User prompt
los botones del gameplay tendran diferentes texturas
User prompt
el nivel maximo es el 9 y ese nivel ademas de tener las clasicas pelotitas tambien tendra la pelotita dorada que mide igual que la pelotita negra y para crearla dos pelotitas naranjas se tienen que tocar y ademas de que ahora en el gameplay estara un boton de pausa y un boton de play y salir
User prompt
hice un musica de fondo llamada gameplay ese sonido debe de escucharse desde el menu lista de niveles y en el gameplay
User prompt
la pelotita verde y blanca deben de ser mas grandes
User prompt
agrandalas mas
User prompt
agranda la pelotita blanca y verde
User prompt
las pelotitas rebotan mucho arreglalo
User prompt
quiero ponerle un fondo al menu de inicio, al fondo de la lista de niveles y otro para el gameplay
User prompt
el boton de back debe de estar mas abajo
User prompt
al ganar por lo menos una estrella se desbloquea el siguiente nivel ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
las estrellas tendran una textura diferente
User prompt
cuando tengas el puntaje y ya no caben las pelotitas ademas te mostrara estrellas dependiendo como jugaste por ejemplo hiciste el 25% del puntaje requerido entonces tendras una estrella si obtuviste el 50% entonces tendras 2 estrellas y al 75% tendras 3 estrellas y al 100% tendras el estelar
User prompt
ahora cuando ganes o pierdas te mostrara una pantalla de puntuacion con las estrellas y no te aparecera la pantalla de ganaste o perdiste
User prompt
ahora cuando ganes o pierdas te mostrara una pantalla de puntuacion con las estrellas
User prompt
el cuadrado que mantiene alas pelotitas debe de ser algo mas pequeño
User prompt
por cada combinacion echa te dara mas o menos puntuacion
User prompt
las fisicas de las pelotitas se empiezan a estabilizar cuando toque el fondo o otra pelotita
User prompt
las fisicas de las pelotitas se estabilisan despues de unos segundos
User prompt
ahora crea la pelotita naranja la pelotita naranja se crea cuando dos pelotitas negras se tocan y la pelotita naranja sera ligeramente mas pequeña que la negra
User prompt
agranda un poco la pelotita blanca verde y azul
User prompt
ahora añade las pelotitas blancas las pelotitas blancas seran mas pequeñas que las verdes y las pelotitas blancas al juntarse con otra blanca se creara una pelotita verde
User prompt
ahora dependiendo que pelotitas hay en pantalla te podra aparecer para tirar desde pelotitas buenas como el morado hasta pelotitas malas como las verdes
User prompt
añade mas dificultad
User prompt
la unica pelotita que no te puede aparecer al tirar las pelotitas es la roja y la negra
User prompt
no ganaras cuando logres superar el puntaje requerido solo te aparecera que ganaste cuando tengas el puntaje y ya no caben las pelotitas ademas te mostrara estrellas dependiendo como jugaste por ejemplo hiciste el 25% del puntaje requerido entonces tendras una estrella si obtuviste el 50% entonces tendras 2 estrellas y al 75% tendras 3 estrellas y al 100% tendras el estelar
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Ball = Container.expand(function (color, size) {
var self = Container.call(this);
self.ballColor = color;
self.ballSize = size;
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 1.2 + gameLevel * 0.2; // Faster gravity per level
self.bounce = Math.max(0.1, 0.3 - gameLevel * 0.02); // Much less bounce per level
self.friction = Math.max(0.85, 0.95 - gameLevel * 0.01); // Less friction per level
self.merged = false;
var ballAsset;
if (color === 'green') {
ballAsset = self.attachAsset('greenBall', {
anchorX: 0.5,
anchorY: 0.5
});
// Scale ball size based on level for increased difficulty
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 70 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier * 1.4;
ballAsset.scale.y = levelSizeMultiplier * 1.4;
} else if (color === 'blue') {
ballAsset = self.attachAsset('blueBall', {
anchorX: 0.5,
anchorY: 0.5
});
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 90 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier;
ballAsset.scale.y = levelSizeMultiplier;
