User prompt
when alot of balls go down and create new rows the game lags a bit, please fix
User prompt
please optimize the code, when there is many balls the game lags
User prompt
please make the ball bricks green for identifer
User prompt
please remove the speed powerup
User prompt
1. the balls do not follow the paddle. 2. the balls don't spawn at the broken ball brick. 3. you cant shoot the balls at all. Please fix these bugs
User prompt
add a chance for a brick to be a ball brick, upon breaking it spawns a ball that you permanently have, upon shooting this new ball will be added behind the other ball(s) you have
User prompt
when the ball drops down and you lose instead return the ball and add a row a long with moving the existing bricks down so the new row can be put in
Code edit (1 edits merged)
Please save this source code
User prompt
Brick Buster Bounce
Initial prompt
make a grid of bricks that you can break with a ball
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
level: 1
});
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Ball properties
self.speedX = 10;
self.speedY = -10;
self.active = false;
self.update = function () {
if (!self.active) {
return;
}
// Update position
self.x += self.speedX;
self.y += self.speedY;
// Handle wall collisions
if (self.x < self.width / 2) {
self.x = self.width / 2;
self.speedX = Math.abs(self.speedX);
LK.getSound('hit').play();
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self.speedX = -Math.abs(self.speedX);
LK.getSound('hit').play();
}
// Top wall collision
if (self.y < self.height / 2) {
self.y = self.height / 2;
self.speedY = Math.abs(self.speedY);
LK.getSound('hit').play();
}
// Bottom (game over)
if (self.y > 2732) {
self.active = false;
LK.getSound('miss').play();
if (balls.length <= 1) {
// Last ball lost
LK.showGameOver();
} else {
// Remove this ball from the game
var index = balls.indexOf(self);
if (index > -1) {
balls.splice(index, 1);
self.destroy();
}
}
}
};
self.reset = function (paddleX) {
self.x = paddleX;
self.y = paddleY - 30;
self.active = false;
self.speedX = 10;
self.speedY = -10;
};
self.launch = function () {
if (!self.active) {
self.active = true;
// Add some randomness to the initial direction
var angle = Math.PI * 1.5 + (Math.random() * 0.5 - 0.25);
var speed = 10;
self.speedX = Math.cos(angle) * speed;
self.speedY = Math.sin(angle) * speed;
}
};
return self;
});
var Brick = Container.expand(function () {
var self = Container.call(this);
var brickGraphics = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = brickGraphics.width;
self.height = brickGraphics.height;
self.hp = 1;
self.points = 10;
self.containsPowerup = false;
self.setType = function (type) {
switch (type) {
case 1:
// Normal brick
brickGraphics.tint = 0xed4264;
self.hp = 1;
self.points = 10;
break;
case 2:
// Strong brick
brickGraphics.tint = 0x4287f5;
self.hp = 2;
self.points = 20;
break;
case 3:
// Super strong brick
brickGraphics.tint = 0x8c44ad;
self.hp = 3;
self.points = 30;
break;
}
};
self.hit = function () {
self.hp--;
// Color change based on remaining HP
if (self.hp == 2) {
brickGraphics.tint = 0x5dadec;
} else if (self.hp == 1) {
brickGraphics.tint = 0xed4264;
}
if (self.hp <= 0) {
// Brick broken
LK.getSound('break').play();
LK.setScore(LK.getScore() + self.points);
if (self.containsPowerup) {
spawnPowerup(self.x, self.y);
}
return true; // Brick should be removed
} else {
// Brick hit but not broken
LK.getSound('hit').play();
return false;
}
};
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleGraphics.width;
self.height = paddleGraphics.height;
return self;
