User prompt
ball yazısını lives ile değiştir
User prompt
göselinide ekle bu poewerupun
User prompt
yeni bir powerup ekle shield olmasın
User prompt
lives yazılarını Ball yap
User prompt
göselinide ekle bu poewerupun
User prompt
yeni bir powerup ekle shield olmasın
User prompt
göselinide ekle bu poewerupun
User prompt
yeni bir powerup ekle shield olmasın
User prompt
göselinide ekle bu poewerupun
User prompt
yeni bir powerup ekle shield olmasın
User prompt
laser powerup aktif olduğu sürede her atışta ses çalsın
User prompt
laser powerup ses dosyası ekle
User prompt
shield powerup kaldır
User prompt
kurşunların kırdığı tuğlalardanda powerup düşebilsin
User prompt
kurşunlar tuğla kenarına çarptığındada tuğlayı kırabilsin
User prompt
Please fix the bug: 'Timeout.tick error: paddleGraphics is not defined' in or related to this line: 'paddleGraphics.tint = 0xFFFFFF; // Revert paddle color after shield duration' Line Number: 611
User prompt
Please fix the bug: 'ReferenceError: paddleGraphics is not defined' in or related to this line: 'paddleGraphics.tint = 0xFF0000; // Change paddle color to red' Line Number: 614
User prompt
farklı poweruplar ekle. ayrı görseli olsun
User prompt
daha fazla düşsün
User prompt
tuğlaların bir sıra aşağı geleceği bir powerup ekle. ayrı görseli olsun
User prompt
daha sık düşsün
User prompt
tuğlaların bir sıra aşağı geleceği bir powerup ekle. ayrı görseli olsun
User prompt
çok sık düşsün
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.directionX = 0;
self.directionY = -1;
self.active = false;
self.radius = ballGraphics.width / 2;
self.reset = function (paddle) {
self.active = false;
self.x = paddle.x;
self.y = paddle.y - paddle.height / 2 - self.radius;
self.directionX = 0;
self.directionY = -1;
};
self.launch = function () {
if (!self.active) {
self.active = true;
// Random angle between -45 and 45 degrees
var angle = (Math.random() * 90 - 45) * Math.PI / 180;
self.directionX = Math.sin(angle);
self.directionY = -Math.cos(angle);
}
};
self.update = function () {
if (self.active) {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
// Wall collision
if (self.x - self.radius < 0) {
self.x = self.radius;
self.directionX = -self.directionX;
LK.getSound('hit').play();
} else if (self.x + self.radius > 2048) {
self.x = 2048 - self.radius;
self.directionX = -self.directionX;
LK.getSound('hit').play();
}
// Ceiling collision
if (self.y - self.radius < 0) {
self.y = self.radius;
self.directionY = -self.directionY;
LK.getSound('hit').play();
}
}
};
self.bounceOff = function (object) {
// Calculate bounce angle based on where the ball hit the object
var relativeX = (self.x - object.x) / (object.width / 2);
relativeX = Math.max(-1, Math.min(1, relativeX)); // Clamp between -1 and 1
// Calculate new direction - bouncing upward (for paddle)
self.directionX = relativeX * 0.8;
self.directionY = -Math.sqrt(1 - self.directionX * self.directionX);
// Normalize
var magnitude = Math.sqrt(self.directionX * self.directionX + self.directionY * self.directionY);
self.directionX /= magnitude;
self.directionY /= magnitude;
LK.getSound('hit').play();
};
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.hitPoints = 1;
self.powerupChance = 0.2;
self.setColor = function (color) {
brickGraphics.tint = color;
};
self.hit = function () {
self.hitPoints--;
if (self.hitPoints <= 0) {
LK.getSound('break').play();
return true; // Brick destroyed
} else {
// Make brick darker
brickGraphics.tint = (brickGraphics.tint & 0xfefefe) >> 1;
LK.getSound('hit').play();
return false; // Brick not destroyed yet
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
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;
self.normalWidth = paddleGraphics.width;
self.expand = function () {
tween(paddleGraphics, {
width: self.normalWidth * 1.5
}, {
duration: 300,
easing: tween.easeOut
});
self.width = self.normalWidth * 1.5;
LK.setTimeout(function () {
tween(paddleGraphics, {
width: self.normalWidth
}, {
duration: 300,
easing: tween.easeOut
});