} else if (color === 'purple') {
ballAsset = self.attachAsset('purpleBall', {
anchorX: 0.5,
anchorY: 0.5
});
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 160 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier;
ballAsset.scale.y = levelSizeMultiplier;
} else if (color === 'red') {
ballAsset = self.attachAsset('redBall', {
anchorX: 0.5,
anchorY: 0.5
});
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 320 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier;
ballAsset.scale.y = levelSizeMultiplier;
} else if (color === 'black') {
ballAsset = self.attachAsset('blackBall', {
anchorX: 0.5,
anchorY: 0.5
});
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 640 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier;
ballAsset.scale.y = levelSizeMultiplier;
} else if (color === 'white') {
ballAsset = self.attachAsset('whiteBall', {
anchorX: 0.5,
anchorY: 0.5
});
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 45 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier * 1.5;
ballAsset.scale.y = levelSizeMultiplier * 1.5;
} else if (color === 'orange') {
ballAsset = self.attachAsset('orangeBall', {
anchorX: 0.5,
anchorY: 0.5
});
var levelSizeMultiplier = Math.max(0.7, 1 - gameLevel * 0.03);
self.radius = 600 * levelSizeMultiplier;
ballAsset.scale.x = levelSizeMultiplier;
ballAsset.scale.y = levelSizeMultiplier;
}
self.update = function () {
if (self.merged) return;
// Apply gravity
self.velocityY += self.gravity;
// Apply friction
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Floor collision
if (self.y + self.radius > gameFloor) {
self.y = gameFloor - self.radius;
self.velocityY *= -self.bounce;
if (Math.abs(self.velocityY) < 1) {
self.velocityY = 0;
}
}
// Wall collisions
if (self.x - self.radius < gameLeftWall + 20) {
self.x = gameLeftWall + 20 + self.radius;
self.velocityX *= -self.bounce;
}
if (self.x + self.radius > gameRightWall - 20) {
self.x = gameRightWall - 20 - self.radius;
self.velocityX *= -self.bounce;
}
// Check for merges with other balls
for (var i = 0; i < balls.length; i++) {
var otherBall = balls[i];
if (otherBall === self || otherBall.merged) continue;
var dx = self.x - otherBall.x;
var dy = self.y - otherBall.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.radius + otherBall.radius) {
// Collision detected
if (self.ballColor === otherBall.ballColor && !self.merging && !otherBall.merging) {
// Same color - merge
self.merging = true;
otherBall.merging = true;
mergeBalls(self, otherBall);
} else {
// Different colors - bounce with reduced physics
var angle = Math.atan2(dy, dx);
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var vx1 = self.velocityX * cos + self.velocityY * sin;
var vy1 = self.velocityY * cos - self.velocityX * sin;
var vx2 = otherBall.velocityX * cos + otherBall.velocityY * sin;
var vy2 = otherBall.velocityY * cos - otherBall.velocityX * sin;
var finalVx1 = vx2 * 0.6; // Reduced bounce
var finalVx2 = vx1 * 0.6; // Reduced bounce
self.velocityX = finalVx1 * cos - vy1 * sin;
self.velocityY = vy1 * cos + finalVx1 * sin;
otherBall.velocityX = finalVx2 * cos - vy2 * sin;
otherBall.velocityY = vy2 * cos + finalVx2 * sin;
// Separate balls with gentler force
var overlap = self.radius + otherBall.radius - distance;
var separationForce = 0.6; // Gentler separation
var moveX = overlap * separationForce * cos;
var moveY = overlap * separationForce * sin;
self.x += moveX;
self.y += moveY;
otherBall.x -= moveX;
otherBall.y -= moveY;
// Add minimal repulsion to prevent stacking
var repulsionForce = 0.1;
self.velocityX += repulsionForce * cos;
self.velocityY += repulsionForce * sin;
otherBall.velocityX -= repulsionForce * cos;
otherBall.velocityY -= repulsionForce * sin;
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Game state management
var gameState = 'menu'; // 'menu', 'levelSelect', 'playing'
var balls = [];
var gameLevel = storage.currentLevel || 1;
var maxUnlockedLevel = storage.maxUnlockedLevel || 1;
var gameScore = 0;
var targetScore = gameLevel * 100;
var dropCooldown = 0;
var gameOverThreshold = 300; // Y position where game over occurs
var levelCompleted = false;
