User prompt
level tuşlarını birbirinden ayır menüyü büyült
User prompt
yeni leveller ekle
User prompt
select level menüsü tuşlarını 2x küçült
User prompt
level seçim tuşlarını küçült
User prompt
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
User prompt
menüye dönüş tuşu yok
User prompt
yeni levele geçince eski level ekranını sıfırla
User prompt
tuşları mobil ekrana göre orantıla
User prompt
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
User prompt
daha güzel bir ana menü ve farklı bölümler yap
User prompt
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
User prompt
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
User prompt
Neon Breaker
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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 MenuButton = Container.expand(function (text, action) { var self = Container.call(this); self.buttonGraphics = self.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); self.buttonText = new Text2(text, { size: 39, fill: 0xffffff }); self.buttonText.anchor.set(0.5, 0.5); self.addChild(self.buttonText); self.action = action; self.isHovered = false; self.down = function (x, y, obj) { LK.getSound('menuSelect').play(); if (self.action) { self.action(); } }; self.move = function (x, y, obj) { if (!self.isHovered) { self.isHovered = true; self.removeChild(self.buttonGraphics); self.buttonGraphics = self.attachAsset('menuButtonHover', { anchorX: 0.5, anchorY: 0.5 }); self.addChildAt(self.buttonGraphics, 0); tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200 }); } }; 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; var gameState = 'menu'; // 'menu', 'playing', 'levelSelect' var currentLevel = 1; var gameMode = 'classic'; // 'classic', 'endless', 'timeAttack' var menuContainer; var levelSelectContainer; var highScore = storage.highScore || 0; // 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: 60, fill: 0x00FFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create main menu function createMainMenu() { menuContainer = game.addChild(new Container()); // Menu background var menuBg = menuContainer.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.4, scaleY: 1.4 }); menuBg.alpha = 0.9; menuContainer.x = 1024; menuContainer.y = 1366; // Game title var titleText = new Text2('BRICK BREAKER', { size: 67, fill: 0x00ffff }); titleText.anchor.set(0.5, 0.5); titleText.y = -250; menuContainer.addChild(titleText); // High score display var highScoreText = new Text2('High Score: ' + highScore, { size: 34, fill: 0xffff00 }); highScoreText.anchor.set(0.5, 0.5); highScoreText.y = -180; menuContainer.addChild(highScoreText); // Menu buttons var classicButton = menuContainer.addChild(new MenuButton('Classic Mode', function () { gameMode = 'classic'; startClassicGame(); })); classicButton.y = -60; var endlessButton = menuContainer.addChild(new MenuButton('Endless Mode', function () { gameMode = 'endless'; startEndlessGame(); })); endlessButton.y = 10; var timeAttackButton = menuContainer.addChild(new MenuButton('Time Attack', function () { gameMode = 'timeAttack'; startTimeAttackGame(); })); timeAttackButton.y = 80; var levelSelectButton = menuContainer.addChild(new MenuButton('Level Select', function () { showLevelSelect(); })); levelSelectButton.y = 150; // Animate menu entrance menuContainer.alpha = 0; menuContainer.scaleX = 0.5; menuContainer.scaleY = 0.5; tween(menuContainer, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500 }); } function hideMenu() { if (menuContainer) { tween(menuContainer, { alpha: 0, scaleY: 0 }, { duration: 300, onFinish: function onFinish() { if (menuContainer.parent) { menuContainer.parent.removeChild(menuContainer); } menuContainer = null; } }); } } function showLevelSelect() { hideMenu(); levelSelectContainer = game.addChild(new Container()); // Level select background var levelBg = levelSelectContainer.