User prompt
Zor kırılan blokları bu kırmızı yeşil mordan farklı bir renk yap
User prompt
Bölüm seçme sayfasını oyundan ayrı olsun
User prompt
Top hızını dokunmadan daha zorlayıcı 10 bölüm daha ekle
User prompt
Blok sayısını arttır her bölümde
User prompt
Daha zorlayıcı bölümler olsun
User prompt
Please fix the bug: 'TypeError: tween.add is not a function. (In 'tween.add(asset, { alpha: 1, scaleX: 1.25, scaleY: 1.25 }, 600, { yoyo: true, repeat: Infinity, ease: "sineInOut" })', 'tween.add' is undefined)' in or related to this line: 'tween.add(asset, {' Line Number: 125 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.to is not a function. (In 'tween.to(asset, { alpha: 1, scaleX: 1.25, scaleY: 1.25 }, 600, { yoyo: true, repeat: Infinity, ease: "sineInOut" })', 'tween.to' is undefined)' in or related to this line: 'tween.to(asset, {' Line Number: 125
User prompt
Düşen özelliklerin görüntüsünü güzelleştir
User prompt
Topun açısını kenarlara çarptığında daha dik olacak şekilde ayarlamak gerekir. Böylece top sadece sağa-sola değil, yukarı-aşağı da daha fazla hareket eder. - Topun hızını artırmak veya sabit yüksek bir hızda tutmak gerekir. Böylece oyun daha akıcı ve eğlenceli olur
User prompt
Bloklar kırılınca farklı güçlendirmeler düşsün
User prompt
Zor kırılan bloklarda çizgi olsun
User prompt
Belli olsun zor kırılan bloklar farklı bir renkte olsun
User prompt
Bazı bloklar 2 yada 3 defada kırılsın
User prompt
Sürekli hzlanöasın sabit bir hız olsun
User prompt
Kenarlardan daha hızlı seksin
User prompt
Bölümleri zorlaştır
User prompt
Özellik çeşitllilğini arttırır ve lenarlardan birazda hızlı seksin
User prompt
Düşen özellikleri yakalayınca aktif etsin
User prompt
Bazı bloklar geliştirme özellikleri düşürsün
User prompt
Blokların renkleri farklı farklı olsun
User prompt
Bölümleri seçim sayfası olsun önce
User prompt
10 tane bölüm ekle farklı farklı desenler olsun bloklar hepsinde
User prompt
Farklı özellikler düşsün blok kırınca
User prompt
Tıpun hızını biraz düşür
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball Class var Ball = Container.expand(function () { var self = Container.call(this); var ball = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.radius = ball.width / 2; // Ball velocity self.vx = 0; self.vy = 0; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Block Class var Block = Container.expand(function () { var self = Container.call(this); // Color variety: assign a colorId based on blockType, but also randomize for more variety var colorIds = ['block', 'block2', 'block3']; var colorId; if (typeof self.blockType === "number" && self.blockType >= 1 && self.blockType <= 3) { colorId = colorIds[self.blockType - 1]; } else { // fallback: random color colorId = colorIds[Math.floor(Math.random() * colorIds.length)]; } var block = self.attachAsset(colorId, { anchorX: 0.5, anchorY: 0.5 }); self.width = block.width; self.height = block.height; // Assign hit points: 10% chance for 3 hits, 20% for 2 hits, rest 1 hit var r = Math.random(); if (r < 0.1) { self.hitPoints = 3; } else if (r < 0.3) { self.hitPoints = 2; } else { self.hitPoints = 1; } self.updateBlockVisual = function () { // Change tint or alpha based on