var ballsOutsideArea = []; // Track balls outside play area
var gameOverTimer = 0; // Timer for game over condition
var gameOverDelay = Math.max(60, 180 - gameLevel * 10); // Shorter delay per level (minimum 1 second)
var gameWon = false; // Track if game was won
var starRating = 0; // Star rating based on performance
var gameLeftWall = 324;
var gameRightWall = 1724;
var gameFloor = 2500;
var ballColors = ['white', 'green', 'blue', 'purple', 'red'];
var currentBallColor = ballColors[Math.floor(Math.random() * ballColors.length)];
var nextBallColor = ballColors[Math.floor(Math.random() * ballColors.length)];
// UI containers
var menuContainer = new Container();
var levelSelectContainer = new Container();
var gameContainer = new Container();
var uiContainer = new Container();
var scoreScreenContainer = new Container();
// Add containers to game
game.addChild(menuContainer);
game.addChild(levelSelectContainer);
game.addChild(gameContainer);
game.addChild(uiContainer);
game.addChild(scoreScreenContainer);
// Hide level select and game containers initially
levelSelectContainer.visible = false;
gameContainer.visible = false;
scoreScreenContainer.visible = false;
// Create main menu
// Add menu background
var menuBackground = menuContainer.addChild(LK.getAsset('menuBackground', {
anchorX: 0,
anchorY: 0
}));
menuBackground.x = 0;
menuBackground.y = 0;
var menuButton = menuContainer.addChild(LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5
}));
menuButton.x = 1024;
menuButton.y = 1366;
var menuTitle = new Text2('Color Merge Drop', {
size: 120,
fill: 0xFFFFFF
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 1024;
menuTitle.y = 800;
menuContainer.addChild(menuTitle);
var menuInstruction = new Text2('Tap to Start', {
size: 60,
fill: 0xAAAAAA
});
menuInstruction.anchor.set(0.5, 0.5);
menuInstruction.x = 1024;
menuInstruction.y = 1600;
menuContainer.addChild(menuInstruction);
// Create game boundaries (moved to game container)
// Add gameplay background
var gameplayBackground = gameContainer.addChild(LK.getAsset('gameplayBackground', {
anchorX: 0,
anchorY: 0
}));
gameplayBackground.x = 0;
gameplayBackground.y = 0;
var leftWall = gameContainer.addChild(LK.getAsset('wall', {
anchorX: 0,
anchorY: 0
}));
leftWall.x = gameLeftWall;
leftWall.y = 200;
var rightWall = gameContainer.addChild(LK.getAsset('wall', {
anchorX: 0,
anchorY: 0
}));
rightWall.x = gameRightWall;
rightWall.y = 200;
var floor = gameContainer.addChild(LK.getAsset('floor', {
anchorX: 0,
anchorY: 0
}));
floor.x = gameLeftWall + 20;
floor.y = gameFloor;
// Create drop zone
var dropZone = gameContainer.addChild(LK.getAsset('dropZone', {
anchorX: 0.5,
anchorY: 0
}));
dropZone.x = 1024;
dropZone.y = 100;
// Create level selection screen
// Add level select background
var levelSelectBackground = levelSelectContainer.addChild(LK.getAsset('levelSelectBackground', {
anchorX: 0,
anchorY: 0
}));
levelSelectBackground.x = 0;
levelSelectBackground.y = 0;
var levelSelectTitle = new Text2('Select Level', {
size: 100,
fill: 0xFFFFFF
});
levelSelectTitle.anchor.set(0.5, 0.5);
levelSelectTitle.x = 1024;
levelSelectTitle.y = 400;
levelSelectContainer.addChild(levelSelectTitle);
var levelButtons = [];
var levelsPerRow = 4;
var totalLevels = 12;
var buttonSpacing = 200;
var startX = 1024 - (levelsPerRow - 1) * buttonSpacing / 2;
var startY = 800;
for (var i = 1; i <= totalLevels; i++) {
var row = Math.floor((i - 1) / levelsPerRow);
var col = (i - 1) % levelsPerRow;
var buttonX = startX + col * buttonSpacing;
var buttonY = startY + row * buttonSpacing;
var isUnlocked = i <= maxUnlockedLevel;
var levelButton = levelSelectContainer.addChild(LK.getAsset(isUnlocked ? 'levelButton' : 'lockedButton', {
anchorX: 0.5,
anchorY: 0.5
}));
levelButton.x = buttonX;
levelButton.y = buttonY;
levelButton.levelNumber = i;
levelButton.isUnlocked = isUnlocked;
levelButtons.push(levelButton);
if (isUnlocked) {
var levelLabel = new Text2(i.toString(), {
size: 60,
fill: 0xFFFFFF
});
levelLabel.anchor.set(0.5, 0.5);
levelLabel.x = buttonX;
levelLabel.y = buttonY;
levelSelectContainer.addChild(levelLabel);