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.2 }); levelBg.alpha = 0.9; levelSelectContainer.x = 1024; levelSelectContainer.y = 1366; // Title var levelTitle = new Text2('SELECT LEVEL', { size: 50, fill: 0x00ffff }); levelTitle.anchor.set(0.5, 0.5); levelTitle.y = -350; levelSelectContainer.addChild(levelTitle); // Level buttons (5x3 grid for 15 levels) for (var i = 1; i <= 15; i++) { var levelButton = levelSelectContainer.addChild(new MenuButton('Level ' + i, function (level) { return function () { currentLevel = level; gameMode = 'level'; startLevelGame(level); }; }(i))); var row = Math.floor((i - 1) / 5); var col = (i - 1) % 5; levelButton.x = (col - 2) * 200; levelButton.y = -180 + row * 140; levelButton.buttonGraphics.scaleX = 0.18; levelButton.buttonGraphics.scaleY = 0.18; levelButton.buttonText.size = 8; } // Back button var backButton = levelSelectContainer.addChild(new MenuButton('Back', function () { hideLevelSelect(); createMainMenu(); })); backButton.y = 350; // Animate entrance levelSelectContainer.alpha = 0; tween(levelSelectContainer, { alpha: 1 }, { duration: 300 }); } function hideLevelSelect() { if (levelSelectContainer) { tween(levelSelectContainer, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { if (levelSelectContainer.parent) { levelSelectContainer.parent.removeChild(levelSelectContainer); } levelSelectContainer = null; } }); } } function startClassicGame() { hideMenu(); gameState = 'playing'; initializeGame(); } function startEndlessGame() { hideMenu(); gameState = 'playing'; initializeGame(); // In endless mode, we'll regenerate bricks when they're all destroyed } function startTimeAttackGame() { hideMenu(); gameState = 'playing'; initializeGame(); // Add timer for time attack mode var timeLeft = 120; // 2 minutes var timeText = new Text2('Time: ' + timeLeft, { size: 30, fill: 0xff0000 }); timeText.anchor.set(1, 0); LK.gui.topRight.addChild(timeText); var timeTimer = LK.setInterval(function () { timeLeft--; timeText.setText('Time: ' + timeLeft); if (timeLeft <= 0) { LK.clearInterval(timeTimer); LK.showGameOver(); } }, 1000); } function startLevelGame(level) { hideLevelSelect(); gameState = 'playing'; initializeGame(); createLevelBricks(level); } function clearLevelElements() { // Remove all existing bricks from screen for (var i = 0; i < bricks.length; i++) { if (bricks[i].parent) { bricks[i].parent.removeChild(bricks[i]); } } // Remove all existing powerups from screen for (var p = 0; p < powerups.length; p++) { if (powerups[p].parent) { powerups[p].parent.removeChild(powerups[p]); } } // Remove all extra balls from screen for (var e = 0; e < extraBalls.length; e++) { if (extraBalls[e].parent) { extraBalls[e].parent.removeChild(extraBalls[e]); } } // Clear GUI elements that might be from previous level var guiChildren = LK.gui.topRight.children.slice(); for (var g = 0; g < guiChildren.length; g++) { if (guiChildren[g] !== scoreTxt) { LK.gui.topRight.removeChild(guiChildren[g]); } } } function initializeGame() { // Clear previous level elements first clearLevelElements(); // Reset game variables bricks = []; powerups = []; extraBalls = []; gameStarted = false; LK.setScore(0); // Create game objects if they don't exist if (!paddle) { paddle = game.addChild(new Paddle()); } if (!ball) { ball = game.addChild(new Ball()); } // Reset positions paddle.x = 1024; paddle.y = 2600; ball.x = 1024; ball.y = 2550; ball.velocityX = 0; ball.velocityY = 0; if (gameMode === 'classic' || gameMode === 'endless' || gameMode === 'timeAttack') { createBricks(); } // Create back to menu button var backToMenuButton = new MenuButton('Menu', function () { gameState = 'menu'; createMainMenu(); }); backToMenuButton.buttonGraphics.scaleX = 0.4; backToMenuButton.buttonGraphics.scaleY = 0.4; backToMenuButton.buttonText.size = 25; backToMenuButton.x = 