hitPoints if (self.hitPoints === 3) { block.alpha = 1; } else if (self.hitPoints === 2) { block.alpha = 0.7; } else { block.alpha = 0.4; } }; self.updateBlockVisual(); return self; }); // Platform (Paddle) Class var Platform = Container.expand(function () { var self = Container.call(this); var plat = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.width = plat.width; self.height = plat.height; return self; }); // Powerup Class var Powerup = Container.expand(function () { var self = Container.call(this); // Define multiple powerup types var types = [{ type: 'enlarge', label: 'E', color: 'block2' }, { type: 'shrink', label: 'S', color: 'block3' }, { type: 'life', label: '♥', color: 'block' }, { type: 'slow', label: '⏳', color: 'block2' }, { type: 'fast', label: '⚡', color: 'block3' }]; // Randomly pick a powerup type var chosen = types[Math.floor(Math.random() * types.length)]; self.type = chosen.type; // Use different asset color for each powerup type var asset = self.attachAsset(chosen.color, { anchorX: 0.5, anchorY: 0.5 }); asset.width = 100; asset.height = 60; // Add a text label for the powerup type var txt = new Text2(chosen.label, { size: 60, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; self.addChild(txt); // Set speed self.vy = 10; self.update = function () { self.y += self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Game constants // Platform (paddle) // Ball // Block // Block (second color for variety) // Block (third color for variety) var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLATFORM_Y = GAME_HEIGHT - 200; var BALL_START_Y = PLATFORM_Y - 80; var BALL_SPEED = 18; var BALL_MIN_ANGLE = Math.PI / 8; // ~22.5deg, to avoid too shallow var BALL_MAX_ANGLE = Math.PI - Math.PI / 8; var PLATFORM_SPEED = 60; // Not used, as platform is dragged directly var BLOCK_ROWS = 5; var BLOCK_COLS = 7; var BLOCK_MARGIN_X = 30; var BLOCK_MARGIN_Y = 30; var BLOCK_TOP_OFFSET = 350; var BLOCK_TYPES = [1, 2, 3]; // Game state var platform; var ball; var blocks = []; var powerups = []; // Track falling powerups var score = 0; var lives = 3; var isBallLaunched = false; var dragPlatform = false; var lastTouchX = 0; var scoreTxt; var livesTxt; // Helper: Reset ball to platform function resetBall() { ball.x = platform.x; ball.y = BALL_START_Y; ball.vx = 0; ball.vy = 0; isBallLaunched = false; } // Helper: Launch ball function launchBall() { if (!isBallLaunched) { // Randomize initial angle between 45 and 135 degrees (upwards) var angle = Math.PI / 4 + Math.random() * (Math.PI / 2); ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = -BALL_SPEED * Math.sin(angle); isBallLaunched = true; } } // Helper: Clamp value function clamp(val, min, max) { if (val < min) return min; if (val > max) return max; return val; } // Level patterns: 15 unique block layouts (1: block, 0: empty, 2/3: alt color, 4: super block) var LEVEL_PATTERNS = [ // Level 1: Full grid [[1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1]], // Level 2: Checkerboard [[1, 0, 1, 0, 1, 0, 1], [0, 1, 0, 1, 0, 1, 0], [1, 0, 1, 0, 1, 0, 1], [0, 1, 0, 1, 0, 1, 0], [1, 0, 1, 0, 1, 0, 1]], // Level 3: Pyramid [[0, 0, 0, 1, 0, 0, 0], [0, 0, 1, 1, 1, 0, 0], [0, 1, 