});
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 0;
self.speed = 5;
self.setType = function (type) {
self.type = type;
switch (type) {
case 0:
// Extra ball
powerupGraphics.tint = 0xffcc00;
break;
case 1:
// Wide paddle
powerupGraphics.tint = 0x2ecc71;
break;
case 2:
// Fast ball
powerupGraphics.tint = 0xff5555;
break;
}
};
self.update = function () {
self.y += self.speed;
// Remove if it goes off screen
if (self.y > 2732) {
var index = powerups.indexOf(self);
if (index > -1) {
powerups.splice(index, 1);
self.destroy();
}
}
};
self.activate = function () {
LK.getSound('powerup').play();
switch (self.type) {
case 0:
// Extra ball
addBall();
break;
case 1:
// Wide paddle
tween(paddle, {
width: paddle.width * 1.5
}, {
duration: 500,
easing: tween.easeOut
});
LK.setTimeout(function () {
tween(paddle, {
width: 200
}, {
duration: 500,
easing: tween.easeOut
});
}, 10000);
break;
case 2:
// Fast ball
for (var i = 0; i < balls.length; i++) {
balls[i].speedX *= 1.5;
balls[i].speedY *= 1.5;
}
LK.setTimeout(function () {
for (var i = 0; i < balls.length; i++) {
balls[i].speedX /= 1.5;
balls[i].speedY /= 1.5;
}
}, 5000);
break;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x191919
});
/****
* Game Code
****/
// Game variables
var level = storage.level || 1;
var paddle;
var balls = [];
var bricks = [];
var powerups = [];
var paddleX = 2048 / 2;
var paddleY = 2732 - 100;
var gameStarted = false;
var bricksPerRow = 10;
var brickRows = 5;
// Initialize game elements
function initGame() {
// Create paddle
paddle = new Paddle();
paddle.x = paddleX;
paddle.y = paddleY;
game.addChild(paddle);
// Create initial ball
addBall();
// Create bricks
createBricks();
// Initialize UI
initUI();
// Start music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
}
function addBall() {
var ball = new Ball();
ball.reset(paddleX);
balls.push(ball);
game.addChild(ball);
return ball;
}
function createBricks() {
var brickWidth = 150;
var brickHeight = 50;
var spacing = 10;
var startX = (2048 - (bricksPerRow * (brickWidth + spacing) - spacing)) / 2;
var startY = 200;
for (var row = 0; row < brickRows + Math.floor(level / 2); row++) {
for (var col = 0; col < bricksPerRow; col++) {
var brick = new Brick();
// Determine brick type based on level and position
var type = 1;
if (level > 2 && row < 2) {
type = 2;
}
if (level > 4 && row === 0) {
type = 3;
}
brick.setType(type);
// Position brick
brick.x = startX + col * (brickWidth + spacing);
brick.y = startY + row * (brickHeight + spacing);
// Add powerup chance (20%)
if (Math.random() < 0.2) {
brick.containsPowerup = true;
}
bricks.push(brick);
game.addChild(brick);
}
}
}
function spawnPowerup(x, y) {
var powerup = new Powerup();
powerup.x = x;
powerup.y = y;
powerup.setType(Math.floor(Math.random() * 3));
powerups.push(powerup);
game.addChild(powerup);
}
function checkCollisions() {
// Ball-paddle collision
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (ball.active && ball.y + ball.height / 2 >= paddle.y - paddle.height / 2 && ball.y - ball.height / 2 <= paddle.y + paddle.height / 2 && ball.x + ball.width / 2 >= paddle.x - paddle.width / 2 && ball.x - ball.width / 2 <= paddle.x + paddle.width / 2) {
// Ball hit the paddle
LK.getSound('hit').play();
// Calculate bounce angle based on where the ball hit the paddle
var hitPos = (ball.x - paddle.x) / (paddle.width / 2);
var angle = hitPos * (Math.PI / 3); // Max 60 degree bounce
var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY);
ball.speedX = Math.sin(angle) * speed;
ball.speedY = -Math.cos(angle) * speed;
// Ensure ball is above paddle