1800; backToMenuButton.y = 150; game.addChild(backToMenuButton); } function createLevelBricks(level) { // Clear any existing bricks before creating new pattern clearLevelElements(); var patterns = { 1: function _() { createSimplePattern(); }, 2: function _() { createDiamondPattern(); }, 3: function _() { createCheckerPattern(); }, 4: function _() { createWavePattern(); }, 5: function _() { createCirclePattern(); }, 6: function _() { createTrianglePattern(); }, 7: function _() { createCrossPattern(); }, 8: function _() { createSpiralPattern(); }, 9: function _() { createRandomPattern(); }, 10: function _() { createHexagonPattern(); }, 11: function _() { createZigZagPattern(); }, 12: function _() { createHeartPattern(); }, 13: function _() { createMazePattern(); }, 14: function _() { createStarPattern(); }, 15: function _() { createDoubleCirclePattern(); } }; if (patterns[level]) { patterns[level](); } else { createBricks(); } } function createSimplePattern() { var rows = 4; var cols = 10; var brickWidth = 180; var brickHeight = 50; var startX = 1024 - cols * brickWidth / 2 + brickWidth / 2; var startY = 300; for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var brick = new Brick(row % 5 + 1); brick.x = startX + col * brickWidth; brick.y = startY + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } function createDiamondPattern() { var centerX = 1024; var centerY = 400; var brickWidth = 120; var brickHeight = 45; var diamond = [[0, 0, 0, 1, 1, 1, 0, 0, 0], [0, 0, 2, 2, 2, 2, 2, 0, 0], [0, 3, 3, 3, 3, 3, 3, 3, 0], [4, 4, 4, 4, 4, 4, 4, 4, 4], [0, 5, 5, 5, 5, 5, 5, 5, 0], [0, 0, 1, 1, 1, 1, 1, 0, 0], [0, 0, 0, 2, 2, 2, 0, 0, 0]]; for (var row = 0; row < diamond.length; row++) { for (var col = 0; col < diamond[row].length; col++) { if (diamond[row][col] > 0) { var brick = new Brick(diamond[row][col]); brick.x = centerX + (col - 4) * brickWidth; brick.y = centerY + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } } function createCheckerPattern() { var rows = 8; var cols = 12; var brickWidth = 150; var brickHeight = 40; var startX = 1024 - cols * brickWidth / 2 + brickWidth / 2; var startY = 250; for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { if ((row + col) % 2 === 0) { var brick = new Brick((row + col) % 5 + 1); brick.x = startX + col * brickWidth; brick.y = startY + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } } function createWavePattern() { var cols = 15; var brickWidth = 130; var brickHeight = 45; var startX = 1024 - cols * brickWidth / 2 + brickWidth / 2; var baseY = 400; for (var col = 0; col < cols; col++) { var waveHeight = Math.sin(col * 0.5) * 100; var rows = Math.floor(3 + Math.abs(waveHeight / 50)); for (var row = 0; row < rows; row++) { var brick = new Brick(col % 5 + 1); brick.x = startX + col * brickWidth; brick.y = baseY + waveHeight + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } function createCirclePattern() { var centerX = 1024; var centerY = 500; var radius = 200; var brickCount = 24; for (var i = 0; i < brickCount; i++) { var angle = i / brickCount * Math.PI * 2; var brick = new Brick(i % 5 + 1); brick.x = centerX + Math.cos(angle) * radius; brick.y = centerY + Math.sin(angle) * radius; bricks.push(brick); game.addChild(brick); } } function createTrianglePattern() { var centerX = 1024; var startY = 300; var brickWidth = 120; var brickHeight = 50; for (var row = 0; row < 8; row++) { var bricksInRow = 8 - row; var startX = centerX - bricksInRow * brickWidth / 2 + brickWidth / 2; for (var col = 0; col < bricksInRow; col++) { var brick = new Brick(row % 5 + 1); brick.x = startX + col * brickWidth; brick.y = startY + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } function createCrossPattern() { var centerX = 1024; var centerY = 450; var brickWidth = 100; var brickHeight = 40; // Horizontal line for (var i = -5; i <= 5; i++) { var brick = new Brick(3); brick.x = centerX + i * brickWidth; brick.y = centerY; bricks.push(brick); game.addChild(brick); } // Vertical line for (var i = -4; i <= 4; i++) { if (i !