FruitTypes = { CHERRY: { id: 'cherry', size: 150, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 200, points: 2, next: 'apple' }, APPLE: { id: 'apple', size: 250, points: 3, next: 'orange' }, ORANGE: { id: 'orange', size: 300, points: 5, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 350, points: 8, next: 'pineapple' }, PINEAPPLE: { id: 'pineapple', size: 400, points: 13, next: 'melon' }, MELON: { id: 'melon', size: 450, points: 21, next: 'peach' }, PEACH: { id: 'peach', size: 500, points: 34, next: 'coconut' }, COCONUT: { id: 'coconut', size: 550, points: 55, next: 'durian' }, DURIAN: { id: 'durian', size: 600, points: 89, next: null } }; var gameWidth = 2048; var gameHeight = 2732; var fruits = []; var nextFruitType = null; var activeFruit = null; // The fruit currently controlled by the player var wallLeft, wallRight, gameFloor; var dropPointY = 200; // Y coordinate where new fruits appear var gameOver = false; var scoreText; var isDragging = false; // Flag to check if the player is currently dragging var chargedBalls = []; // Array to hold charged ball icons var chargedBallContainer = null; // Container for charged ball icons var chargeCounter = 0; // Counter to track dropped balls for charging var lastDroppedFruit = null; // Track last fruit dropped by player var lastDroppedHasMerged = false; // Track if last dropped fruit has already had its first merge // Setup game boundaries function setupBoundaries() { // Left wall wallLeft = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallLeft.x = 0; wallLeft.y = gameHeight / 2; // Right wall wallRight = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallRight.x = gameWidth; wallRight.y = gameHeight / 2; // Floor gameFloor = game.addChild(LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5 })); gameFloor.x = gameWidth / 2; gameFloor.y = gameHeight; // Game over line gameOverLine = game.addChild(new Line()); gameOverLine.x = gameWidth / 2; gameOverLine.y = 50; // Position 200 pixels higher than before gameOverLine.scaleX = 1; // Make it stretch across the entire width of the screen gameOverLine.scaleY = 0.2; // Make it thinner } // Create new next fruit function createNextFruit() { // Determine which fruit to spawn (for now just start with smaller fruits) var fruitProbability = Math.random(); var fruitType; if (fruitProbability < 0.6) { fruitType = FruitTypes.CHERRY; } else if (fruitProbability < 0.85) { fruitType = FruitTypes.GRAPE; } else { fruitType = FruitTypes.APPLE; } nextFruitType = fruitType; // Update display // No explicit preview display needed, the next fruit will be the one the player controls // Create the active fruit activeFruit = new Fruit(nextFruitType); // Position at the top center initially, but 100px lower than before activeFruit.x = gameWidth / 2; activeFruit.y = dropPointY; // Make it static while the player controls it activeFruit.isStatic = true; game.addChild(activeFruit); // Update trajectory line for the new fruit if (trajectoryLine) { trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y); } } // Drop fruit at specified position function dropFruit() { if (gameOver || !activeFruit) { return; } // Make the active fruit dynamic so it drops activeFruit.isStatic = false; // Use standardized drop mechanics applyDropPhysics(activeFruit, 3.5); // Standard force for normal fruits // Add the fruit to the main fruits array fruits.push(activeFruit); // Mark this as the player's dropped fruit to track its first merge lastDroppedFruit = activeFruit; lastDroppedHasMerged = false; // Hide all trajectory dots when fruit is dropped if (trajectoryLine) { for (var i = 0; i < trajectoryLine.dots.length; i++) { trajectoryLine.dots[i].visible = false; } } // Reset fromChargedRelease flags on all fruits when a new player fruit is dropped // This allows previously released charged fruits to participate in new chain reactions for (var i = 0; i < fruits.length; i++) { if (fruits[i] && fruits[i].fromChargedRelease) { fruits[i].fromChargedRelease = false; } } // Play drop sound LK.getSound('drop').play(); // Check if we have charged balls ready to be released if (readyToReleaseCharged && chargeCounter >= 5) { // Create and drop 5 level 3 (apple) balls for (var i = 0; i < 5; i++) { // Create the actual fruit from the same position as the UI ball var apple = new Fruit(FruitTypes.APPLE); // Get the global position of the charged