}
}
// Back button for level select
var backButton = levelSelectContainer.addChild(LK.getAsset('backButton', {
anchorX: 0.5,
anchorY: 0.5
}));
backButton.x = 200;
backButton.y = 400;
var backLabel = new Text2('Back', {
size: 40,
fill: 0xFFFFFF
});
backLabel.anchor.set(0.5, 0.5);
backLabel.x = 200;
backLabel.y = 400;
levelSelectContainer.addChild(backLabel);
// Create UI (moved to UI container)
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 150;
scoreText.y = 50;
var targetText = new Text2('Target: ' + targetScore, {
size: 50,
fill: 0xFFFF00
});
targetText.anchor.set(0, 0);
LK.gui.topLeft.addChild(targetText);
targetText.x = 150;
targetText.y = 120;
var levelText = new Text2('Level ' + gameLevel, {
size: 70,
fill: 0x00FF00
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
levelText.y = 50;
// Current ball display
var currentBallDisplay = LK.getAsset('currentBallDisplay', {
anchorX: 0.5,
anchorY: 0.5
});
currentBallDisplay.x = 0;
currentBallDisplay.y = 150;
LK.gui.top.addChild(currentBallDisplay);
// Next ball display
var nextBallDisplay = LK.getAsset('nextBallDisplay', {
anchorX: 0.5,
anchorY: 0.5
});
nextBallDisplay.x = 0;
nextBallDisplay.y = 150;
LK.gui.topRight.addChild(nextBallDisplay);
nextBallDisplay.x = -100;
// Labels for ball displays
var currentBallLabel = new Text2('Current', {
size: 30,
fill: 0xFFFFFF
});
currentBallLabel.anchor.set(0.5, 0.5);
currentBallLabel.x = 0;
currentBallLabel.y = 240;
LK.gui.top.addChild(currentBallLabel);
var nextBallLabel = new Text2('Next', {
size: 30,
fill: 0xFFFFFF
});
nextBallLabel.anchor.set(0.5, 0.5);
nextBallLabel.x = -100;
nextBallLabel.y = 240;
LK.gui.topRight.addChild(nextBallLabel);
function showScoreScreen() {
gameState = 'scoreScreen';
menuContainer.visible = false;
levelSelectContainer.visible = false;
gameContainer.visible = false;
scoreScreenContainer.visible = true;
// Hide UI elements
scoreText.visible = false;
targetText.visible = false;
levelText.visible = false;
currentBallDisplay.visible = false;
nextBallDisplay.visible = false;
currentBallLabel.visible = false;
nextBallLabel.visible = false;
// Clear existing score screen content
scoreScreenContainer.removeChildren();
// Create score screen background
var scoreBackground = scoreScreenContainer.addChild(LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5
}));
scoreBackground.x = 1024;
scoreBackground.y = 1366;
scoreBackground.scale.x = 6;
scoreBackground.scale.y = 8;
scoreBackground.tint = 0x000000;
scoreBackground.alpha = 0.8;
// Title
var titleText = gameWon ? 'Level Complete!' : 'Level Failed!';
var titleColor = gameWon ? 0x00ff00 : 0xff0000;
var title = new Text2(titleText, {
size: 100,
fill: titleColor
});
title.anchor.set(0.5, 0.5);
title.x = 1024;
title.y = 600;
scoreScreenContainer.addChild(title);
// Score display
var finalScoreText = new Text2('Score: ' + gameScore, {
size: 80,
fill: 0xffffff
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 1024;
finalScoreText.y = 800;
scoreScreenContainer.addChild(finalScoreText);
// Target score display
var targetScoreText = new Text2('Target: ' + targetScore, {
size: 60,
fill: 0xffff00
});
targetScoreText.anchor.set(0.5, 0.5);
targetScoreText.x = 1024;
targetScoreText.y = 900;
scoreScreenContainer.addChild(targetScoreText);
// Star rating display
var currentStarRating = calculateStarRating();
var starY = 1100;
var starSpacing = 120;
var startX = 1024 - starSpacing * 1.5;
// Unlock next level if earned at least one star
if (currentStarRating >= 1 && gameLevel >= maxUnlockedLevel) {
maxUnlockedLevel = gameLevel + 1;
storage.maxUnlockedLevel = maxUnlockedLevel;
}
// Display star rating text
var starRatingText = new Text2('Stars: ' + currentStarRating + '/4', {
size: 70,
fill: 0xffffff
});
starRatingText.anchor.set(0.5, 0.5);
starRatingText.x = 1024;
starRatingText.y = 1000;
scoreScreenContainer.addChild(starRatingText);
// Display the stars
for (var i = 0; i < 4; i++) {
var starAsset;
if (i < currentStarRating) {
if (currentStarRating === 4 && i === 3) {
// Special stellar star for 4th star
starAsset = 'stellarStar';
} else {
// Regular earned star