1, 1, 1, 1, 0], [1, 1, 1, 1, 1, 1, 1], [0, 0, 0, 0, 0, 0, 0]], // Level 4: Hollow rectangle [[2, 2, 2, 2, 2, 2, 2], [2, 0, 0, 0, 0, 0, 2], [2, 0, 0, 0, 0, 0, 2], [2, 0, 0, 0, 0, 0, 2], [2, 2, 2, 2, 2, 2, 2]], // Level 5: Diagonal [[3, 0, 0, 0, 0, 0, 3], [0, 3, 0, 0, 0, 3, 0], [0, 0, 3, 0, 3, 0, 0], [0, 0, 0, 3, 0, 0, 0], [0, 0, 3, 0, 3, 0, 0]], // Level 6: Two triangles [[1, 0, 0, 0, 0, 0, 1], [1, 1, 0, 0, 0, 1, 1], [1, 1, 1, 0, 1, 1, 1], [1, 1, 0, 0, 0, 1, 1], [1, 0, 0, 0, 0, 0, 1]], // Level 7: Alternating rows [[1, 2, 1, 2, 1, 2, 1], [2, 1, 2, 1, 2, 1, 2], [1, 2, 1, 2, 1, 2, 1], [2, 1, 2, 1, 2, 1, 2], [1, 2, 1, 2, 1, 2, 1]], // Level 8: Center cross [[0, 0, 3, 3, 3, 0, 0], [0, 0, 3, 3, 3, 0, 0], [3, 3, 3, 3, 3, 3, 3], [0, 0, 3, 3, 3, 0, 0], [0, 0, 3, 3, 3, 0, 0]], // Level 9: Edges only [[1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1]], // Level 10: Zigzag [[1, 0, 0, 0, 0, 0, 1], [0, 1, 0, 0, 0, 1, 0], [0, 0, 1, 0, 1, 0, 0], [0, 1, 0, 0, 0, 1, 0], [1, 0, 0, 0, 0, 0, 1]], // Level 11: Hard center [[0, 0, 0, 3, 0, 0, 0], [0, 0, 3, 2, 3, 0, 0], [0, 3, 2, 1, 2, 3, 0], [3, 2, 1, 4, 1, 2, 3], [0, 3, 2, 1, 2, 3, 0]], // Level 12: Spiral [[1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 1, 1, 1, 0, 1], [1, 0, 1, 0, 1, 0, 1], [1, 1, 1, 1, 1, 1, 1]], // Level 13: Arrow [[0, 0, 0, 1, 0, 0, 0], [0, 0, 1, 1, 1, 0, 0], [0, 1, 1, 1, 1, 1, 0], [1, 0, 1, 1, 1, 0, 1], [0, 0, 1, 1, 1, 0, 0]], // Level 14: Double cross [[0, 2, 0, 2, 0, 2, 0], [2, 1, 2, 1, 2, 1, 2], [0, 2, 3, 4, 3, 2, 0], [2, 1, 2, 1, 2, 1, 2], [0, 2, 0, 2, 0, 2, 0]], // Level 15: Dense center [[0, 0, 3, 3, 3, 0, 0], [0, 3, 2, 2, 2, 3, 0], [3, 2, 1, 1, 1, 2, 3], [0, 3, 2, 2, 2, 3, 0], [0, 0, 3, 3, 3, 0, 0]]]; var currentLevel = 0; var MAX_LEVEL = LEVEL_PATTERNS.length; // Helper: Create blocks function createBlocks() { // Remove old blocks for (var i = 0; i < blocks.length; i++) { blocks[i].destroy(); } blocks = []; // Calculate block size and spacing var blockAsset = LK.getAsset('block', { anchorX: 0.5, anchorY: 0.5 }); var blockW = blockAsset.width; var blockH = blockAsset.height; var totalW = BLOCK_COLS * blockW + (BLOCK_COLS - 1) * BLOCK_MARGIN_X; var startX = (GAME_WIDTH - totalW) / 2 + blockW / 2; // Use pattern for current level var pattern = LEVEL_PATTERNS[currentLevel % LEVEL_PATTERNS.length]; // Add more rows as level increases (up to 10) var extraRows = Math.min(Math.floor(currentLevel / 1.5), 5); var totalRows = BLOCK_ROWS + extraRows; // On higher levels, randomly add some "hard" blocks (3 hit) in empty spots var hardBlockChance = Math.min(0.15 + currentLevel * 0.03, 0.4); for (var row = 0; row < totalRows; row++) { for (var col = 0; col < BLOCK_COLS; col++) { var type = pattern[row] && pattern[row][col] ? pattern[row][col] : 0; // If pattern is empty, maybe add a hard block for challenge if (type === 0 && currentLevel > 2 && Math.random() < hardBlockChance) { type = 1; // Use normal block, but will set hitPoints below } if (type === 0) continue; var b = new Block(); b.blockType = type; // Remove any previous children (for safety) b.removeChildren(); // Assign a random colorId for each block for more color variety var colorIds = ['block', 'block2', 