User prompt
level tuşlarını birbirinden ayır menüyü büyült
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yeni leveller ekle
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select level menüsü tuşlarını 2x küçült
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level seçim tuşlarını küçült
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menü içindeki her şeyi yeniden boyutlandır
User prompt
menü tuşlarını menüye göre boyutlarını orantıla
User prompt
menü ekranını biraz daha büyüt
User prompt
level seçim tuşları birbirinin içine geçmiş durumda
User prompt
level seçim tuşları birbirinden bağımsız gözükmüyor yeniden boyutlandır
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menüye dönüş tuşu yok
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yeni levele geçince eski level ekranını sıfırla
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tuşları mobil ekrana göre orantıla
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'size')' in or related to this line: 'backToMenuButton.buttonText.style.size = 24;' Line Number: 526
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ana menüye dönüş tuşu olsun ve level seçme tuşları iç içe girmiş.
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 238 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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daha güzel bir ana menü ve farklı bölümler yap
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topa her vuruşumuzda hızının 2x olmasını kapat
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topun hızını düşür
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every time we hit the ball, the speed should not be 2x. Let the speed be constant.
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her topa vurulunca hızlandırmayı kaldır top sabit olarak 1.5x hızda olsun
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topu 2 kat hızlandır
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düşürülen özellikleri alınca parlaklik sadece ekranın kenarlarında olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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topu biraz daha hızlandır tuğlalar kırılınca yeni özellikler düşür ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Neon Breaker
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 12; // Reduced speed for slower gameplay self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Wall collision detection if (self.x <= 10 || self.x >= 2038) { self.velocityX = -self.velocityX; self.x = Math.max(10, Math.min(2038, self.x)); LK.getSound('wallHit').play(); } if (self.y <= 10) { self.velocityY = -self.velocityY; self.y = Math.max(10, self.y); LK.getSound('wallHit').play(); } }; return self; }); var Brick = Container.expand(function (brickType) { var self = Container.call(this); var brickAsset = 'brick' + (brickType || 1); var brickGraphics = self.attachAsset(brickAsset, { anchorX: 0.5, anchorY: 0.5 }); self.destroyed = false; self.destroy = function () { if (!self.destroyed) { self.destroyed = true; LK.effects.flashObject(self, 0xffffff, 200); tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); LK.getSound('brickHit').play(); LK.setScore(LK.getScore() + 10); // 20% chance to drop a powerup if (Math.random() < 0.2) { var powerupTypes = ['speed', 'expand', 'multiball']; var randomType = powerupTypes[Math.floor(Math.random() * powerupTypes.length)]; var powerup = new PowerUp(randomType); powerup.x = self.x; powerup.y = self.y; powerups.push(powerup); game.addChild(powerup); } return true; } return false; }; return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var PowerUp = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'speed'; var colors = { speed: 0xff4444, expand: 0x44ff44, multiball: 0x4444ff }; var powerupGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); powerupGraphics.tint = colors[self.type]; powerupGraphics.width = 30; powerupGraphics.height = 30; self.velocityY = 3; self.collected = false; self.update = function () { self.y += self.velocityY; // Remove if off screen if (self.y > 2800) { if (self.parent) { self.parent.removeChild(self); } } // Check collection by paddle if (!self.collected && self.intersects(paddle)) { self.collected = true; self.applyEffect(); if (self.parent) { self.parent.removeChild(self); } } }; self.applyEffect = function () { switch (self.type) { case 'speed': // Speed powerup now just creates visual effect without changing speed createEdgeGlow(0xff4444); break; case 'expand': tween(paddle, { scaleX: 1.5 }, { duration: 500 }); LK.setTimeout(function () { tween(paddle, { scaleX: 1 }, { duration: 500 }); }, 10000); createEdgeGlow(0x44ff44); break; case 'multiball': // Create two additional balls for (var i = 0; i < 2; i++) { var newBall = game.addChild(new Ball()); newBall.x = ball.x + (i - 0.5) * 50; newBall.y = ball.y; newBall.velocityX = ball.velocityX + (i - 0.5) * 4; newBall.velocityY = ball.velocityY; newBall.speed = ball.speed; extraBalls.push(newBall); } createEdgeGlow(0x4444ff); break; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a0a }); /**** * Game Code ****/ var paddle; var ball; var bricks = []; var powerups = []; var extraBalls = []; var gameStarted = false; var