starAsset = 'earnedStar';
}
} else {
// Unearned star
starAsset = 'unearnedStar';
}
var star = scoreScreenContainer.addChild(LK.getAsset(starAsset, {
anchorX: 0.5,
anchorY: 0.5
}));
star.x = startX + i * starSpacing;
star.y = starY;
star.scale.x = 0.6;
star.scale.y = 0.6;
}
// Add percentage text
var scorePercentage = Math.floor(gameScore / targetScore * 100);
var percentageText = new Text2(scorePercentage + '% of target', {
size: 50,
fill: 0xaaaaaa
});
percentageText.anchor.set(0.5, 0.5);
percentageText.x = 1024;
percentageText.y = 1250;
scoreScreenContainer.addChild(percentageText);
// Continue button
var continueButton = scoreScreenContainer.addChild(LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5
}));
continueButton.x = 1024;
continueButton.y = 1500;
continueButton.scale.x = 1.5;
continueButton.scale.y = 0.8;
continueButton.tint = 0x00aa00;
var continueText = new Text2('Continue', {
size: 60,
fill: 0xffffff
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 1024;
continueText.y = 1500;
scoreScreenContainer.addChild(continueText);
// Store continue button reference for click detection
scoreScreenContainer.continueButton = continueButton;
}
function showMenu() {
gameState = 'menu';
menuContainer.visible = true;
levelSelectContainer.visible = false;
gameContainer.visible = false;
scoreScreenContainer.visible = false;
// Hide UI elements
scoreText.visible = false;
targetText.visible = false;
levelText.visible = false;
currentBallDisplay.visible = false;
nextBallDisplay.visible = false;
currentBallLabel.visible = false;
nextBallLabel.visible = false;
// Start background music
LK.playMusic('gameplay');
}
function showLevelSelect() {
gameState = 'levelSelect';
menuContainer.visible = false;
levelSelectContainer.visible = true;
gameContainer.visible = false;
scoreScreenContainer.visible = false;
// Update level buttons based on current unlocked levels
maxUnlockedLevel = storage.maxUnlockedLevel || 1;
for (var i = 0; i < levelButtons.length; i++) {
var button = levelButtons[i];
var isUnlocked = button.levelNumber <= maxUnlockedLevel;
button.isUnlocked = isUnlocked;
// Note: We can't change the asset type dynamically, so we'll handle this in the click handler
}
}
function startGame(level) {
gameState = 'playing';
gameLevel = level;
gameScore = 0;
gameStartTime = Date.now();
targetScore = Math.floor(gameLevel * 100 * Math.pow(1.3, gameLevel - 1)); // Exponential growth
gameOverThreshold = Math.max(150, 300 - gameLevel * 15); // More aggressive threshold
levelCompleted = false;
gameWon = false; // Reset win state
starRating = 0; // Reset star rating
gameOverTimer = 0; // Reset game over timer
ballsOutsideArea = []; // Clear balls outside tracking
// Clear existing balls
for (var i = balls.length - 1; i >= 0; i--) {
balls[i].destroy();
}
balls = [];
// Show game UI
menuContainer.visible = false;
levelSelectContainer.visible = false;
gameContainer.visible = true;
scoreScreenContainer.visible = false;
// Show UI elements
scoreText.visible = true;
targetText.visible = true;
levelText.visible = true;
currentBallDisplay.visible = true;
nextBallDisplay.visible = true;
currentBallLabel.visible = true;
nextBallLabel.visible = true;
// Update UI texts
updateScore();
targetText.setText('Target: ' + targetScore);
levelText.setText('Level ' + gameLevel);
// Initialize ball colors for this level
currentBallColor = getStrategicBallColor();
nextBallColor = getStrategicBallColor();
updateBallDisplays();
}
function createBall(x, y, color) {
var ball = new Ball(color);
ball.x = x;
ball.y = y;
// Add minimal horizontal velocity for less bouncing
ball.velocityX = (Math.random() - 0.5) * 1;
ball.velocityY = Math.random() * 0.5;
balls.push(ball);
gameContainer.addChild(ball);
LK.getSound('drop').play();
return ball;
}
function mergeBalls(ball1, ball2) {
LK.getSound('merge').play();
var mergeX = (ball1.x + ball2.x) / 2;
var mergeY = (ball1.y + ball2.y) / 2;
// Mark balls as merged
ball1.merged = true;
ball2.merged = true;
// Remove from balls array
var index1 = balls.indexOf(ball1);
var index2 = balls.indexOf(ball2);
if (index1 > -1) balls.splice(index1, 1);
