User prompt
Zincir ilk noktadan bir top boyunu uzaklaşırsa dinamik olarak spawn hızını arttır ve zincir hızını azalt.
User prompt
Spawn hızını dinamik arttir
User prompt
Her yeni top spawn anında zinciri ilk noktaya geri çek.
User prompt
Spawn hızını, zincir hareketine göre dinamik değiştir.
User prompt
Spawn hızını ve zincir hareketini bir birine senkronize et. Dinamik olarak spawn hızını yada zincir hareket hızını yavaşlat yada hızlandır
User prompt
Spawn hızını arttır
User prompt
Zincir hareketini biraz yavaşlat.
User prompt
Yeni top zincire insert olduğunda zinciri ilk noktaya geri çek.
User prompt
Yeni top insert olduğu anda zinciri yeni insert edilen topa kadar geri çek.
User prompt
Zinciri yavaşlat
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class for both chain and shot balls var Ball = Container.expand(function () { var self = Container.call(this); // color: 'red', 'blue', 'green', 'yellow' self.color = 'red'; self.radius = 67.5; // 135/2, for collision (1.5x) self.isChain = true; // true if part of chain, false if shot // Attach correct asset (always ellipse) var assetId = 'ball_' + self.color; var ballAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // For chain balls, we keep a t value (0-1) for position along the path self.t = 0; // For shot balls, we keep velocity self.vx = 0; self.vy = 0; // For chain balls, we keep index in chain self.chainIndex = 0; // For shot balls, we keep a flag if it's active self.active = true; // Set color and update asset self.setColor = function (color) { self.color = color; var assetId = 'ball_' + color; // always ellipse // Remove old asset if (ballAsset) ballAsset.destroy(); // Attach new asset (always ellipse) var newAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); }; return self; }); // Shooter class var Shooter = Container.expand(function () { var self = Container.call(this); // Attach shooter asset var shooterAsset = self.attachAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // The ball to be shot (preview) self.previewBall = null; // The angle the shooter is aiming (radians) self.angle = -Math.PI / 2; // Set preview ball color self.setPreviewColor = function (color) { if (self.previewBall) { self.previewBall.destroy(); } self.previewBall = new Ball(); self.previewBall.isChain = false; self.previewBall.setColor(color); // Ball class always uses ellipse asset // Place preview ball at the center of the shooter self.previewBall.x = 0; self.previewBall.y = 0; self.addChild(self.previewBall); }; // Set shooter angle (radians) self.setAngle = function (angle) { self.angle = angle; self.rotation = angle + Math.PI / 2; // Do not update previewBall position here to keep nextball fixed at shooter center }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Play background music for the entire game session LK.playMusic('music'); /* We'll define a spiral path as a set of points (x, y) along which the chain balls move. For MVP, use a simple Archimedean spiral centered in the screen. We'll precompute N points along the spiral and interpolate between them. */ // --- Spiral Path Definition --- // Ball shapes (4 colors for MVP) // Shooter (frog or cannon, simple green ellipse for MVP) // Ball shoot sound // Ball pop sound var PATH_POINTS = []; var PATH_LENGTH = 1200; // Number of points along the path // Use almost the full screen for the spiral and shooter var SPIRAL_TURNS = 2.2; // How many turns var SPIRAL_RADIUS = 1100; // Max radius (fill more of the screen, but leave a margin) var PATH_CENTER_X = 2048 / 2; var PATH_CENTER_Y = 2732 / 2 - 180; // Centered slightly higher (moved down by 40px from previous value) // Add background image behind all elements, centered and scaled to cover the game area var bgAsset = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, // Scale to cover the entire area, preserving aspect ratio scaleX: Math.max(2048 / 2048, 2732 / 2148.72), scaleY: Math.max(2048 / 2048, 2732 / 2148.72) }); game.addChild(bgAsset); // Spiral path visual: draw as small dots var spiralPathDots = new Container(); game.addChild(spiralPathDots); (function generateSpiralPath() { // First, generate a high-res spiral var HIGH_RES = 6000; var spiralHighRes = []; // Perfect circle spiral, but offset the starting point toward bottom-right, keeping center fixed // We'll add an offset to the starting angle and radius to shift the spiral's start var spiralStartAngleOffset = Math.PI / 6; // 30 degrees, adjust for more/less rightward var spiralStartRadiusOffsetX = 180; // px, rightward var spiralStartRadiusOffsetY = 220; // px, downward for (var i = 0; i < HIGH_RES; i++) { var t = i / (HIGH_RES - 1); // 0 to 1 var angle = SPIRAL_TURNS * 2 * Math.PI * (1 - t) + Math.PI + spiralStartAngleOffset; // Start angle offset // Start radius at 220 to leave space for shooter, fill to edge var radius = 220 + SPIRAL_RADIUS * (1 - t); var x = PATH_CENTER_X + Math.cos(angle) * radius + spiralStartRadiusOffsetX * (1 - t); var y = PATH_CENTER_Y + Math.sin(angle) * radius + spiralStartRadiusOffsetY * (1 - t); // Mirror x around center to flip horizontally x = PATH_CENTER_X - (x - PATH_CENTER_X); spiralHighRes.push({ x: x, y: y }); } // Compute cumulative arc length var arcLen = [0]; for (var i = 1; i < spiralHighRes.length; i++) { var dx = spiralHighRes[i].x - spiralHighRes[i - 1].x; var dy = spiralHighRes[i].y - spiralHighRes[i - 1].y; arcLen[i] = arcLen[i - 1] + Math.sqrt(dx * dx + dy * dy); } var totalLen = arcLen[arcLen.length - 1]; // Now, sample PATH_LENGTH points at equal arc length intervals for (var i = 0; i < PATH_LENGTH; i++) { var targetLen = i * totalLen / (PATH_LENGTH - 1); // Binary search for the closest arcLen index var lo = 0, hi = arcLen.length - 1; while (lo < hi) { var mid = Math.floor((lo + hi) / 2); if (arcLen[mid] < targetLen) lo = mid + 1;else hi = mid; } var idx = lo; // Interpolate between idx-1 and idx var p0 = spiralHighRes[Math.max(0, idx - 1)]; var p1 = spiralHighRes[idx]; var l0 = arcLen[Math.max(0, idx - 1)]; var l1 = arcLen[idx]; var frac = l1 - l0 > 0 ? (targetLen - l0) / (l1 - l0) : 0; var x = p0.x + (p1.x - p0.x) * frac; var y = p0.y + (p1.y - p0.y) * frac; PATH_POINTS.push({ x: x, y: y }); // Draw a small dot every 8th point for performance if (i % 8 === 0) { var dot = LK.getAsset('dot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7, x: x, y: y, alpha: 0.45 }); spiralPathDots.addChild(dot); } } })(); // Helper: get position along path for t in [0,1] function getPathPos(t) { var idx = t * (PATH_LENGTH - 1); var idx0 = Math.floor(idx); var idx1 = Math.min(PATH_LENGTH - 1, idx0 + 1); var frac = idx - idx0; var p0 = PATH_POINTS[idx0]; var p1 = PATH_POINTS[idx1]; if (!p0 || !p1) { // Defensive: If out of bounds, return center of screen return { x: PATH_CENTER_X, y: PATH_CENTER_Y }; } return { x: p0.x + (p1.x - p0.x) * frac, y: p0.y + (p1.y - p0.y) * frac }; } // Helper: get tangent angle at t function getPathAngle(t) { var idx = t * (PATH_LENGTH - 1); var idx0 = Math.max(0, Math.floor(idx) - 2); var idx1 = Math.min(PATH_LENGTH - 1, idx0 + 4); var p0 = PATH_POINTS[idx0]; var p1 = PATH_POINTS[idx1]; return Math.atan2(p1.y - p0.y, p1.x - p0.x); } // --- Chain State --- var chainBalls = []; // Array of Ball (in order, head at index 0) var chainSpacing = 135; // px between centers (balls touch: 135px ball diameter, 1.5x) var chainSpeed = 0.00018; // t per tick (even slower movement for chain balls) var chainHeadT = 0; // t of the head ball (0=start, 1=end) var chainTailT = 0; // t of the tail ball // --- Shooter