dragNode = null; // Create edge glow effect function createEdgeGlow(color) { // Create glow shapes for each edge var glowShapes = []; // Top edge var topGlow = LK.getAsset('paddle', { anchorX: 0, anchorY: 0, scaleX: 20.5, scaleY: 0.3 }); topGlow.tint = color; topGlow.x = 0; topGlow.y = 0; topGlow.alpha = 0.8; game.addChild(topGlow); glowShapes.push(topGlow); // Bottom edge var bottomGlow = LK.getAsset('paddle', { anchorX: 0, anchorY: 0, scaleX: 20.5, scaleY: 0.3 }); bottomGlow.tint = color; bottomGlow.x = 0; bottomGlow.y = 2720; bottomGlow.alpha = 0.8; game.addChild(bottomGlow); glowShapes.push(bottomGlow); // Left edge var leftGlow = LK.getAsset('paddle', { anchorX: 0, anchorY: 0, scaleX: 0.5, scaleY: 27.3 }); leftGlow.tint = color; leftGlow.x = 0; leftGlow.y = 0; leftGlow.alpha = 0.8; game.addChild(leftGlow); glowShapes.push(leftGlow); // Right edge var rightGlow = LK.getAsset('paddle', { anchorX: 0, anchorY: 0, scaleX: 0.5, scaleY: 27.3 }); rightGlow.tint = color; rightGlow.x = 2038; rightGlow.y = 0; rightGlow.alpha = 0.8; game.addChild(rightGlow); glowShapes.push(rightGlow); // Animate all glow shapes for (var i = 0; i < glowShapes.length; i++) { tween(glowShapes[i], { alpha: 0 }, { duration: 300, onFinish: function () { if (this.parent) { this.parent.removeChild(this); } }.bind(glowShapes[i]) }); } } // Create score display var scoreTxt = new Text2('0', { size: 80, fill: 0x00FFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create paddle paddle = game.addChild(new Paddle()); paddle.x = 1024; paddle.y = 2600; // Create ball ball = game.addChild(new Ball()); ball.x = 1024; ball.y = 2550; // Initialize ball movement when game starts function startGame() { if (!gameStarted) { gameStarted = true; ball.velocityX = (Math.random() - 0.5) * 10; ball.velocityY = -ball.speed; } } // Create brick pattern function createBricks() { var brickColors = [1, 2, 3, 4, 5]; var rows = 8; var cols = 18; var brickWidth = 110; var brickHeight = 50; var startX = 110; var startY = 200; for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var brick = new Brick(brickColors[row % brickColors.length]); brick.x = startX + col * brickWidth; brick.y = startY + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } createBricks(); // Event handlers game.down = function (x, y, obj) { dragNode = paddle; startGame(); }; game.move = function (x, y, obj) { if (dragNode) { dragNode.x = Math.max(100, Math.min(1948, x)); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { // Update score display scoreTxt.setText(LK.getScore()); // Check if ball fell below paddle if (ball.y > 2750) { LK.showGameOver(); return; } // Ball-paddle collision if (ball.intersects(paddle) && ball.velocityY > 0) { var paddleCenter = paddle.x; var ballRelativePosition = (ball.x - paddleCenter) / 100; ball.velocityY = -Math.abs(ball.velocityY); ball.velocityX = ballRelativePosition * 8; ball.y = paddle.y - 20; LK.getSound('paddleHit').play(); } // Ball-brick collisions for (var i = bricks.length - 1; i >= 0; i--) { var brick = bricks[i]; if (!brick.destroyed && ball.intersects(brick)) { brick.destroy(); bricks.splice(i, 1); // Simple bounce - reverse Y velocity ball.velocityY = -ball.velocityY; break; } } // Update powerups for (var p = powerups.length - 1; p >= 0; p--) { var powerup = powerups[p]; if (powerup.y > 2800 || powerup.collected) { powerups.splice(p, 1); } } // Handle extra balls collisions for (var e = extraBalls.length - 1; e >= 0; e--) { var extraBall = extraBalls[e]; // Remove if fallen below screen if (extraBall.y > 2750) { extraBall.parent.removeChild(extraBall); extraBalls.splice(e, 1); continue; } // Extra ball-paddle collision if (extraBall.intersects(paddle) && extraBall.velocityY > 0) { var paddleCenter = paddle.x; var ballRelativePosition = (extraBall.x - paddleCenter) / 100; extraBall.velocityY = -Math.abs(extraBall.velocityY); extraBall.velocityX = ballRelativePosition * 8; extraBall.y = paddle.y - 20; } // Extra ball-brick collisions for (var i = bricks.length - 1; i >= 0; i--) { var brick = bricks[i]; if (!brick.destroyed && extraBall.intersects(brick)) { brick.destroy(); bricks.splice(i, 1); extraBall.velocityY = -extraBall.velocityY; break; } } } // Check win condition if (bricks.length === 0) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -313,12 +313,8 @@
var paddleCenter = paddle.x;
var ballRelativePosition = (ball.x - paddleCenter) / 100;
ball.velocityY = -Math.abs(ball.velocityY);
ball.velocityX = ballRelativePosition * 8;
- // Keep constant speed - no speed increase
- var speedMultiplier = ball.speed / 8;
- ball.velocityX *= speedMultiplier;
- ball.velocityY *= speedMultiplier;
ball.y = paddle.y - 20;
LK.getSound('paddleHit').play();
}
// Ball-brick collisions
@@ -353,12 +349,8 @@
var paddleCenter = paddle.x;
var ballRelativePosition = (extraBall.x - paddleCenter) / 100;
extraBall.velocityY = -Math.abs(extraBall.velocityY);
extraBall.velocityX = ballRelativePosition * 8;
- // Keep constant speed - no speed increase
- var speedMultiplier = extraBall.speed / 8;
- extraBall.velocityX *= speedMultiplier;
- extraBall.velocityY *= speedMultiplier;
extraBall.y = paddle.y - 20;
}
// Extra ball-brick collisions
for (var i = bricks.length - 1; i >= 0; i--) {