ball var chargedBallPosition = chargedBalls[i].parent.toGlobal(chargedBalls[i].position); var gamePosition = game.toLocal(chargedBallPosition); // Position the apple at the exact same position as the UI ball apple.x = gamePosition.x; apple.y = gamePosition.y; // Make it dynamic so it drops apple.isStatic = false; // Apply standard drop physics applyDropPhysics(apple, 3.5); // Mark this fruit as coming from charged release apple.fromChargedRelease = true; // Add to game and fruits array game.addChild(apple); fruits.push(apple); } // Reset charge counter chargeCounter = 0; // Reset charged balls UI resetChargedBalls(); // Reset the release flag readyToReleaseCharged = false; } // Charge counter is now only incremented on merges // Handle pineapple logic if (pineappleActive) { // Pineapple is ready to drop after pushes pineapple.isStatic = false; // Use standardized drop mechanics with less force for bigger fruit applyDropPhysics(pineapple, 2.5); // Add to fruits array fruits.push(pineapple); // Start 2-second timer to enable game over contact LK.setTimeout(function () { pineapple.immuneToGameOver = false; }, 2000); // Setup a new pineapple for next cycle setupPineapple(); } else { // Push the pineapple further in pushPineapple(); } // Clear active fruit activeFruit = null; // Create the next fruit immediately createNextFruit(); } // Helper function to standardize drop physics for all fruits function applyDropPhysics(fruit, forceMultiplier) { // Add angle variation - random angle between -10 and +10 degrees var angle = (Math.random() * 20 - 10) * (Math.PI / 180); // Convert to radians // Apply velocity based on angle fruit.vx = Math.sin(angle) * forceMultiplier; fruit.vy = Math.abs(Math.cos(angle) * forceMultiplier); // Make sure initial Y velocity is downward // Mark this fruit as in safety period since it's newly dropped fruit.safetyPeriod = false; // Make it immune to game over for a second fruit.immuneToGameOver = true; // Start 1-second timer to enable game over contact LK.setTimeout(function () { if (fruit && fruits.includes(fruit)) { fruit.immuneToGameOver = false; } }, 1000); } // Update score display function updateScoreDisplay() { scoreText.setText(LK.getScore()); } // Setup UI function setupUI() { // Score display scoreText = new Text2("0", { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 30; // Create charged ball grid setupChargedBallDisplay(); } // Create charged ball grid function setupChargedBallDisplay() { // Create container for charged balls chargedBallContainer = new Container(); game.addChild(chargedBallContainer); // Position the container at the top of the screen chargedBallContainer.y = 700; // Use consistent values for UI balls matching the actual game fruit var ballType = FruitTypes.APPLE; // Level 3 ball type // Calculate spacing to evenly distribute 5 balls with 200px padding on both sides var padding = 200; // 200px padding on both sides var spacing = (gameWidth - padding * 2) / 4; // Evenly distribute 5 balls with padding var startX = padding; // Starting position with padding from left edge // No scale needed - we'll use the fruit at full size to match gameplay // Create 5 balls in a single row for (var i = 0; i < 5; i++) { // Changed loop to 5 var ball = new Container(); // Use apple as charged balls with consistent scale var ballGraphics = ball.attachAsset('apple', { anchorX: 0.5, anchorY: 0.5 }); // Don't scale down the apple UI elements - keep them full size to match gameplay ball.scaleX = 1.0; ball.scaleY = 1.0; // Position in single row with equal spacing ball.x = startX + i * spacing; // Set to semi-transparent initially ball.alpha = 0.5; // Add to container and array chargedBallContainer.addChild(ball); chargedBalls.push(ball); } // Center the container horizontally chargedBallContainer.x = 0; } // Function to update charged ball display function updateChargedBallDisplay() { // Update the visibility of balls based on chargeCounter for (var i = 0; i < chargedBalls.length; i++) { if (i < chargeCounter) { // Balls that are charged are fully visible if (chargedBalls[i].alpha !== 1) { tween(chargedBalls[i], { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } } else { // Balls that are not yet charged are semi-transparent if (chargedBalls[i].alpha !