State --- var shooter = new Shooter(); // Place shooter at exact center of the screen var shooterAssetSize = LK.getAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); shooter.x = 2048 / 2; shooter.y = 2732 / 2; game.addChild(shooter); // --- Shooter Guide Line --- // We'll use a series of small dots (like spiralPathDots) to show the aim direction var shooterGuideDots = new Container(); game.addChild(shooterGuideDots); // Helper to update shooter guide line function updateShooterGuide() { // Remove old dots while (shooterGuideDots.children.length > 0) { shooterGuideDots.children[0].destroy(); } // Always show shooter guide line (removed isAiming check) // Draw dots every 50px, up to the screen edge var angle = shooter.angle; var sx = shooter.x + Math.cos(angle) * 60; var sy = shooter.y + Math.sin(angle) * 60; // Calculate how far we can go in this direction before hitting the screen edge function getEdgeDistance(x, y, angle) { // Calculate intersection with each edge, return the smallest positive distance var dx = Math.cos(angle); var dy = Math.sin(angle); var distances = []; // Left edge (x=0) if (dx < 0) { var t = (0 - x) / dx; if (t > 0) distances.push(t); } // Right edge (x=2048) if (dx > 0) { var t = (2048 - x) / dx; if (t > 0) distances.push(t); } // Top edge (y=0) if (dy < 0) { var t = (0 - y) / dy; if (t > 0) distances.push(t); } // Bottom edge (y=2732) if (dy > 0) { var t = (2732 - y) / dy; if (t > 0) distances.push(t); } if (distances.length === 0) return 0; return Math.min.apply(null, distances); } var maxDist = getEdgeDistance(shooter.x, shooter.y, angle) - 60; // minus shooter offset var lenStep = 50; var steps = Math.floor(maxDist / lenStep); for (var i = 1; i <= steps; i++) { var px = shooter.x + Math.cos(angle) * (60 + i * lenStep); var py = shooter.y + Math.sin(angle) * (60 + i * lenStep); // Don't draw outside game area (defensive) if (px < 0 || px > 2048 || py < 0 || py > 2732) break; var dot = LK.getAsset('dot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: px, y: py, alpha: 0.7 }); shooterGuideDots.addChild(dot); } } // --- Shot Balls State --- var shotBalls = []; // Array of Ball // --- Game State --- var colors = ['red', 'blue', 'green', 'yellow']; var nextBallColor = colors[Math.floor(Math.random() * colors.length)]; var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Initialize Chain --- function initChain() { chainBalls = []; chainHeadT = 0; chainTailT = 0; } initChain(); // --- Ball Spawner State --- var ballSpawnTimer = 0; var ballSpawnInterval = 60; // ticks between spawns (1s at 60fps) var canSpawnBall = true; // --- Helper: Spawn and insert a ball at spiral start --- function spawnAndInsertBallAtStart() { var color = colors[Math.floor(Math.random() * colors.length)]; var ball = new Ball(); ball.isChain = true; ball.setColor(color); // Insert at head (index 0), t = chainHeadT insertBallIntoChain(ball, 0, chainHeadT); // Place at correct position var pos = getPathPos(chainHeadT); ball.x = pos.x; ball.y = pos.y; game.addChild(ball); // --- Pull the entire chain back to the spiral start (t=0) --- chainHeadT = 0; if (chainBalls.length > 0) { // Recompute all t and positions for the chain balls var HIGH_RES = 6000; var arcLen = [0]; for (var i = 1; i < PATH_POINTS.length; i++) { var dx = PATH_POINTS[i].x - PATH_POINTS[i - 1].x; var dy = PATH_POINTS[i].y - PATH_POINTS[i - 1].y; arcLen[i] = arcLen[i - 1] + Math.sqrt(dx * dx + dy * dy); } var totalLen = arcLen[arcLen.length - 1]; var headT = chainHeadT; var headIdx = Math.floor(headT * (PATH_LENGTH - 1)); var headArc = arcLen[headIdx]; for (var i = 0; i < chainBalls.length; i++) { var targetArc = headArc + i * chainSpacing; if (targetArc > totalLen) targetArc = totalLen; var lo = 0, hi = arcLen.length - 1; while (lo < hi) { var mid = Math.floor((lo + hi) / 2); if (arcLen[mid] < targetArc) lo = mid + 1;else hi = mid; } var idx = lo; var t = idx / (PATH_LENGTH - 1); chainBalls[i].t = t; var pos = getPathPos(t); chainBalls[i].x = pos.x; chainBalls[i].y = pos.y; } chainTailT = chainBalls.length > 0 ? chainBalls[chainBalls.length - 1].t : 0; } } // --- Ball Spawner Update --- function updateBallSpawner() { // Only spawn if chain is moving (chainHeadT < 1) if (chainHeadT < 1) { // --- Dynamic spawn/chain speed logic --- // Find distance from spiral start to head ball var headPos = getPathPos(chainHeadT); var startPos = getPathPos(0); var dx = headPos.x - startPos.x; var dy = headPos.y - startPos.y; var distFromStart = Math.sqrt(dx * dx + dy * dy); // Use one ball diameter as threshold (135px) var oneBallDist = 135; if (distFromStart > oneBallDist) { // If chain head is more than one ball away from start, increase spawn rate and slow chain ballSpawnInterval = 24; // faster spawn (0.4s) chainSpeed = 0.00009; // slower chain } else { // Otherwise, normal spawn and speed ballSpawnInterval = 60; // normal spawn (1s) chainSpeed = 0.00018; // normal speed } ballSpawnTimer++; if (ballSpawnTimer >= ballSpawnInterval) { spawnAndInsertBallAtStart(); ballSpawnTimer = 0; } } } // --- Initialize Shooter --- shooter.setPreviewColor(nextBallColor); shooter.setAngle(-Math.PI / 2); updateShooterGuide(); // --- Dragging / Aiming State --- var isAiming = false; // --- Helper: Find angle from shooter to (x, y) --- function getShooterAngleTo(x, y) { var dx = x - shooter.x; var dy = y - shooter.y; return Math.atan2(dy, dx); } // --- Helper: Find nearest t on path to (x, y) --- function findNearestT(x, y) { // Brute force for MVP var minDist = 1e9; var minIdx = 0; for (var i = 0; i < PATH_POINTS.length; i += 8) { // Step for speed var p = PATH_POINTS[i]; var dx = p.x - x; var dy = p.y - y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; minIdx = i; } } return minIdx / (PATH_LENGTH - 1); } // --- Game Events --- // Aim shooter game.move = function (x, y, obj) { if (!isAiming) return; var angle = getShooterAngleTo(x, y); shooter.setAngle(angle); updateShooterGuide(); }; // Start aiming game.down = function (x, y, obj) { // Only allow aiming if touch is not on top 400px (avoid accidental shots) if (y < 400) return; isAiming = true; var angle = getShooterAngleTo(x, y); shooter.setAngle(angle); updateShooterGuide(); }; // Shoot ball game.up = function (x, y, obj) { if (!isAiming) return; isAiming = false; updateShooterGuide(); // Fire a ball in the current shooter.angle var ball = new Ball(); ball.isChain = false; ball.setColor(nextBallColor); var angle = shooter.angle; var speed = 120; // px per tick (much faster for shooter) ball.vx = Math.cos(angle) * speed; ball.vy = Math.sin(angle) * speed; ball.x = shooter.x + Math.cos(angle) * 60; ball.y = shooter.y + Math.sin(angle) * 60; ball.active = true; shotBalls.push(ball); game.addChild(ball); // Play shoot sound LK.getSound('shoot').play(); // Next ball color nextBallColor = colors[Math.floor(Math.random() * colors.length)]; shooter.setPreviewColor(nextBallColor); }; // --- Helper: Insert ball into chain at index --- function insertBallIntoChain(ball, insertIdx, insertT) { // Insert ball into chainBalls at insertIdx, set t=insertT ball.isChain = true; ball.t = insertT; ball.chainIndex = insertIdx; // Remove from shotBalls for (var i = 0; i < shotBalls.length; i++) { if (shotBalls[i] === ball) { shotBalls.splice(i, 1); break; } } // Insert into chainBalls chainBalls.splice(insertIdx, 0, ball); // Re-index and re-t for (var i = 0; i < chainBalls.length; i++) { chainBalls[i].chainIndex = i; } // Adjust t for all balls after insertIdx for (var i = insertIdx + 1; i < chainBalls.length; i++) { chainBalls[i].t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } } // --- Helper: Check for matches and pop balls --- // Only pop the run that contains the most recently inserted ball (if any) function checkAndPopMatches(insertedBall) { // If no insertedBall is provided, fallback to old behavior (should not happen in normal flow) if (!insertedBall) { // fallback: do nothing return false; } // Find the run containing insertedBall var idx = chainBalls.indexOf(insertedBall); if (idx === -1) return false; var color = insertedBall.color; // Expand left var left = idx; while (left > 0 && chainBalls[left - 1].color === color) { left--; } // Expand right var right = idx; while (right < chainBalls.length - 1 && chainBalls[right + 1].color === color) { right++; } var runLen = right - left + 1; // Only pop if the run at the inserted ball's position is 3 or more if (runLen >= 3) { // Pop balls left to right for (var k = left; k <= right; k++) { var b = chainBalls[k]; // Animate pop tween(b, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 220, easing: tween.easeOut, onFinish: function (ball) { return function () { ball.destroy(); }; }(b) }); } // Remove from chainBalls chainBalls.splice(left, runLen); // Play pop sound LK.getSound('pop').play(); // Update score score += runLen * 10; scoreTxt.setText(score); // Re-index and re-t for (var m = 0; m < chainBalls.length; m++) { chainBalls[m].chainIndex = m; } // After popping, check again for the new ball at left (if any) // But only if a new run is formed at the pop location // Recursively check for new matches at the pop location if (chainBalls[left]) { return checkAndPopMatches(chainBalls[left]); } return true; } // If the run is less than 3, do not pop anything return false; } // --- Game Update Loop --- game.update = function () { // --- Ball Spawner --- updateBallSpawner(); // --- Move chain balls forward --- if (chainBalls.length > 0) { // Move head forward chainHeadT += chainSpeed; // Clamp if (chainHeadT > 1) chainHeadT = 1; // --- Maintain constant spacing between balls along the path --- // Compute arc length between balls using the precomputed arcLen array // Find the arcLen for the head var HIGH_RES = 6000; var arcLen = [0]; for (var i = 1; i < PATH_POINTS.length; i++) { var dx = PATH_POINTS[i].x - PATH_POINTS[i - 1].x; var dy = PATH_POINTS[i].y - PATH_POINTS[i - 1].y; arcLen[i] = arcLen[i - 1] + Math.sqrt(dx * dx + dy * dy); } var totalLen = arcLen[arcLen.length - 1]; // Find the t for the head var headT = chainHeadT; var headIdx = Math.floor(headT * (PATH_LENGTH - 1)); var headArc = arcLen[headIdx]; // Now, for each ball, set its t so that the arc length between balls is always chainSpacing for (var i = 0; i < chainBalls.length; i++) { // The arc length for this ball should be headArc + i * chainSpacing var targetArc = headArc + i * chainSpacing; // Clamp to totalLen if (targetArc > totalLen) targetArc = totalLen; // Binary search for t such that arcLen[idx] >= targetArc var lo = 0, hi = arcLen.length - 1; while (lo < hi) { var mid = Math.floor((lo + hi) / 2); if (arcLen[mid] < targetArc) lo = mid + 1;else hi = mid; } var idx = lo; var t = idx / (PATH_LENGTH - 1); chainBalls[i].t = t; var pos = getPathPos(t); chainBalls[i].x = pos.x; chainBalls[i].y = pos.y; } chainTailT = chainBalls.length > 0 ? chainBalls[chainBalls.length - 1].t : 0; } // --- Move shot balls --- for (var i = shotBalls.length - 1; i >= 0; i--) { var ball = shotBalls[i]; if (!ball.active) continue; ball.x += ball.vx; ball.y += ball.vy; // Out of bounds if (ball.x < -100 || ball.x > 2148 || ball.y < -100 || ball.y > 2832) { ball.destroy(); shotBalls.splice(i, 1); continue; } // --- Collision with chain balls --- var minDist = 1e9; var hitIdx = -1; var hitT = 0; for (var j = 0; j < chainBalls.length; j++) { var cb = chainBalls[j]; var dx = ball.x - cb.x; var dy = ball.y - cb.