'block3']; var colorId; if (typeof b.blockType === "number" && b.blockType >= 1 && b.blockType <= 3) { // Pick a random color, but prefer the type's color colorId = colorIds[Math.floor(Math.random() * colorIds.length)]; } else { colorId = colorIds[Math.floor(Math.random() * colorIds.length)]; } b.attachAsset(colorId, { anchorX: 0.5, anchorY: 0.5 }); b.x = startX + col * (blockW + BLOCK_MARGIN_X); b.y = BLOCK_TOP_OFFSET + row * (blockH + BLOCK_MARGIN_Y); // Make some blocks extra hard (3 hits) on higher levels if (currentLevel > 2 && Math.random() < 0.10 + currentLevel * 0.03) { b.hitPoints = 3; if (typeof b.updateBlockVisual === "function") b.updateBlockVisual(); } game.addChild(b); blocks.push(b); } } // Increase ball speed and decrease platform width for higher levels (done here for instant effect) BALL_SPEED = 18 + currentLevel * 2.5; if (BALL_SPEED > 45) BALL_SPEED = 45; platform.width = 400 - currentLevel * 25; if (platform.width < 160) platform.width = 160; } // Helper: Reset game state function resetGame() { score = 0; lives = 3; currentLevel = 0; LK.setScore(0); if (scoreTxt) scoreTxt.setText('0'); if (livesTxt) livesTxt.setText('♥♥♥'); createBlocks(); // Increase ball speed with level (capped for sanity) BALL_SPEED = 18 + currentLevel * 2; if (BALL_SPEED > 40) BALL_SPEED = 40; // Reduce platform width as level increases (min 200) platform.width = 400 - currentLevel * 20; if (platform.width < 200) platform.width = 200; resetBall(); } // Helper: Update lives display function updateLives() { var s = ''; for (var i = 0; i < lives; i++) s += '♥'; livesTxt.setText(s); } // Helper: Ball-Block collision function ballBlockCollision(ball, block) { // AABB collision var dx = Math.abs(ball.x - block.x); var dy = Math.abs(ball.y - block.y); var bw = block.width / 2; var bh = block.height / 2; var br = ball.radius; if (dx > bw + br) return false; if (dy > bh + br) return false; // Find overlap var overlapX = bw + br - dx; var overlapY = bh + br - dy; if (overlapX > 0 && overlapY > 0) { // Determine collision side: reflect ball accordingly if (overlapX < overlapY) { ball.vx = -ball.vx; } else { ball.vy = -ball.vy; } // After bounce, normalize speed to keep it constant var angle = Math.atan2(ball.vy, ball.vx); ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = BALL_SPEED * Math.sin(angle); return true; } return false; } // Helper: Ball-Platform collision function ballPlatformCollision(ball, platform) { // AABB collision var dx = Math.abs(ball.x - platform.x); var dy = Math.abs(ball.y - platform.y); var pw = platform.width / 2; var ph = platform.height / 2; var br = ball.radius; if (dx > pw + br) return false; if (dy > ph + br) return false; // Only reflect if ball is moving down if (ball.vy > 0) { // Calculate hit position (-1 left, 0 center, 1 right) var hit = (ball.x - platform.x) / pw; // Clamp hit hit = clamp(hit, -1, 1); // Reflect angle: 150deg (left) to 30deg (right) var angle = Math.PI - Math.PI / 3 * (hit + 1) / 2; // 150 to 30 deg ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = -BALL_SPEED * Math.sin(angle); // After bounce, normalize speed to keep it constant var norm = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); if (norm !