User prompt
Sĥooterın dönme merkezi alt kısmı olsun
User prompt
Shooterın merkezi değil alt kısmı merkezde olsun
User prompt
Shooterun bir ucu spiral merkezinde olsun
User prompt
Shooter biraz büyüt
User prompt
Shooter gözükmüyor
User prompt
Atılan toptan sonraki kısım da patlıyor bunu önle..
User prompt
Increase difficulty over time bu bölümü incele ve level işini kaldır
User prompt
Shooterı çıkar
Code edit (1 edits merged)
Please save this source code
User prompt
shot ball için box kullanmadım. Pembe renkte bir box çıkıyor? Kodu kontrol eder misin
User prompt
Atılan top bazen kare bazen üçgen olsun
User prompt
Atılan topun asset olduğunu kontrol et
User prompt
Hayır daha baska çözüm uygula
User prompt
Hayır düzelmiyor
User prompt
Yine düzelmedi
User prompt
Düzelmedi
User prompt
Sonlara doğru atılan top şekli assetlerden kullanmıyor. Kare bir şekil pembe gibi bir renkte atılıyor. Bu çok can sıkıcı.
User prompt
Toplar spiralin ilk noktasından itibaren gözükmeye başlasın
User prompt
Toplar oyun başında yeni spawn olmaya başlasınlar.
User prompt
Spiral yolunu biraz daha büyüt ve toplar daha önceki yerden başlasın
User prompt
Yapar mısın
User prompt
Toplar birbirine deysin
User prompt
Bunu düzeltebilir misin?
User prompt
Shooter görünmüyor
User prompt
music assetini kullan oyun boyunca çalsın
/****
* 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 = 45; // 90/2, for collision
self.isChain = true; // true if part of chain, false if shot
// shapeType: 'ellipse' (default), 'box', 'triangle'
self.shapeType = 'ellipse';
// Attach correct asset (ellipse for chain, random for shot)
function getAssetId() {
if (self.isChain) {
return 'ball_' + self.color;
} else {
// For shot balls, shapeType can be 'ellipse', 'box', or 'triangle'
if (self.shapeType === 'box') {
return 'shot_box_' + self.color;
} else if (self.shapeType === 'triangle') {
return 'shot_triangle_' + self.color;
} else {
return 'ball_' + self.color;
}
}
}
// Attach asset
var assetId = getAssetId();
var ballAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// 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, shapeType) {
self.color = color;
if (typeof shapeType !== "undefined") {
self.shapeType = shapeType;
}
var assetId = getAssetId();
// Remove old asset
if (ballAsset) ballAsset.destroy();
// Attach new asset
ballAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
};
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
****/
// Add box and triangle assets for all ball colors
// 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
var SPIRAL_TURNS = 2.2; // How many turns
var SPIRAL_RADIUS = 900; // Max radius
var PATH_CENTER_X = 2048 / 2;
var PATH_CENTER_Y = 1200; // Slightly above center
// 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 = [];
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; // Reverse spiral: start outside, go in
var radius = 180 + SPIRAL_RADIUS * (1 - t);
var x = PATH_CENTER_X + Math.cos(angle) * radius;
var y = PATH_CENTER_Y + Math.sin(angle) * radius;
// 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('ball_blue', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.18,
scaleY: 0.18,
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 = 90; // px between centers (balls touch: 90px ball diameter)
var chainSpeed = 0.00028; // t per tick (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 so its center aligns with the start of the guide line (spiral center)
var shooterAssetSize = LK.getAsset('shooter', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
shooter.x = PATH_CENTER_X;
shooter.y = PATH_CENTER_Y;
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('ball_blue', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.13,
scaleY: 0.13,
x: px,
y: py,
alpha: 0.7,
// much more visible
tint: 0x5ac8fa // light cyan for high contrast
});
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 = [];
var N = 18; // Initial number of balls
var t = 0.0;
for (var i = 0; i < N; i++) {
var ball = new Ball();
var color = colors[Math.floor(Math.random() * colors.length)];
ball.setColor(color);
ball.isChain = true;
ball.t = t;
ball.chainIndex = i;
var pos = getPathPos(t);
ball.x = pos.x;
ball.y = pos.y;
game.addChild(ball);
chainBalls.push(ball);
t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); // Approximate t step
}
chainHeadT = chainBalls[0].t;
chainTailT = chainBalls[chainBalls.length - 1].t;