if (index2 > -1) balls.splice(index2, 1);
// Remove from display
ball1.destroy();
ball2.destroy();
// Create next color ball or add score
if (ball1.ballColor === 'white') {
var newBall = createBall(mergeX, mergeY, 'green');
newBall.velocityX = (ball1.velocityX + ball2.velocityX) / 2;
newBall.velocityY = (ball1.velocityY + ball2.velocityY) / 2;
// White merge gives 5 points
gameScore += 5;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0xffffff, 300);
} else if (ball1.ballColor === 'green') {
var newBall = createBall(mergeX, mergeY, 'blue');
newBall.velocityX = (ball1.velocityX + ball2.velocityX) / 2;
newBall.velocityY = (ball1.velocityY + ball2.velocityY) / 2;
// Green merge gives 10 points
gameScore += 10;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0x00ff00, 300);
} else if (ball1.ballColor === 'blue') {
var newBall = createBall(mergeX, mergeY, 'purple');
newBall.velocityX = (ball1.velocityX + ball2.velocityX) / 2;
newBall.velocityY = (ball1.velocityY + ball2.velocityY) / 2;
// Blue merge gives 20 points
gameScore += 20;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0x0066ff, 300);
} else if (ball1.ballColor === 'purple') {
var newBall = createBall(mergeX, mergeY, 'red');
newBall.velocityX = (ball1.velocityX + ball2.velocityX) / 2;
newBall.velocityY = (ball1.velocityY + ball2.velocityY) / 2;
// Purple merge gives 40 points
gameScore += 40;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0x9933ff, 300);
} else if (ball1.ballColor === 'red') {
var newBall = createBall(mergeX, mergeY, 'black');
newBall.velocityX = (ball1.velocityX + ball2.velocityX) / 2;
newBall.velocityY = (ball1.velocityY + ball2.velocityY) / 2;
// Red merge gives 80 points
gameScore += 80;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0xff0000, 300);
} else if (ball1.ballColor === 'black') {
var newBall = createBall(mergeX, mergeY, 'orange');
newBall.velocityX = (ball1.velocityX + ball2.velocityX) / 2;
newBall.velocityY = (ball1.velocityY + ball2.velocityY) / 2;
// Black merge gives 160 points
gameScore += 160;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0x000000, 300);
} else if (ball1.ballColor === 'orange') {
// Orange balls disappear and give high score
gameScore += 320;
LK.getSound('score').play();
LK.effects.flashObject(scoreText, 0xff8800, 500);
}
updateScore();
}
function updateScore() {
scoreText.setText('Score: ' + gameScore);
}
function getStrategicBallColor() {
// Count existing balls by color
var colorCounts = {
white: 0,
green: 0,
blue: 0,
purple: 0,
red: 0,
black: 0,
orange: 0
};
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (!ball.merged) {
colorCounts[ball.ballColor]++;
}
}
// Determine available colors based on what's on screen
var availableColors = [];
// Good balls (helpful for merging)
if (colorCounts.white > 0) availableColors.push('white');
if (colorCounts.green > 0) availableColors.push('green');
if (colorCounts.blue > 0) availableColors.push('blue');
if (colorCounts.purple > 0) availableColors.push('purple');
// Bad balls (disruptive)
if (colorCounts.white > 0 || colorCounts.green > 0 || colorCounts.blue > 0 || colorCounts.purple > 0) {
// Only add white/green as bad options if there are other colors on screen
if (colorCounts.green > 0 || colorCounts.blue > 0 || colorCounts.purple > 0) {
availableColors.push('white');
}
if (colorCounts.blue > 0 || colorCounts.purple > 0) {
availableColors.push('green');
}
}
// If no balls on screen, start with white
if (availableColors.length === 0) {
availableColors = ['white'];
}
// Weight the selection based on level difficulty
var difficultyFactor = Math.min(0.7, gameLevel * 0.05); // Increase bad ball probability with level
// Separate good and bad options
var goodColors = [];
var badColors = [];
for (var i = 0; i < availableColors.length; i++) {
var color = availableColors[i];
if (colorCounts[color] > 0) {
goodColors.push(color); // Colors that can merge
} else {
badColors.push(color); // Colors that will disrupt
}
}
// Choose based on difficulty and randomness
if (Math.random() < difficultyFactor && badColors.length > 0) {
// Give a bad/disruptive color