== 0) { ball.vx = BALL_SPEED * (ball.vx / norm); ball.vy = BALL_SPEED * (ball.vy / norm); } } return true; } // Helper: Ball-Wall collision function ballWallCollision(ball) { // Left wall if (ball.x - ball.radius < 0) { ball.x = ball.radius; // Calculate current angle var angle = Math.atan2(ball.vy, -ball.vx); // Clamp angle to avoid too shallow (force more vertical) if (Math.abs(angle) < BALL_MIN_ANGLE) { angle = BALL_MIN_ANGLE * (ball.vy < 0 ? -1 : 1); } ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = BALL_SPEED * Math.sin(angle); } // Right wall if (ball.x + ball.radius > GAME_WIDTH) { ball.x = GAME_WIDTH - ball.radius; // Calculate current angle var angle = Math.atan2(ball.vy, -ball.vx); // Clamp angle to avoid too shallow (force more vertical) if (Math.abs(angle) < BALL_MIN_ANGLE) { angle = BALL_MIN_ANGLE * (ball.vy < 0 ? -1 : 1); } ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = BALL_SPEED * Math.sin(angle); } // Top wall if (ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy = -ball.vy; } } // Helper: Ball out of bounds function ballOutOfBounds(ball) { return ball.y - ball.radius > GAME_HEIGHT; } // GUI: Score scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // GUI: Lives livesTxt = new Text2('♥♥♥', { size: 100, fill: 0xE74C3C }); livesTxt.anchor.set(1, 0); LK.gui.topRight.addChild(livesTxt); // Create platform platform = new Platform(); platform.x = GAME_WIDTH / 2; platform.y = PLATFORM_Y; game.addChild(platform); // Create ball ball = new Ball(); resetBall(); game.addChild(ball); // Create blocks createBlocks(); // Input: Drag platform game.down = function (x, y, obj) { // Only allow drag if touch is near platform if (Math.abs(y - platform.y) < 200) { dragPlatform = true; lastTouchX = x; // If ball not launched, move ball with platform if (!isBallLaunched) { ball.x = platform.x; } } }; game.move = function (x, y, obj) { if (dragPlatform) { // Move platform horizontally, clamp to screen platform.x = clamp(x, platform.width / 2, GAME_WIDTH - platform.width / 2); // If ball not launched, move ball with platform if (!isBallLaunched) { ball.x = platform.x; } } }; game.up = function (x, y, obj) { if (dragPlatform) { // On release, if ball not launched, launch it if (!isBallLaunched) { launchBall(); } dragPlatform = false; } }; // Main game loop game.update = function () { // Ball movement if (isBallLaunched) { ball.update(); ballWallCollision(ball); // Platform collision ballPlatformCollision(ball, platform); // Block collisions for (var i = blocks.length - 1; i >= 0; i--) { if (ballBlockCollision(ball, blocks[i])) { // Decrement hit points blocks[i].hitPoints--; if (blocks[i].hitPoints > 0) { // Update visual feedback if (typeof blocks[i].updateBlockVisual === "function") { blocks[i].updateBlockVisual(); } } else { // Powerup drop chance decreases as level increases (min 5%) var powerupChance = 0.25 - currentLevel * 0.02; if (powerupChance < 0.05) powerupChance = 0.05; if (Math.random() < powerupChance) { var p = new Powerup(); p.x = blocks[i].x; p.y = blocks[i].y; game.addChild(p); powerups.push(p); } blocks[i].destroy(); blocks.splice(i, 1); score += 10; LK.setScore(score); scoreTxt.setText(score); } break; // Only