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < ball.radius * 1.15) { if (dist < minDist) { minDist = dist; hitIdx = j; // Find t between cb and previous/next if (j === 0) { hitT = cb.t - chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } else { hitT = (cb.t + chainBalls[j - 1].t) / 2; } } } } if (hitIdx !== -1) { // Insert ball into chain at hitIdx insertBallIntoChain(ball, hitIdx, hitT); // Animate insertion tween(ball, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); // After insertion, check for matches ONLY for the inserted ball checkAndPopMatches(ball); continue; } } // --- Check for game over (tail reaches end) --- if (chainBalls.length > 0 && chainBalls[chainBalls.length - 1].t >= 1) { // Flash screen red LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // --- Check for win (all balls popped) --- // Başlangıçta top yoksa kazanmayı iptal et. Yani zincir başta boşsa win olmasın. // Bu kod bloğu kaldırıldı. }; // --- Increase difficulty over time --- var difficultyTimer = LK.setInterval(function () { // Only increase speed, do not add new colors or levels chainSpeed += 0.00008; }, 9000);
===================================================================
--- original.js
+++ change.js
@@ -327,12 +327,8 @@
// --- Ball Spawner State ---
var ballSpawnTimer = 0;
var ballSpawnInterval = 60; // ticks between spawns (1s at 60fps)
var canSpawnBall = true;
-// Ball spawn interval minimum (fastest spawn)
-var ballSpawnIntervalMin = 15;
-// Ball spawn interval decrease step
-var ballSpawnIntervalStep = 6;
// --- Helper: Spawn and insert a ball at spiral start ---
function spawnAndInsertBallAtStart() {
var color = colors[Math.floor(Math.random() * colors.length)];
var ball = new Ball();
@@ -382,8 +378,26 @@
// --- Ball Spawner Update ---
function updateBallSpawner() {
// Only spawn if chain is moving (chainHeadT < 1)
if (chainHeadT < 1) {
+ // --- Dynamic spawn/chain speed logic ---
+ // Find distance from spiral start to head ball
+ var headPos = getPathPos(chainHeadT);
+ var startPos = getPathPos(0);
+ var dx = headPos.x - startPos.x;
+ var dy = headPos.y - startPos.y;
+ var distFromStart = Math.sqrt(dx * dx + dy * dy);
+ // Use one ball diameter as threshold (135px)
+ var oneBallDist = 135;
+ if (distFromStart > oneBallDist) {
+ // If chain head is more than one ball away from start, increase spawn rate and slow chain
+ ballSpawnInterval = 24; // faster spawn (0.4s)
+ chainSpeed = 0.00009; // slower chain
+ } else {
+ // Otherwise, normal spawn and speed
+ ballSpawnInterval = 60; // normal spawn (1s)
+ chainSpeed = 0.00018; // normal speed
+ }
ballSpawnTimer++;
if (ballSpawnTimer >= ballSpawnInterval) {
spawnAndInsertBallAtStart();
ballSpawnTimer = 0;
@@ -668,11 +682,5 @@
// --- Increase difficulty over time ---
var difficultyTimer = LK.setInterval(function () {
// Only increase speed, do not add new colors or levels
chainSpeed += 0.00008;
- // Decrease ball spawn interval, but not below minimum
- if (ballSpawnInterval > ballSpawnIntervalMin) {
- ballSpawnInterval -= ballSpawnIntervalStep;
- if (ballSpawnInterval < ballSpawnIntervalMin) ballSpawnInterval = ballSpawnIntervalMin;
- }
-}, 9000);
-;
\ No newline at end of file
+}, 9000);
\ No newline at end of file
Mistik mısır ve aztek resmi çöl gibi bir spiral ve sarı renk agırlıklı low poly nesneler ve su akıyor efekti. In-Game asset. 2d. High contrast. No shadows
thick and yellow color object edges
make the ball appear on the screen much more smoothly like bubble
make the ball appear on the screen much more smoothly like bubble
make the ball appear on the screen much more smoothly like bubble
yellow