return badColors[Math.floor(Math.random() * badColors.length)];
} else if (goodColors.length > 0) {
// Give a good/helpful color
return goodColors[Math.floor(Math.random() * goodColors.length)];
} else {
// Fallback to any available color
return availableColors[Math.floor(Math.random() * availableColors.length)];
}
}
function calculateStarRating() {
var scorePercentage = gameScore / targetScore;
if (scorePercentage >= 1.0) {
return 4; // Stellar rating for 100%+
} else if (scorePercentage >= 0.75) {
return 3; // 3 stars for 75%+
} else if (scorePercentage >= 0.5) {
return 2; // 2 stars for 50%+
} else if (scorePercentage >= 0.25) {
return 1; // 1 star for 25%+
} else {
return 0; // No stars for less than 25%
}
}
function updateBallDisplays() {
// Update current ball display
currentBallDisplay.removeChildren();
var currentAsset;
if (currentBallColor === 'white') {
currentAsset = LK.getAsset('whiteBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (currentBallColor === 'green') {
currentAsset = LK.getAsset('greenBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (currentBallColor === 'blue') {
currentAsset = LK.getAsset('blueBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (currentBallColor === 'purple') {
currentAsset = LK.getAsset('purpleBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (currentBallColor === 'red') {
currentAsset = LK.getAsset('redBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (currentBallColor === 'black') {
currentAsset = LK.getAsset('blackBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (currentBallColor === 'orange') {
currentAsset = LK.getAsset('orangeBall', {
anchorX: 0.5,
anchorY: 0.5
});
}
currentAsset.scale.x = 0.3;
currentAsset.scale.y = 0.3;
currentBallDisplay.addChild(currentAsset);
// Update next ball display
nextBallDisplay.removeChildren();
var nextAsset;
if (nextBallColor === 'white') {
nextAsset = LK.getAsset('whiteBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (nextBallColor === 'green') {
nextAsset = LK.getAsset('greenBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (nextBallColor === 'blue') {
nextAsset = LK.getAsset('blueBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (nextBallColor === 'purple') {
nextAsset = LK.getAsset('purpleBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (nextBallColor === 'red') {
nextAsset = LK.getAsset('redBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (nextBallColor === 'black') {
nextAsset = LK.getAsset('blackBall', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (nextBallColor === 'orange') {
nextAsset = LK.getAsset('orangeBall', {
anchorX: 0.5,
anchorY: 0.5
});
}
nextAsset.scale.x = 0.25;
nextAsset.scale.y = 0.25;
nextBallDisplay.addChild(nextAsset);
}
// Touch/click handler
game.down = function (x, y, obj) {
if (gameState === 'menu') {
// Check if menu button was clicked
var dx = x - menuButton.x;
var dy = y - menuButton.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
LK.getSound('button').play();
showLevelSelect();
}
} else if (gameState === 'levelSelect') {
// Check if back button was clicked
var dx = x - backButton.x;
var dy = y - backButton.y;
if (Math.abs(dx) < 60 && Math.abs(dy) < 40) {
LK.getSound('button').play();
showMenu();
return;
}
// Check if level button was clicked
for (var i = 0; i < levelButtons.length; i++) {
var button = levelButtons[i];
var dx = x - button.x;
var dy = y - button.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 75 && button.isUnlocked) {
LK.getSound('button').play();
startGame(button.levelNumber);
return;
}
}
} else if (gameState === 'scoreScreen') {
// Check if continue button was clicked
var continueButton = scoreScreenContainer.continueButton;
if (continueButton) {
var dx = x - continueButton.x;
var dy = y - continueButton.y;
if (Math.abs(dx) < 150 && Math.abs(dy) < 80) {
LK.getSound('button').play();
showLevelSelect();
}
}
} else if (gameState === 'playing') {
if (dropCooldown > 0) return;
// Drop ball at x position within drop zone
var dropX = Math.max(gameLeftWall + 60, Math.min(gameRightWall - 60, x));
createBall(dropX, 200, currentBallColor);