one block per frame } } // Powerup logic for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); // If powerup intersects platform, apply effect if (p.intersects(platform)) { // Activate powerup effect if (p.type === 'enlarge') { // Enlarge platform for 10 seconds var originalWidth = platform.width; platform.width *= 1.5; if (platform.width > 800) platform.width = 800; // Schedule shrink after 10 seconds LK.setTimeout(function () { // Only shrink if platform is still enlarged if (platform.width > originalWidth) { platform.width = originalWidth; } }, 10000); } else if (p.type === 'shrink') { // Shrink platform for 10 seconds var originalWidth = platform.width; platform.width *= 0.6; if (platform.width < 120) platform.width = 120; LK.setTimeout(function () { if (platform.width < originalWidth) { platform.width = originalWidth; } }, 10000); } else if (p.type === 'life') { // Add a life (max 5) if (lives < 5) { lives++; updateLives(); } } else if (p.type === 'slow') { // Slow down ball for 8 seconds var oldSpeed = BALL_SPEED; BALL_SPEED = Math.max(10, BALL_SPEED * 0.6); // Adjust ball velocity to new speed var angle = Math.atan2(ball.vy, ball.vx); ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = BALL_SPEED * Math.sin(angle); LK.setTimeout(function () { BALL_SPEED = oldSpeed; // Re-adjust ball velocity to restored speed var angle2 = Math.atan2(ball.vy, ball.vx); ball.vx = BALL_SPEED * Math.cos(angle2); ball.vy = BALL_SPEED * Math.sin(angle2); }, 8000); } else if (p.type === 'fast') { // Speed up ball for 8 seconds var oldSpeed = BALL_SPEED; BALL_SPEED = Math.min(50, BALL_SPEED * 1.5); var angle = Math.atan2(ball.vy, ball.vx); ball.vx = BALL_SPEED * Math.cos(angle); ball.vy = BALL_SPEED * Math.sin(angle); LK.setTimeout(function () { BALL_SPEED = oldSpeed; var angle2 = Math.atan2(ball.vy, ball.vx); ball.vx = BALL_SPEED * Math.cos(angle2); ball.vy = BALL_SPEED * Math.sin(angle2); }, 8000); } p.destroy(); powerups.splice(i, 1); continue; } // Remove if out of bounds if (p.y > GAME_HEIGHT + 100) { p.destroy(); powerups.splice(i, 1); } } // Win condition: all blocks destroyed if (blocks.length === 0) { currentLevel++; if (currentLevel >= MAX_LEVEL) { LK.showYouWin(); return; } else { createBlocks(); resetBall(); return; } } // Ball out of bounds if (ballOutOfBounds(ball)) { lives--; updateLives(); if (lives <= 0) { LK.showGameOver(); return; } resetBall(); } } }; // --- Level Selection Screen --- var levelSelectContainers = []; function showLevelSelect() { // Remove any previous containers for (var i = 0; i < levelSelectContainers.length; i++) { levelSelectContainers[i].destroy(); } levelSelectContainers = []; // Title var title = new Text2("Bölüm Seç", { size: 180, fill: "#fff" }); title.anchor.set(0.5, 0); title.x = GAME_WIDTH / 2; title.y = 300; game.addChild(title); levelSelectContainers.push(title); // Level buttons (arrange in 2 rows of 5) var btnW = 320, btnH = 180, gapX = 80, gapY = 80; var totalW = 5 * btnW + 4 * gapX; var startX = (GAME_WIDTH - totalW) / 2 + btnW / 2; var startY = 700; for (var i = 0; i < MAX_LEVEL; i++) { (function (levelIdx) { var btn = new Container(); var bg = LK.getAsset('block', { anchorX: 