ball.y = paddle.y - paddle.height / 2 - ball.height / 2;
}
}
// Ball-brick collision
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
for (var j = bricks.length - 1; j >= 0; j--) {
var brick = bricks[j];
if (ball.active && ball.intersects(brick)) {
// Determine collision side
var dx = ball.x - brick.x;
var dy = ball.y - brick.y;
var absDX = Math.abs(dx);
var absDY = Math.abs(dy);
// Horizontal collision (left/right of brick)
if (absDX > absDY) {
ball.speedX = dx < 0 ? -Math.abs(ball.speedX) : Math.abs(ball.speedX);
}
// Vertical collision (top/bottom of brick)
else {
ball.speedY = dy < 0 ? -Math.abs(ball.speedY) : Math.abs(ball.speedY);
}
if (brick.hit()) {
// Brick broken, remove it
bricks.splice(j, 1);
brick.destroy();
// Update score display
scoreTxt.setText("Score: " + LK.getScore());
// Check if all bricks are cleared
if (bricks.length === 0) {
nextLevel();
}
}
// Only one brick collision per frame
break;
}
}
}
// Powerup-paddle collision
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
if (powerup.intersects(paddle)) {
powerup.activate();
powerups.splice(i, 1);
powerup.destroy();
}
}
}
function nextLevel() {
level++;
storage.level = level;
// Save high score
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
// Reset game elements
for (var i = 0; i < balls.length; i++) {
balls[i].destroy();
}
balls = [];
for (var i = 0; i < powerups.length; i++) {
powerups[i].destroy();
}
powerups = [];
// Create new level
addBall();
createBricks();
gameStarted = false;
// Update level text
levelTxt.setText("Level: " + level);
// Flash screen
LK.effects.flashScreen(0xFFFFFF, 500);
}
// UI Elements
var scoreTxt, levelTxt, highScoreTxt, instructionTxt;
function initUI() {
// Score text
scoreTxt = new Text2("Score: 0", {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 30;
scoreTxt.y = 30;
LK.gui.addChild(scoreTxt);
// Level text
levelTxt = new Text2("Level: " + level, {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(1, 0);
levelTxt.x = 2048 - 30;
levelTxt.y = 30;
LK.gui.addChild(levelTxt);
// High score text
highScoreTxt = new Text2("High Score: " + storage.highScore, {
size: 40,
fill: 0xAAAAAA
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.x = 2048 - 30;
highScoreTxt.y = 100;
LK.gui.addChild(highScoreTxt);
// Instruction text
instructionTxt = new Text2("Tap to launch ball", {
size: 70,
fill: 0xFFFFFF
});
instructionTxt.anchor.set(0.5, 0);
instructionTxt.x = 2048 / 2;
instructionTxt.y = 150;
LK.gui.addChild(instructionTxt);
}
// Event handlers
function handleDown(x, y, obj) {
if (!gameStarted) {
gameStarted = true;
for (var i = 0; i < balls.length; i++) {
balls[i].launch();
}
instructionTxt.visible = false;
}
}
function handleMove(x, y, obj) {
// Move paddle with touch/mouse
paddleX = x;
paddle.x = paddleX;
// Keep paddle within screen bounds
if (paddle.x < paddle.width / 2) {
paddle.x = paddle.width / 2;
} else if (paddle.x > 2048 - paddle.width / 2) {
paddle.x = 2048 - paddle.width / 2;
}
// Move unlaunched balls with paddle
if (!gameStarted) {
for (var i = 0; i < balls.length; i++) {
if (!balls[i].active) {
balls[i].x = paddle.x;
}
}
}
}
game.down = handleDown;
game.move = handleMove;
// Game update loop
game.update = function () {
// Update all balls
for (var i = 0; i < balls.length; i++) {
balls[i].update();
}
// Update all powerups
for (var i = 0; i < powerups.length; i++) {
powerups[i].update();
}
// Check collisions
checkCollisions();
};
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,487 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0,
+ level: 1
+});
+
+/****
+* Classes
+****/