== 0.5) { chargedBalls[i].alpha = 0.5; } } } } // Function to prepare charged balls for release (just sets a flag, doesn't release them yet) function releaseChargedBalls() { // Don't play drop sound here anymore as we're not dropping yet // Just set a flag to indicate we have charged balls ready to be released readyToReleaseCharged = true; // We don't reset the charge counter or UI here - we'll do that when the charged fruits are actually released } // Separate function to reset charged balls UI function resetChargedBalls() { // Reset the charged ball display immediately for (var j = 0; j < chargedBalls.length; j++) { // Explicitly reset all balls to inactive state with tween to ensure transition tween(chargedBalls[j], { alpha: 0.5 }, { duration: 200, easing: tween.easeOut }); chargedBalls[j].scaleX = 1.0; // Keep at full size to match gameplay apple chargedBalls[j].scaleY = 1.0; // Keep at full size to match gameplay apple } // No need to call updateChargedBallDisplay() as we set the state directly here } // Check for fruit collisions function checkFruitCollisions() { for (var i = 0; i < fruits.length; i++) { var fruit1 = fruits[i]; // Skip collision for the active fruit if (fruit1 === activeFruit || fruit1.merging) { continue; } for (var j = i + 1; j < fruits.length; j++) { var fruit2 = fruits[j]; // Skip collision for the active fruit if (fruit2 === activeFruit || fruit2.merging) { continue; } // Calculate distance between centers var dx = fruit2.x - fruit1.x; var dy = fruit2.y - fruit1.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if they are overlapping - use actual asset dimensions for more accurate hitboxes // Calculate half dimensions for both fruits var fruit1HalfWidth = fruit1.width / 2; var fruit1HalfHeight = fruit1.height / 2; var fruit2HalfWidth = fruit2.width / 2; var fruit2HalfHeight = fruit2.height / 2; // Check for collision using Rectangle Intersection algorithm // First, calculate the distance between centers on each axis var absDistanceX = Math.abs(dx); var absDistanceY = Math.abs(dy); // Then calculate the sum of half-widths and half-heights var combinedHalfWidths = fruit1HalfWidth + fruit2HalfWidth; var combinedHalfHeights = fruit1HalfHeight + fruit2HalfHeight; // If distance on either axis is less than combined halves, we have an overlap if (absDistanceX < combinedHalfWidths && absDistanceY < combinedHalfHeights) { // Resolve collision (simple separation and velocity adjustment) var combinedRadius = Math.min(combinedHalfWidths, combinedHalfHeights); var overlap = combinedRadius - distance; var normalizeX = dx / distance; var normalizeY = dy / distance; var moveX = overlap / 2 * normalizeX; var moveY = overlap / 2 * normalizeY; fruit1.x -= moveX; fruit1.y -= moveY; fruit2.x += moveX; fruit2.y += moveY; // Calculate relative velocity var rvX = fruit2.vx - fruit1.vx; var rvY = fruit2.vy - fruit1.vy; var contactVelocity = rvX * normalizeX + rvY * normalizeY; // Only resolve if velocities are separating if (contactVelocity < 0) { // Use the higher elasticity for the collision (smaller fruits bounce more) var collisionElasticity = Math.max(fruit1.elasticity, fruit2.elasticity); var impulse = -(1 + collisionElasticity) * contactVelocity; var totalMass = fruit1.type.size + fruit2.type.size; // Using size as a proxy for mass var impulse1 = impulse * (fruit2.type.size / totalMass); var impulse2 = impulse * (fruit1.type.size / totalMass); // Apply impact scaling for smaller fruits against bigger ones // Smaller fruits should bounce away more from larger fruits var sizeDifference = Math.abs(fruit1.type.size - fruit2.type.size) / Math.max(fruit1.type.size, fruit2.type.size); if (fruit1.type.size < fruit2.type.size) { impulse1 *= 1 + sizeDifference * 0.5; // Smaller fruit gets extra bounce } else if (fruit2.type.size < fruit1.type.size) { impulse2 *= 1 + sizeDifference * 0.5; // Smaller fruit gets extra bounce } fruit1.vx -= impulse1 * normalizeX; fruit1.vy -= impulse1 * normalizeY; fruit2.vx += impulse2 * normalizeX; fruit2.vy += impulse2 * normalizeY; // Apply friction between colliding fruits var tangentX = -normalizeY; var tangentY = normalizeX; var tangentVelocity = rvX * tangentX + rvY * tangentY; var frictionImpulse = -tangentVelocity * 0.2; // Increased friction factor fruit1.vx -= frictionImpulse * tangentX; fruit1.vy -= frictionImpulse * tangentY; fruit2.vx += frictionImpulse * tangentX; fruit2.vy += frictionImpulse * tangentY; // Apply angular velocity change based on collision