0.5, anchorY: 0.5 }); bg.width = btnW; bg.height = btnH; btn.addChild(bg); // Color variety if (levelIdx % 3 === 1) bg.tint = 0x2ecc71; if (levelIdx % 3 === 2) bg.tint = 0x9b59b6; var txt = new Text2((levelIdx + 1).toString(), { size: 100, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; btn.addChild(txt); // Position btn.x = startX + levelIdx % 5 * (btnW + gapX); btn.y = startY + Math.floor(levelIdx / 5) * (btnH + gapY); // Touch handler btn.down = function (x, y, obj) { hideLevelSelect(); startGameAtLevel(levelIdx); }; game.addChild(btn); levelSelectContainers.push(btn); })(i); } } function hideLevelSelect() { for (var i = 0; i < levelSelectContainers.length; i++) { levelSelectContainers[i].destroy(); } levelSelectContainers = []; } // Start game at selected level function startGameAtLevel(levelIdx) { currentLevel = levelIdx; score = 0; lives = 3; LK.setScore(0); if (scoreTxt) scoreTxt.setText('0'); if (livesTxt) livesTxt.setText('♥♥♥'); createBlocks(); resetBall(); } // --- Override resetGame to show level select --- resetGame = function resetGame() { showLevelSelect(); }; // Show level select on game start showLevelSelect();
===================================================================
--- original.js
+++ change.js
@@ -106,62 +106,21 @@
var asset = self.attachAsset(chosen.color, {
anchorX: 0.5,
anchorY: 0.5
});
- asset.width = 120;
- asset.height = 80;
- // Add a glowing effect by animating alpha and scale
- asset.alpha = 0.85;
- asset.scaleX = 1.1;
- asset.scaleY = 1.1;
- tween(asset, {
- alpha: 1,
- scaleX: 1.25,
- scaleY: 1.25
- }, {
- duration: 600,
- yoyo: true,
- repeat: Infinity,
- easing: tween.sineInOut
- });
- // Add a colored border by overlaying a slightly larger, semi-transparent block
- var border = self.attachAsset(chosen.color, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- border.width = asset.width + 18;
- border.height = asset.height + 18;
- border.alpha = 0.25;
- self.setChildIndex(border, 0);
- // Add a text label for the powerup type, with a drop shadow effect
+ asset.width = 100;
+ asset.height = 60;
+ // Add a text label for the powerup type
var txt = new Text2(chosen.label, {
- size: 70,
- fill: "#fff",
- stroke: "#000",
- strokeThickness: 8
+ size: 60,
+ fill: "#fff"
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = 0;
self.addChild(txt);
- // Animate the text for a floating effect
- tween.to(txt, {
- y: -8
- }, 500, {
- yoyo: true,
- repeat: Infinity,
- ease: "sineInOut"
- });
// Set speed
self.vy = 10;
- // Add a gentle rotation animation for the whole powerup
- tween.to(self, {
- rotation: 0.18
- }, 1200, {
- yoyo: true,
- repeat: Infinity,
- ease: "sineInOut"
- });
self.update = function () {
self.y += self.vy;
};
return self;
@@ -232,9 +191,9 @@
if (val < min) return min;
if (val > max) return max;
return val;
}
-// Level patterns: 10 unique block layouts (1: block, 0: empty, 2/3: alt color)
+// Level patterns: 15 unique block layouts (1: block, 0: empty, 2/3: alt color, 4: super block)
var LEVEL_PATTERNS = [
// Level 1: Full grid
[[1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1]],
// Level 2: Checkerboard
@@ -253,9 +212,19 @@