self.width = self.normalWidth;
}, 10000); // 10 seconds
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics;
self.setType = function (type) {
self.type = type;
switch (type) {
case 'expand':
powerupGraphics = self.attachAsset('powerup_expand', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'multiball':
powerupGraphics = self.attachAsset('powerup_multiball', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'slow':
powerupGraphics = self.attachAsset('powerup_slow', {
anchorX: 0.5,
anchorY: 0.5
});
break;
}
};
self.type = 'expand'; // Default powerup type
self.fallSpeed = 5;
// Set different colors for different powerup types
self.setType = function (type) {
self.type = type;
switch (type) {
case 'expand':
powerupGraphics = self.attachAsset('powerup_expand', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'multiball':
powerupGraphics = self.attachAsset('powerup_multiball', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'slow':
powerupGraphics = self.attachAsset('powerup_slow', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'grow':
powerupGraphics = self.attachAsset('powerup_grow', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'shield':
powerupGraphics = self.attachAsset('powerup_shield', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'laser':
powerupGraphics = self.attachAsset('powerup_laser', {
anchorX: 0.5,
anchorY: 0.5
});
break;
}
};
self.update = function () {
self.y += self.fallSpeed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Add background image
// New visual for 'grow' powerup
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
// Initialize game elements
var level = 1;
var paddle = null;
var balls = [];
var bricks = [];
var bullets = []; // Define bullets array to track bullet instances
var powerups = [];
var gameState = 'ready'; // 'ready', 'playing', 'gameover'
var dragNode = null;
// Colors for bricks
var BRICK_COLORS = [0xFF0000,
// Red
0xFF7F00,
// Orange
0xFFFF00,
// Yellow
0x00FF00,
// Green
0x0000FF,
// Blue
0x4B0082,
// Indigo
0x9400D3 // Violet
];
// Create UI elements
var lives = 100; // Initial number of lives
var livesTxt = new Text2('Ball: ' + lives, {
size: 80,
fill: 0xFFFFFF
});
livesTxt.anchor.set(0.5, 0);
livesTxt.x = 165; // Move a few pixels further to the right
LK.gui.topLeft.addChild(livesTxt);
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var levelTxt = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0);
levelTxt.x = 100;
levelTxt.y = 20;
LK.gui.topRight.addChild(levelTxt);
var instructionTxt = new Text2('Tap to start - Drag paddle to play', {
size: 60,
fill: 0xFFFFFF
});
instructionTxt.anchor.set(0.5, 0);
instructionTxt.y = 150;
LK.gui.top.addChild(instructionTxt);
// Initialize game elements
function initGame() {
// Reset score
LK.setScore(0);
scoreTxt.setText('0');
// Create paddle
paddle = new Paddle();
paddle.x = 2048 / 2;
paddle.y = 2732 - 150;
game.addChild(paddle);
// Assign the down event handler to the paddle after it is initialized
paddle.down = function (x, y, obj) {
// Check if enough time has passed since the last bullet was fired
if (!paddle.lastBulletTime || Date.now() - paddle.lastBulletTime > 500) {
// 500ms interval
// Fire a bullet from the paddle
var bullet = new Bullet();
bullet.x = paddle.x;
bullet.y = paddle.y - paddle.height / 2;
game.addChild(bullet);
bullets.push(bullet);
// Play bullet sound
LK.getSound('shoot').play();
// Update the last bullet time
paddle.lastBulletTime = Date.now();
}
};
// Create initial ball
createBall();
// Create brick layout for level 1
createLevel(1);
// Set game state
gameState = 'ready';
instructionTxt.visible = true;
// Start background music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
});
}
function createBall() {
var ball = new Ball();
ball.reset(paddle);
game.addChild(ball);
balls.push(ball);
return ball;
}
function createLevel(level) {
// Clear existing bricks
for (var i = bricks.length - 1; i >= 0; i--) {
bricks[i].destroy();
}
bricks = [];
levelTxt.setText('Level: ' + level);