with proportional damping var fruit1AngularImpulse = impulse1 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005; var fruit2AngularImpulse = impulse2 * (tangentX * normalizeY - tangentY * normalizeX) * 0.0005; fruit1.angularVelocity += fruit1AngularImpulse; fruit2.angularVelocity -= fruit2AngularImpulse; // Apply additional angular damping during collisions fruit1.angularVelocity *= 0.9; fruit2.angularVelocity *= 0.9; // Cap angular velocity fruit1.angularVelocity = Math.min(Math.max(fruit1.angularVelocity, -fruit1.maxAngularVelocity), fruit1.maxAngularVelocity); fruit2.angularVelocity = Math.min(Math.max(fruit2.angularVelocity, -fruit2.maxAngularVelocity), fruit2.maxAngularVelocity); if (Math.abs(contactVelocity) > 1) { // Bounce sound removed } } // Only proceed with merge if fruits are the same type if (fruit1.type === fruit2.type) { // Merge fruits if they are close enough and of the same type fruit1.merge(fruit2); break; } } } } } // Check if game is over (fruits touching the red line) function checkGameOver() { if (gameOver) { return; } // Remove "too many fruits" game over condition // Check if any fruits are touching the red line for (var i = 0; i < fruits.length; i++) { // Don't check game over for the active fruit if (fruits[i] === activeFruit) { continue; } // Check if fruit touches the game over line // For more accurate collision, calculate if any part of the fruit is above the line var fruit = fruits[i]; var fruitHalfHeight = fruit.height / 2; var fruitHalfWidth = fruit.width / 2; // Calculate the effective height based on fruit's rotation var cosAngle = Math.abs(Math.cos(fruit.rotation)); var sinAngle = Math.abs(Math.sin(fruit.rotation)); var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle; // Check if the top of the fruit is above/at the game over line var fruitTopY = fruit.y - effectiveHeight; var lineBottomY = gameOverLine.y + gameOverLine.height / 2; if (!fruit.merging && fruitTopY <= lineBottomY) { // Skip game over if the fruit is immune (any fruit in grace period) if (fruit.immuneToGameOver) { continue; } // Initialize the safetyPeriod property if not already set if (fruits[i].safetyPeriod === undefined) { // If the fruit is still moving downward, it's probably just spawned if (fruits[i].vy > 0) { // Mark this fruit as in safety period - it has just been dropped fruits[i].safetyPeriod = false; continue; // Skip game over check for freshly dropped fruits } // If the fruit has hit something and bounced back or is stable, it's no longer in safety period if (fruits[i].vy <= 0) { fruits[i].safetyPeriod = true; // Mark that we've checked and it's now unsafe } } // Only trigger game over if the fruit is not in safety period if (fruits[i].safetyPeriod) { // Trigger game over when a fruit touches the line after having bounced/settled gameOver = true; LK.showGameOver(); return; } } } } // Create and setup the pineapple function setupPineapple() { pineapple = new Fruit(FruitTypes.PINEAPPLE); pineapple.x = -pineapple.width / 2; // Start completely off screen pineapple.y = 200; // Position 200 pixels higher than before pineapple.isStatic = true; // Make it static until it's dropped pineappleActive = false; // Not active in gameplay yet pineapplePushCount = 0; // Reset push count game.addChild(pineapple); } // Function to push the pineapple function pushPineapple() { // Only push if not already active in gameplay if (!pineappleActive) { pineapplePushCount++; // Calculate new x position (100px per push instead of 200px) var newX = -pineapple.width / 2 + pineapplePushCount * 70; // Animate the push tween(pineapple, { x: newX }, { duration: 300, easing: tween.bounceOut }); // Check if we've pushed the pineapple 7 times if (pineapplePushCount >= 7) { pineappleActive = true; // Mark as ready to drop on next fruit release } } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; chargeCounter = 0; chargedBalls = []; readyToReleaseCharged = false; lastScoreCheckForCoconut = 0; lastDroppedFruit = null; lastDroppedHasMerged = false; // We no longer reset fromChargedRelease flag here // as we want it to persist only for the current chain reaction // fromChargedRelease is now reset in the merge function when needed // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); setupPineapple(); // Setup the pineapple // Create trajectory line if (trajectoryLine) { trajectoryLine.destroy(); } trajectoryLine = game.addChild(new TrajectoryLine()); trajectoryLine.createDots(); updateScoreDisplay(); createNextFruit(); // Ensure all UI balls are properly initialized to inactive state LK.setTimeout(function () { if (chargedBalls.length === 3) { resetChargedBalls(); } }, 100); } // Function to spawn coconut from bottom of screen function spawnCoconut() { var coconut = new Fruit(FruitTypes.COCONUT); // Randomly position coconut horizontally within game area 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); // Position below the screen coconut.y = gameHeight + coconut.height / 2; // Make it static while animating into place coconut.isStatic = true; // Play the Stonks sound when coconut appears LK.getSound('stonks').play(); // Add to game and fruits array game.addChild(coconut); fruits.push(coconut); // Mark as in safety period coconut.safetyPeriod = false; // Make it immune to game over for a second coconut.immuneToGameOver = true; // Use tween to smoothly animate the coconut entering the screen from below // Calculate target Y position where the coconut is fully in the board var targetY = gameHeight - gameFloor.height / 2 - coconut.height / 2 - 10; // Animate entry with an easeOut effect and gradually increasing speed tween(coconut, { y: targetY }, { duration: 1200, // 1.2 seconds for a faster entry easing: tween.easeIn, // Start slow and speed up onFinish: function onFinish() { // Once fully entered, make it dynamic so it can interact with other fruits coconut.isStatic = false; // Give it a small upward push to make it bounce slightly when it enters coconut.vy = -2; // Add random horizontal velocity for natural movement coconut.vx = (Math.random() * 2 - 1) * 1.5; // Start 1-second timer to enable game over contact LK.setTimeout(function () { if (coconut && fruits.includes(coconut)) { coconut.immuneToGameOver = false; } }, 1000); } }); } // Track last score checked for coconut spawn var lastScoreCheckForCoconut = 0; // Event handlers game.down = function (x, y) { // We don't need to check specific boundaries to start dragging. // As long as there's an active fruit, we can start dragging. if (activeFruit) { isDragging = true; // Update active fruit position immediately game.move(x, y); } }; // Mouse or touch move on game object game.move = function (x, y) { if (isDragging && activeFruit) { // Only move the active fruit on the X axis - use actual fruit width var fruitRadius = activeFruit.width / 2; var minX = wallLeft.x + wallLeft.width / 2 + fruitRadius; var maxX = wallRight.x - wallRight.width / 2 - fruitRadius; activeFruit.x = Math.max(minX, Math.min(maxX, x)); // Update trajectory line if (trajectoryLine) { trajectoryLine.updateTrajectory(activeFruit.x, activeFruit.y); } } }; // Mouse or touch up on game object game.up = function () { if (isDragging && activeFruit) { dropFruit(); } isDragging = false; }; // Game update loop game.update = function () { // Check if we've reached a new 500-point threshold var currentScore = LK.getScore(); if (Math.floor(currentScore / 500) > Math.floor(lastScoreCheckForCoconut / 500)) { // Spawn a coconut for every 500 points spawnCoconut(); } lastScoreCheckForCoconut = currentScore; // We no longer need to check if pineapple is in the board // as we now use push count to determine when it's ready // Apply physics and check collisions for each fruit for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (fruit.isStatic || fruit.merging) { continue; } // Store last position for boundary checks if (fruit.lastY === undefined) { fruit.lastY = fruit.y; } if (fruit.lastX === undefined) { fruit.lastX = fruit.x; } // Apply gravity fruit.vy += fruit.gravity; // Apply velocity fruit.x += fruit.vx; fruit.y += fruit.vy; // Apply rotation fruit.rotation += fruit.angularVelocity; // Apply friction fruit.vx *= fruit.friction; fruit.vy *= fruit.friction; // Apply angular friction fruit.angularVelocity *= fruit.angularFriction; // Force fruits to stop rotating when they're barely moving if (Math.abs(fruit.vx) < 0.1 && Math.abs(fruit.vy) < 0.1 && Math.abs(fruit.angularVelocity) < 0.03) { fruit.angularVelocity = 0; } // Apply stronger angular friction when moving slowly if (Math.abs(fruit.vx) < 0.8 && Math.abs(fruit.vy) < 0.8) { fruit.angularVelocity *= 0.9; } // Clamp angular velocity fruit.angularVelocity = Math.min(Math.max(fruit.angularVelocity, -fruit.maxAngularVelocity), fruit.maxAngularVelocity); // Wall