== 0) { // Don't place on center (already has horizontal brick) var brick = new Brick(5); brick.x = centerX; brick.y = centerY + i * brickHeight; bricks.push(brick); game.addChild(brick); } } } function createSpiralPattern() { var centerX = 1024; var centerY = 450; var spiralPoints = 30; var maxRadius = 250; for (var i = 0; i < spiralPoints; i++) { var angle = i * 0.5; var radius = i / spiralPoints * maxRadius; var brick = new Brick(i % 5 + 1); brick.x = centerX + Math.cos(angle) * radius; brick.y = centerY + Math.sin(angle) * radius; bricks.push(brick); game.addChild(brick); } } function createRandomPattern() { var brickCount = 40; var minX = 200; var maxX = 1848; var minY = 250; var maxY = 800; for (var i = 0; i < brickCount; i++) { var brick = new Brick(Math.floor(Math.random() * 5) + 1); brick.x = minX + Math.random() * (maxX - minX); brick.y = minY + Math.random() * (maxY - minY); bricks.push(brick); game.addChild(brick); } } function createHexagonPattern() { var centerX = 1024; var centerY = 450; var radius = 180; var brickWidth = 100; var brickHeight = 40; // Create hexagon with 6 sides for (var side = 0; side < 6; side++) { var angle = side * Math.PI / 3; var sideLength = 8; for (var i = 0; i < sideLength; i++) { var brick = new Brick(side % 5 + 1); var x = centerX + Math.cos(angle) * radius + Math.cos(angle + Math.PI / 2) * (i - sideLength / 2) * brickWidth / 2; var y = centerY + Math.sin(angle) * radius + Math.sin(angle + Math.PI / 2) * (i - sideLength / 2) * brickHeight / 2; brick.x = x; brick.y = y; bricks.push(brick); game.addChild(brick); } } } function createZigZagPattern() { var cols = 16; var brickWidth = 120; var brickHeight = 45; var startX = 1024 - cols * brickWidth / 2 + brickWidth / 2; var baseY = 300; for (var col = 0; col < cols; col++) { var zigzagOffset = col % 4 * 60 - 90; var rows = 3 + Math.abs(zigzagOffset) / 30; for (var row = 0; row < rows; row++) { var brick = new Brick(col % 5 + 1); brick.x = startX + col * brickWidth; brick.y = baseY + zigzagOffset + row * brickHeight; bricks.push(brick); game.addChild(brick); } } } function createHeartPattern() { var centerX = 1024; var centerY = 400; var scale = 8; // Heart shape using parametric equations for (var t = 0; t < Math.PI * 2; t += 0.3) { var x = scale * (16 * Math.pow(Math.sin(t), 3)); var y = scale * (13 * Math.cos(t) - 5 * Math.cos(2 * t) - 2 * Math.cos(3 * t) - Math.cos(4 * t)); var brick = new Brick(Math.floor(t * 5 / (Math.PI * 2)) + 1); brick.x = centerX + x; brick.y = centerY - y + 100; // Flip and offset bricks.push(brick); game.addChild(brick); } } function createMazePattern() { var centerX = 1024; var centerY = 400; var brickWidth = 80; var brickHeight = 40; // Create maze-like pattern var mazePattern = [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1], [1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1], [1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1], [1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1], [1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1], [1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]; for (var row = 0; row < mazePattern.length; row++) { for (var col = 0; col < mazePattern[row].length; col++) { if (mazePattern[row][col] === 1) { var brick = new Brick((row + col) % 5 + 1); brick.x = centerX + (col - 7) * brickWidth; brick.y = centerY + (row - 4) * brickHeight; bricks.push(brick); game.addChild(brick); } } } } function createStarPattern() { var centerX = 1024; var centerY = 450; var outerRadius = 200; var innerRadius = 100; var points = 5; // Create 5-pointed star for (var i = 0; i < points * 2; i++) { var angle = i * Math.PI / points; var radius = i % 