}
initChain();
// --- 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;
// Randomize shape: 0=ellipse, 1=box, 2=triangle
var shapeTypes = ['ellipse', 'box', 'triangle'];
var shapeType = shapeTypes[Math.floor(Math.random() * shapeTypes.length)];
ball.setColor(nextBallColor, shapeType);
ball.shapeType = shapeType;
var angle = shooter.angle;
var speed = 68; // px per tick (even 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 ---
function checkAndPopMatches() {
// Find runs of 3+ same color
var i = 0;
while (i < chainBalls.length) {
var color = chainBalls[i].color;
var j = i + 1;
while (j < chainBalls.length && chainBalls[j].color === color) {
j++;
}
var runLen = j - i;
if (runLen >= 3) {
// Pop balls i to j-1
for (var k = i; k < j; 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(i, 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 from start
return true;
}
i = j;
}
return false;
}
// --- Game Update Loop ---
game.update = function () {
// --- 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
while (checkAndPopMatches()) {}
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) ---
if (chainBalls.length === 0) {
LK.showYouWin();
return;
}
};
// --- Increase difficulty over time ---
var level = 1;
var levelTimer = LK.setInterval(function () {
level++;
if (level % 2 === 0 && colors.length < 5) {
// Add a new color (for MVP, max 5)
var newColors = ['purple', 'orange', 'cyan', 'pink'];
var colorNames = ['purple', 'orange', 'cyan', 'pink'];
if (colors.length < colorNames.length + 4) {
var c = colorNames[colors.length - 4];
var col = 0x9b59b6; // purple
if (c === 'orange') col = 0xff9500;
if (c === 'cyan') col = 0x5ac8fa;
if (c === 'pink') col = 0xff2d55;
colors.push(c);
}
}
// Increase speed
chainSpeed += 0.00008;
}, 9000); ===================================================================
--- original.js
+++ change.js
@@ -12,10 +12,27 @@
// color: 'red', 'blue', 'green', 'yellow'
self.color = 'red';
self.radius = 45; // 90/2, for collision
self.isChain = true; // true if part of chain, false if shot
- // Attach correct asset (always ellipse)
- var assetId = 'ball_' + self.color;
+ // shapeType: 'ellipse' (default), 'box', 'triangle'
+ self.shapeType = 'ellipse';
+ // Attach correct asset (ellipse for chain, random for shot)
+ function getAssetId() {
+ if (self.isChain) {
+ return 'ball_' + self.color;
+ } else {
+ // For shot balls, shapeType can be 'ellipse', 'box', or 'triangle'
+ if (self.shapeType === 'box') {
+ return 'shot_box_' + self.color;
+ } else if (self.shapeType === 'triangle') {
+ return 'shot_triangle_' + self.color;
+ } else {
+ return 'ball_' + self.color;
+ }
+ }
+ }
+ // Attach asset
+ var assetId = getAssetId();
var ballAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
@@ -28,15 +45,18 @@
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.setColor = function (color, shapeType) {
self.color = color;
- var assetId = 'ball_' + color; // always ellipse
+ if (typeof shapeType !== "undefined") {
+ self.shapeType = shapeType;
+ }
+ var assetId = getAssetId();
// Remove old asset
if (ballAsset) ballAsset.destroy();
- // Attach new asset (always ellipse)
- var newAsset = self.attachAsset(assetId, {
+ // Attach new asset
+ ballAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
};
@@ -87,8 +107,9 @@
/****
* Game Code
****/
+// Add box and triangle assets for all ball colors
// 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.
@@ -374,21 +395,22 @@
updateShooterGuide();
// Fire a ball in the current shooter.angle
var ball = new Ball();
ball.isChain = false;
- ball.setColor(nextBallColor);
+ // Randomize shape: 0=ellipse, 1=box, 2=triangle
+ var shapeTypes = ['ellipse', 'box', 'triangle'];
+ var shapeType = shapeTypes[Math.floor(Math.random() * shapeTypes.length)];
+ ball.setColor(nextBallColor, shapeType);
+ ball.shapeType = shapeType;
var angle = shooter.angle;
var speed = 68; // px per tick (even 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;
- // Check if ball is an instance of Ball before adding
- if (ball instanceof Container && typeof ball.setColor === "function") {
- shotBalls.push(ball);
- game.addChild(ball);
- }
+ shotBalls.push(ball);
+ game.addChild(ball);
// Play shoot sound
LK.getSound('shoot').play();
// Next ball color
nextBallColor = colors[Math.floor(Math.random() * colors.length)];
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