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Ball properties
+ self.speedX = 10;
+ self.speedY = -10;
+ self.active = false;
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ // Update position
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Handle wall collisions
+ if (self.x < self.width / 2) {
+ self.x = self.width / 2;
+ self.speedX = Math.abs(self.speedX);
+ LK.getSound('hit').play();
+ } else if (self.x > 2048 - self.width / 2) {
+ self.x = 2048 - self.width / 2;
+ self.speedX = -Math.abs(self.speedX);
+ LK.getSound('hit').play();
+ }
+ // Top wall collision
+ if (self.y < self.height / 2) {
+ self.y = self.height / 2;
+ self.speedY = Math.abs(self.speedY);
+ LK.getSound('hit').play();
+ }
+ // Bottom (game over)
+ if (self.y > 2732) {
+ self.active = false;
+ LK.getSound('miss').play();
+ if (balls.length <= 1) {
+ // Last ball lost
+ LK.showGameOver();
+ } else {
+ // Remove this ball from the game
+ var index = balls.indexOf(self);
+ if (index > -1) {
+ balls.splice(index, 1);
+ self.destroy();
+ }
+ }
+ }
+ };
+ self.reset = function (paddleX) {
+ self.x = paddleX;
+ self.y = paddleY - 30;
+ self.active = false;
+ self.speedX = 10;
+ self.speedY = -10;
+ };
+ self.launch = function () {
+ if (!self.active) {
+ self.active = true;
+ // Add some randomness to the initial direction
+ var angle = Math.PI * 1.5 + (Math.random() * 0.5 - 0.25);
+ var speed = 10;
+ self.speedX = Math.cos(angle) * speed;
+ self.speedY = Math.sin(angle) * speed;
+ }
+ };
+ return self;
+});
+var Brick = Container.expand(function () {
+ var self = Container.call(this);
+ var brickGraphics = self.attachAsset('brick', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = brickGraphics.width;
+ self.height = brickGraphics.height;
+ self.hp = 1;
+ self.points = 10;
+ self.containsPowerup = false;
+ self.setType = function (type) {
+ switch (type) {
+ case 1:
+ // Normal brick
+ brickGraphics.tint = 0xed4264;
+ self.hp = 1;
+ self.points = 10;
+ break;
+ case 2:
+ // Strong brick
+ brickGraphics.tint = 0x4287f5;
+ self.hp = 2;
+ self.points = 20;
+ break;
+ case 3:
+ // Super strong brick
+ brickGraphics.tint = 0x8c44ad;
+ self.hp = 3;
+ self.points = 30;
+ break;
+ }
+ };
+ self.hit = function () {
+ self.hp--;
+ // Color change based on remaining HP
+ if (self.hp == 2) {
+ brickGraphics.tint = 0x5dadec;
+ } else if (self.hp == 1) {
+ brickGraphics.tint = 0xed4264;
+ }
+ if (self.hp <= 0) {
+ // Brick broken
+ LK.getSound('break').play();
+ LK.setScore(LK.getScore() + self.points);
+ if (self.containsPowerup) {
+ spawnPowerup(self.x, self.y);
+ }
+ return true; // Brick should be removed
+ } else {
+ // Brick hit but not broken
+ LK.getSound('hit').play();
+ return false;
+ }
+ };
+ return self;
+});
+var Paddle = Container.expand(function () {
+ var self = Container.call(this);
+ var paddleGraphics = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = paddleGraphics.width;
+ self.height = paddleGraphics.height;
+ return self;
+});
+var Powerup = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 0;
+ self.speed = 5;
+ self.setType = function (type) {
+ self.type = type;
+ switch (type) {
+ case 0:
+ // Extra ball
+ powerupGraphics.tint = 0xffcc00;
+ break;
+ case 1:
+ // Wide paddle
+ powerupGraphics.tint = 0x2ecc71;
+ break;
+ case 2:
+ // Fast ball
+ powerupGraphics.tint = 0xff5555;
+ break;
+ }
+ };
+ self.update = function () {
+ self.y += self.speed;
+ // Remove if it goes off screen
+ if (self.y > 2732) {
+ var index = powerups.indexOf(self);
+ if (index > -1) {
+ powerups.splice(index, 1);
+ self.destroy();
+ }
+ }
+ };