2 === 0 ? outerRadius : innerRadius; var bricksOnRay = 8; for (var j = 1; j <= bricksOnRay; j++) { var brick = new Brick(i % 5 + 1); brick.x = centerX + Math.cos(angle) * radius * j / bricksOnRay; brick.y = centerY + Math.sin(angle) * radius * j / bricksOnRay; bricks.push(brick); game.addChild(brick); } } } function createDoubleCirclePattern() { var centerX = 1024; var centerY = 450; var innerRadius = 120; var outerRadius = 220; var brickCount = 20; // Inner circle for (var i = 0; i < brickCount; i++) { var angle = i / brickCount * Math.PI * 2; var brick = new Brick(1); brick.x = centerX + Math.cos(angle) * innerRadius; brick.y = centerY + Math.sin(angle) * innerRadius; bricks.push(brick); game.addChild(brick); } // Outer circle for (var i = 0; i < brickCount * 1.5; i++) { var angle = i / (brickCount * 1.5) * Math.PI * 2; var brick = new Brick(3); brick.x = centerX + Math.cos(angle) * outerRadius; brick.y = centerY + Math.sin(angle) * outerRadius; bricks.push(brick); game.addChild(brick); } // Connecting lines for (var i = 0; i < 8; i++) { var angle = i / 8 * Math.PI * 2; for (var j = 1; j < 4; j++) { var radius = innerRadius + (outerRadius - innerRadius) * j / 4; var brick = new Brick(5); brick.x = centerX + Math.cos(angle) * radius; brick.y = centerY + Math.sin(angle) * radius; bricks.push(brick); game.addChild(brick); } } } // Show main menu on game start createMainMenu(); // 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) { if (gameState === 'playing') { dragNode = paddle; startGame(); } }; game.move = function (x, y, obj) { if (gameState === 'playing' && dragNode) { dragNode.x = Math.max(100, Math.min(1948, x)); } }; game.up = function (x, y, obj) { if (gameState === 'playing') { dragNode = null; } }; // Main game update loop game.update = function () { // Only update game logic when actually playing if (gameState !== 'playing') { return; } // Update score display scoreTxt.setText(LK.getScore()); // Update high score if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Check if ball fell below paddle if (ball.y > 2750) { LK.showGameOver(); gameState = 'menu'; LK.setTimeout(function () { createMainMenu(); }, 2000); 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) { if (gameMode === 'endless') { // In endless mode, create new bricks createBricks(); LK.setScore(LK.getScore() + 500); // Bonus for completing a level } else { LK.showYouWin(); gameState = 'menu'; LK.setTimeout(function () { createMainMenu(); }, 2000); } } };
===================================================================
--- original.js
+++ change.js
@@ -379,10 +379,10 @@
// Level select background
var levelBg = levelSelectContainer.attachAsset('menuBackground', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.4,
- scaleY: 1.6
+ scaleX: 2.0,
+ scaleY: 2.2
});
levelBg.alpha = 0.9;
levelSelectContainer.x = 1024;
levelSelectContainer.y = 1366;
@@ -391,9 +391,9 @@
size: 50,
fill: 0x00ffff
});
levelTitle.anchor.set(0.5, 0.5);
- levelTitle.y = -280;
+ levelTitle.y = -350;
levelSelectContainer.addChild(levelTitle);
// Level buttons (5x3 grid for 15 levels)
for (var i = 1; i <= 15; i++) {
var levelButton = levelSelectContainer.addChild(new MenuButton('Level ' + i, function (level) {
@@ -404,10 +404,10 @@
};
}(i)));
var row = Math.floor((i - 1) / 5);
var col = (i - 1) % 5;
- levelButton.x = (col - 2) * 160;
- levelButton.y = -120 + row * 100;
+ levelButton.x = (col - 2) * 200;
+ levelButton.y = -180 + row * 140;
levelButton.buttonGraphics.scaleX = 0.18;
levelButton.buttonGraphics.scaleY = 0.18;
levelButton.buttonText.size = 8;
}
@@ -415,9 +415,9 @@
var backButton = levelSelectContainer.addChild(new MenuButton('Back', function () {
hideLevelSelect();
createMainMenu();
}));
- backButton.y = 250;
+ backButton.y = 350;
// Animate entrance
levelSelectContainer.alpha = 0;
tween(levelSelectContainer, {
alpha: 1