// Advance to next ball
currentBallColor = nextBallColor;
nextBallColor = getStrategicBallColor();
updateBallDisplays();
dropCooldown = Math.max(10, 30 - gameLevel * 2); // Faster required drops per level
}
};
game.update = function () {
// Only run game logic when playing
if (gameState !== 'playing') return;
// Update cooldown
if (dropCooldown > 0) {
dropCooldown--;
}
// Add random disruption for higher levels
if (gameLevel >= 3 && LK.ticks % (300 - gameLevel * 20) === 0) {
// Random ball velocity disruption
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (!ball.merged && Math.random() < 0.3) {
ball.velocityX += (Math.random() - 0.5) * (gameLevel * 0.5);
ball.velocityY += (Math.random() - 0.5) * (gameLevel * 0.3);
}
}
}
// Clean up merged balls
for (var i = balls.length - 1; i >= 0; i--) {
if (balls[i].merged) {
balls.splice(i, 1);
}
}
// Check for balls that fell off screen
for (var i = balls.length - 1; i >= 0; i--) {
if (balls[i].y > 2732) {
balls[i].destroy();
balls.splice(i, 1);
}
}
// Check for balls outside play area (above threshold)
if (!levelCompleted && !gameWon) {
var ballsCurrentlyOutside = [];
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (ball.y - ball.radius <= gameOverThreshold) {
ballsCurrentlyOutside.push(ball);
}
}
// If there are balls outside, start/continue timer
if (ballsCurrentlyOutside.length > 0) {
gameOverTimer++;
if (gameOverTimer >= gameOverDelay) {
// 3 seconds have passed with balls outside play area
// Check if player has reached target score - if so, it's a win
if (gameScore >= targetScore) {
gameWon = true;
starRating = calculateStarRating();
// Level complete
storage.currentLevel = gameLevel + 1;
showScoreScreen();
} else {
// Game over - didn't reach target score
levelCompleted = true;
showScoreScreen();
}
return;
}
} else {
// No balls outside, reset timer
gameOverTimer = 0;
}
}
};
// Initialize game in menu state
showMenu(); ===================================================================
--- original.js
+++ change.js
@@ -535,8 +535,10 @@
currentBallDisplay.visible = false;
nextBallDisplay.visible = false;
currentBallLabel.visible = false;
nextBallLabel.visible = false;
+ // Start background music
+ LK.playMusic('gameplay');
}
function showLevelSelect() {
gameState = 'levelSelect';
menuContainer.visible = false;
crea la imagen de un circulo azul simple y contorno azul fuerte. In-Game asset. 2d. High contrast. No shadows
crea la imagen de un circulo azul grisaseo simple y contorno azul fuerte.
crea la imagen de un rectangulo verde con borde verde oscuro y en medio que tenga la palabra play. In-Game asset. 2d. High contrast. No shadows
crea un fondo bonito que tenga pelotitas de colores. In-Game asset. 2d. High contrast. No shadows
crea la imagen de una pelotita simple con una carita kawai verde. In-Game asset. 2d. High contrast. No shadows
crea la imagen de una pelotita blanca simple kawai. In-Game asset. 2d. High contrast. No shadows
crea la imagen de una pelotita negra simple kawai y nerviosa. In-Game asset. 2d. High contrast. No shadows
crea la imagen de una pelotita azul kawai con lentes y simple. In-Game asset. 2d. High contrast. No shadows
crea una estrella dorada kawai y simple. In-Game asset. 2d. High contrast. No shadows
crea una estrella kawai deprimida y de color gris simple. In-Game asset. 2d. High contrast. No shadows
crea la imagen de una pelotita morada algo preocupada kawai y simple. In-Game asset. 2d. High contrast. No shadows
crea la imagen de una pelotita roja enojada y kawai simple. In-Game asset. 2d. High contrast. No shadows
crea un paisaje kawai. In-Game asset. 2d. High contrast. No shadows
crea la imagen de un rectangulo azul simple. In-Game asset. 2d. High contrast. No shadows
crea la imagen de un circulo naranja kawai enojada y simple. In-Game asset. 2d. High contrast. No shadows
crea ua pelotita kawai dorada simple y con lentes oscuros. In-Game asset. 2d. High contrast. No shadows
crea un rectangulo rojo que diga salir, simple. In-Game asset. 2d. High contrast. No shadows
crea un rectangulo verde que diga pausar. In-Game asset. 2d. High contrast. No shadows