+ self.activate = function () {
+ LK.getSound('powerup').play();
+ switch (self.type) {
+ case 0:
+ // Extra ball
+ addBall();
+ break;
+ case 1:
+ // Wide paddle
+ tween(paddle, {
+ width: paddle.width * 1.5
+ }, {
+ duration: 500,
+ easing: tween.easeOut
+ });
+ LK.setTimeout(function () {
+ tween(paddle, {
+ width: 200
+ }, {
+ duration: 500,
+ easing: tween.easeOut
+ });
+ }, 10000);
+ break;
+ case 2:
+ // Fast ball
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].speedX *= 1.5;
+ balls[i].speedY *= 1.5;
+ }
+ LK.setTimeout(function () {
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].speedX /= 1.5;
+ balls[i].speedY /= 1.5;
+ }
+ }, 5000);
+ break;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x191919
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var level = storage.level || 1;
+var paddle;
+var balls = [];
+var bricks = [];
+var powerups = [];
+var paddleX = 2048 / 2;
+var paddleY = 2732 - 100;
+var gameStarted = false;
+var bricksPerRow = 10;
+var brickRows = 5;
+// Initialize game elements
+function initGame() {
+ // Create paddle
+ paddle = new Paddle();
+ paddle.x = paddleX;
+ paddle.y = paddleY;
+ game.addChild(paddle);
+ // Create initial ball
+ addBall();
+ // Create bricks
+ createBricks();
+ // Initialize UI
+ initUI();
+ // Start music
+ LK.playMusic('bgmusic', {
+ fade: {
+ start: 0,
+ end: 0.4,
+ duration: 1000
+ }
+ });
+}
+function addBall() {
+ var ball = new Ball();
+ ball.reset(paddleX);
+ balls.push(ball);
+ game.addChild(ball);
+ return ball;
+}
+function createBricks() {
+ var brickWidth = 150;
+ var brickHeight = 50;
+ var spacing = 10;
+ var startX = (2048 - (bricksPerRow * (brickWidth + spacing) - spacing)) / 2;
+ var startY = 200;
+ for (var row = 0; row < brickRows + Math.floor(level / 2); row++) {
+ for (var col = 0; col < bricksPerRow; col++) {
+ var brick = new Brick();
+ // Determine brick type based on level and position
+ var type = 1;
+ if (level > 2 && row < 2) {
+ type = 2;
+ }
+ if (level > 4 && row === 0) {
+ type = 3;
+ }
+ brick.setType(type);
+ // Position brick
+ brick.x = startX + col * (brickWidth + spacing);
+ brick.y = startY + row * (brickHeight + spacing);
+ // Add powerup chance (20%)
+ if (Math.random() < 0.2) {
+ brick.containsPowerup = true;
+ }
+ bricks.push(brick);
+ game.addChild(brick);
+ }
+ }
+}
+function spawnPowerup(x, y) {
+ var powerup = new Powerup();
+ powerup.x = x;
+ powerup.y = y;
+ powerup.setType(Math.floor(Math.random() * 3));
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+function checkCollisions() {
+ // Ball-paddle collision
+ for (var i = 0; i < balls.length; i++) {
+ var ball = balls[i];
+ if (ball.active && ball.y + ball.height / 2 >= paddle.y - paddle.height / 2 && ball.y - ball.height / 2 <= paddle.y + paddle.height / 2 && ball.x + ball.width / 2 >= paddle.x - paddle.width / 2 && ball.x - ball.width / 2 <= paddle.x + paddle.width / 2) {
+ // Ball hit the paddle
+ LK.getSound('hit').play();
+ // Calculate bounce angle based on where the ball hit the paddle
+ var hitPos = (ball.x - paddle.x) / (paddle.width / 2);
+ var angle = hitPos * (Math.PI / 3); // Max 60 degree bounce
+ var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY);
+ ball.speedX = Math.sin(angle) * speed;
+ ball.speedY = -Math.cos(angle) * speed;
+ // Ensure ball is above paddle
+ ball.y = paddle.y - paddle.height / 2 - ball.height / 2;
+ }
+ }
+ // Ball-brick collision
+ for (var i = 0; i < balls.length; i++) {
+ var ball = balls[i];
+ for (var j = bricks.length - 1; j >= 0; j--) {
+ var brick = bricks[j];
+ if (ball.active && ball.intersects(brick)) {