[[0, 0, 3, 3, 3, 0, 0], [0, 0, 3, 3, 3, 0, 0], [3, 3, 3, 3, 3, 3, 3], [0, 0, 3, 3, 3, 0, 0], [0, 0, 3, 3, 3, 0, 0]],
// Level 9: Edges only
[[1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1]],
// Level 10: Zigzag
-[[1, 0, 0, 0, 0, 0, 1], [0, 1, 0, 0, 0, 1, 0], [0, 0, 1, 0, 1, 0, 0], [0, 1, 0, 0, 0, 1, 0], [1, 0, 0, 0, 0, 0, 1]]];
+[[1, 0, 0, 0, 0, 0, 1], [0, 1, 0, 0, 0, 1, 0], [0, 0, 1, 0, 1, 0, 0], [0, 1, 0, 0, 0, 1, 0], [1, 0, 0, 0, 0, 0, 1]],
+// Level 11: Hard center
+[[0, 0, 0, 3, 0, 0, 0], [0, 0, 3, 2, 3, 0, 0], [0, 3, 2, 1, 2, 3, 0], [3, 2, 1, 4, 1, 2, 3], [0, 3, 2, 1, 2, 3, 0]],
+// Level 12: Spiral
+[[1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 1, 1, 1, 0, 1], [1, 0, 1, 0, 1, 0, 1], [1, 1, 1, 1, 1, 1, 1]],
+// Level 13: Arrow
+[[0, 0, 0, 1, 0, 0, 0], [0, 0, 1, 1, 1, 0, 0], [0, 1, 1, 1, 1, 1, 0], [1, 0, 1, 1, 1, 0, 1], [0, 0, 1, 1, 1, 0, 0]],
+// Level 14: Double cross
+[[0, 2, 0, 2, 0, 2, 0], [2, 1, 2, 1, 2, 1, 2], [0, 2, 3, 4, 3, 2, 0], [2, 1, 2, 1, 2, 1, 2], [0, 2, 0, 2, 0, 2, 0]],
+// Level 15: Dense center
+[[0, 0, 3, 3, 3, 0, 0], [0, 3, 2, 2, 2, 3, 0], [3, 2, 1, 1, 1, 2, 3], [0, 3, 2, 2, 2, 3, 0], [0, 0, 3, 3, 3, 0, 0]]];
var currentLevel = 0;
var MAX_LEVEL = LEVEL_PATTERNS.length;
// Helper: Create blocks
function createBlocks() {
@@ -274,13 +243,20 @@
var totalW = BLOCK_COLS * blockW + (BLOCK_COLS - 1) * BLOCK_MARGIN_X;
var startX = (GAME_WIDTH - totalW) / 2 + blockW / 2;
// Use pattern for current level
var pattern = LEVEL_PATTERNS[currentLevel % LEVEL_PATTERNS.length];
- // Add more rows as level increases (up to 8)
- var extraRows = Math.min(Math.floor(currentLevel / 2), 3);
- for (var row = 0; row < BLOCK_ROWS + extraRows; row++) {
+ // Add more rows as level increases (up to 10)
+ var extraRows = Math.min(Math.floor(currentLevel / 1.5), 5);
+ var totalRows = BLOCK_ROWS + extraRows;
+ // On higher levels, randomly add some "hard" blocks (3 hit) in empty spots
+ var hardBlockChance = Math.min(0.15 + currentLevel * 0.03, 0.4);
+ for (var row = 0; row < totalRows; row++) {
for (var col = 0; col < BLOCK_COLS; col++) {
var type = pattern[row] && pattern[row][col] ? pattern[row][col] : 0;
+ // If pattern is empty, maybe add a hard block for challenge
+ if (type === 0 && currentLevel > 2 && Math.random() < hardBlockChance) {
+ type = 1; // Use normal block, but will set hitPoints below
+ }
if (type === 0) continue;
var b = new Block();
b.blockType = type;
// Remove any previous children (for safety)
@@ -299,12 +275,22 @@
anchorY: 0.5
});
b.x = startX + col * (blockW + BLOCK_MARGIN_X);
b.y = BLOCK_TOP_OFFSET + row * (blockH + BLOCK_MARGIN_Y);
+ // Make some blocks extra hard (3 hits) on higher levels
+ if (currentLevel > 2 && Math.random() < 0.10 + currentLevel * 0.03) {
+ b.hitPoints = 3;
+ if (typeof b.updateBlockVisual === "function") b.updateBlockVisual();
+ }
game.addChild(b);
blocks.push(b);
}
}
+ // Increase ball speed and decrease platform width for higher levels (done here for instant effect)
+ BALL_SPEED = 18 + currentLevel * 2.5;
+ if (BALL_SPEED > 45) BALL_SPEED = 45;
+ platform.width = 400 - currentLevel * 25;
+ if (platform.width < 160) platform.width = 160;
}
// Helper: Reset game state
function resetGame() {
score = 0;