collision - use actual fruit width for accurate collision var fruitHalfWidth = fruit.width / 2; // Use half width of the asset var fruitHalfHeight = fruit.height / 2; // Use half height of the asset // For non-circular fruits, adjust collision bounds based on asset orientation // Use the larger dimension to ensure no part of the fruit goes through walls var collisionRadius = Math.max(fruitHalfWidth, fruitHalfHeight); if (fruit.x < wallLeft.x + wallLeft.width / 2 + collisionRadius) { fruit.x = wallLeft.x + wallLeft.width / 2 + collisionRadius; fruit.vx = -fruit.vx * fruit.elasticity; // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.005 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity += fruit.vy * angularImpactMultiplier * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact // Apply wall friction - stronger when in wall contact and proportional to fruit size var wallFriction = 0.65 + (fruit.elasticity - 0.7) * 0.5; // More elastic (smaller) fruits get less wall friction fruit.angularVelocity *= wallFriction; fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vx) > 1) { // Bounce sound removed } } else if (fruit.x > wallRight.x - wallRight.width / 2 - collisionRadius) { fruit.x = wallRight.x - wallRight.width / 2 - collisionRadius; fruit.vx = -fruit.vx * fruit.elasticity; // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.005 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity -= fruit.vy * angularImpactMultiplier * (fruit.vx / Math.abs(fruit.vx || 1)); // Apply angular velocity based on vertical velocity and direction of impact // Apply wall friction - stronger when in wall contact and proportional to fruit size var wallFriction = 0.65 + (fruit.elasticity - 0.7) * 0.5; // More elastic (smaller) fruits get less wall friction fruit.angularVelocity *= wallFriction; fruit.angularVelocity *= fruit.groundAngularFriction; if (Math.abs(fruit.vx) > 1) { // Bounce sound removed } } // Floor collision - use cached values for better performance // Calculate the effective height based on fruit's rotation var cosAngle = Math.abs(Math.cos(fruit.rotation)); var sinAngle = Math.abs(Math.sin(fruit.rotation)); var effectiveHeight = fruitHalfHeight * cosAngle + fruitHalfWidth * sinAngle; var floorCollisionY = gameFloor.y - gameFloor.height / 2 - effectiveHeight; // Use the values we already calculated above if (fruit.y > floorCollisionY) { fruit.y = gameFloor.y - gameFloor.height / 2 - effectiveHeight; fruit.vy = -fruit.vy * fruit.elasticity; if (Math.abs(fruit.vx) > 0.5) { // Smaller fruits get more angular velocity from impacts var angularImpactMultiplier = 0.01 * (1 + (0.9 - fruit.elasticity) * 5); fruit.angularVelocity += fruit.vx * angularImpactMultiplier * (fruit.vy / Math.abs(fruit.vy || 1)); // Apply angular velocity based on horizontal velocity and direction of impact } // Smaller fruits should spin longer after impact var angularDamping = fruit.elasticity > 0.85 ? 0.85 : fruit.groundAngularFriction; fruit.angularVelocity *= angularDamping; // Smaller fruits take more time to come to rest var restThreshold = 1 + (fruit.elasticity - 0.7) * 10; if (Math.abs(fruit.vy) < restThreshold) { fruit.vy = 0; } // Angular rest threshold should also scale with elasticity var angularRestThreshold = 0.03 * (1 - (fruit.elasticity - 0.7) * 2); if (Math.abs(fruit.angularVelocity) < angularRestThreshold) { fruit.angularVelocity = 0; } if (Math.abs(fruit.vy) > 1) { // Bounce sound removed } } // Update last positions fruit.lastX = fruit.x; fruit.lastY = fruit.y; } // Check for fruit collisions checkFruitCollisions(); // Check game over conditions checkGameOver(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -231,11 +231,11 @@
});
var TrajectoryLine = Container.expand(function () {
var self = Container.call(this);
self.dots = [];
- self.dotSpacing = 60; // Space between dots in the trajectory (doubled spacing to reduce number of dots)
+ self.dotSpacing = 60; // Space between dots in the trajectory (closer dots)
self.dotSize = 15; // Size of trajectory dots (larger dots)
- self.maxDots = 50; // Reduced maximum number of dots since we're using wider spacing
+ self.maxDots = 100; // Maximum number of dots to prevent excessive calculations (increased for longer line)
// Create dots
self.createDots = function () {
// Clear existing dots first
self.clearDots();