+ // Determine collision side
+ var dx = ball.x - brick.x;
+ var dy = ball.y - brick.y;
+ var absDX = Math.abs(dx);
+ var absDY = Math.abs(dy);
+ // Horizontal collision (left/right of brick)
+ if (absDX > absDY) {
+ ball.speedX = dx < 0 ? -Math.abs(ball.speedX) : Math.abs(ball.speedX);
+ }
+ // Vertical collision (top/bottom of brick)
+ else {
+ ball.speedY = dy < 0 ? -Math.abs(ball.speedY) : Math.abs(ball.speedY);
+ }
+ if (brick.hit()) {
+ // Brick broken, remove it
+ bricks.splice(j, 1);
+ brick.destroy();
+ // Update score display
+ scoreTxt.setText("Score: " + LK.getScore());
+ // Check if all bricks are cleared
+ if (bricks.length === 0) {
+ nextLevel();
+ }
+ }
+ // Only one brick collision per frame
+ break;
+ }
+ }
+ }
+ // Powerup-paddle collision
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var powerup = powerups[i];
+ if (powerup.intersects(paddle)) {
+ powerup.activate();
+ powerups.splice(i, 1);
+ powerup.destroy();
+ }
+ }
+}
+function nextLevel() {
+ level++;
+ storage.level = level;
+ // Save high score
+ if (LK.getScore() > storage.highScore) {
+ storage.highScore = LK.getScore();
+ }
+ // Reset game elements
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].destroy();
+ }
+ balls = [];
+ for (var i = 0; i < powerups.length; i++) {
+ powerups[i].destroy();
+ }
+ powerups = [];
+ // Create new level
+ addBall();
+ createBricks();
+ gameStarted = false;
+ // Update level text
+ levelTxt.setText("Level: " + level);
+ // Flash screen
+ LK.effects.flashScreen(0xFFFFFF, 500);
+}
+// UI Elements
+var scoreTxt, levelTxt, highScoreTxt, instructionTxt;
+function initUI() {
+ // Score text
+ scoreTxt = new Text2("Score: 0", {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0, 0);
+ scoreTxt.x = 30;
+ scoreTxt.y = 30;
+ LK.gui.addChild(scoreTxt);
+ // Level text
+ levelTxt = new Text2("Level: " + level, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ levelTxt.anchor.set(1, 0);
+ levelTxt.x = 2048 - 30;
+ levelTxt.y = 30;
+ LK.gui.addChild(levelTxt);
+ // High score text
+ highScoreTxt = new Text2("High Score: " + storage.highScore, {
+ size: 40,
+ fill: 0xAAAAAA
+ });
+ highScoreTxt.anchor.set(1, 0);
+ highScoreTxt.x = 2048 - 30;
+ highScoreTxt.y = 100;
+ LK.gui.addChild(highScoreTxt);
+ // Instruction text
+ instructionTxt = new Text2("Tap to launch ball", {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ instructionTxt.anchor.set(0.5, 0);
+ instructionTxt.x = 2048 / 2;
+ instructionTxt.y = 150;
+ LK.gui.addChild(instructionTxt);
+}
+// Event handlers
+function handleDown(x, y, obj) {
+ if (!gameStarted) {
+ gameStarted = true;
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].launch();
+ }
+ instructionTxt.visible = false;
+ }
+}
+function handleMove(x, y, obj) {
+ // Move paddle with touch/mouse
+ paddleX = x;
+ paddle.x = paddleX;
+ // Keep paddle within screen bounds
+ if (paddle.x < paddle.width / 2) {
+ paddle.x = paddle.width / 2;
+ } else if (paddle.x > 2048 - paddle.width / 2) {
+ paddle.x = 2048 - paddle.width / 2;
+ }
+ // Move unlaunched balls with paddle
+ if (!gameStarted) {
+ for (var i = 0; i < balls.length; i++) {
+ if (!balls[i].active) {
+ balls[i].x = paddle.x;
+ }
+ }
+ }
+}
+game.down = handleDown;
+game.move = handleMove;
+// Game update loop
+game.update = function () {
+ // Update all balls
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].update();
+ }
+ // Update all powerups
+ for (var i = 0; i < powerups.length; i++) {
+ powerups[i].update();
+ }
+ // Check collisions
+ checkCollisions();
+};
+// Initialize the game
+initGame();
\ No newline at end of file