// Define grid dimensions based on level
var rows = Math.min(5 + Math.floor(level / 2), 10);
var cols = Math.min(10 + Math.floor(level / 3), 13);
var brickWidth = 150;
var brickHeight = 60;
var padding = 10;
var totalWidth = cols * (brickWidth + padding) - padding;
var startX = (2048 - totalWidth) / 2 + brickWidth / 2;
var startY = 200;
// Create brick layout
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
var brick = new Brick();
brick.attachAsset('brick' + row % BRICK_COLORS.length, {
anchorX: 0.5,
anchorY: 0.5
});
// Position brick
brick.x = startX + col * (brickWidth + padding);
brick.y = startY + row * (brickHeight + padding);
// Color based on row
brick.setColor(BRICK_COLORS[row % BRICK_COLORS.length]);
// Higher levels have stronger bricks
if (level > 2 && row < 2) {
brick.hitPoints = 2;
}
game.addChild(brick);
bricks.push(brick);
}
}
}
function startGame() {
if (gameState === 'ready') {
gameState = 'playing';
instructionTxt.visible = false;
// Launch the first ball
if (balls.length > 0) {
balls[0].launch();
}
}
}
function checkCollisions() {
// Ball-paddle collision
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (ball.active) {
// Check for paddle collision
if (ball.y + ball.radius > paddle.y - paddle.height / 2 && ball.y - ball.radius < paddle.y + paddle.height / 2 && ball.x + ball.radius > paddle.x - paddle.width / 2 && ball.x - ball.radius < paddle.x + paddle.width / 2 && ball.directionY > 0) {
// Only bounce if moving downward
ball.y = paddle.y - paddle.height / 2 - ball.radius;
ball.bounceOff(paddle);
}
// Check for brick collisions
for (var j = bricks.length - 1; j >= 0; j--) {
var brick = bricks[j];
if (ball.x + ball.radius > brick.x - brick.width / 2 && ball.x - ball.radius < brick.x + brick.width / 2 && ball.y + ball.radius > brick.y - brick.height / 2 && ball.y - ball.radius < brick.y + brick.height / 2) {
// Determine which side of the brick was hit
var dx = ball.x - brick.x;
var dy = ball.y - brick.y;
var width = brick.width / 2 + ball.radius;
var height = brick.height / 2 + ball.radius;
var crossWidth = width * dy;
var crossHeight = height * dx;
if (Math.abs(dx) <= width && Math.abs(dy) <= height) {
if (crossWidth > crossHeight) {
if (crossWidth > -crossHeight) {
// Bottom collision
ball.directionY = Math.abs(ball.directionY);
} else {
// Left collision
ball.directionX = -Math.abs(ball.directionX);
}
} else {
if (crossWidth > -crossHeight) {
// Right collision
ball.directionX = Math.abs(ball.directionX);
} else {
// Top collision
ball.directionY = -Math.abs(ball.directionY);
}
}
// Hit the brick
if (brick.hit()) {
// Brick destroyed
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Check if score is a multiple of 200
if (LK.getScore() % 200 === 0) {
lives++; // Increase lives by 1
livesTxt.setText('Lives: ' + lives); // Update lives display
}
// Chance to spawn powerup
if (Math.random() < brick.powerupChance) {
spawnPowerup(brick.x, brick.y);
}
bricks.splice(j, 1);
brick.destroy();
}
break; // Only hit one brick per frame
}
}
}
// Check for bullet-brick collisions
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
for (var j = bricks.length - 1; j >= 0; j--) {
var brick = bricks[j];
if (bullet.x > brick.x - brick.width / 2 && bullet.x < brick.x + brick.width / 2 && bullet.y > brick.y - brick.height / 2 && bullet.y < brick.y + brick.height / 2) {
// Hit the brick
if (brick.hit()) {
LK.getSound('hit').play(); // Play sound when bullet hits a brick
// Brick destroyed
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
bricks.splice(j, 1);
brick.destroy();
}
// Destroy the bullet
bullets.splice(b, 1);
bullet.destroy();
break;
}
}
}
// Check if ball is below screen
if (ball.y - ball.radius > 2732) {
// Reset the ball position to the paddle
lives--; // Decrease lives count
livesTxt.setText('Lives: ' + lives); // Update lives display
if (lives > 0) {
ball.reset(paddle);
ball.launch();
LK.getSound('fall').play();
} else {
gameOver(); // Trigger game over if no lives left
}
}
}
}
// Powerup-paddle collision
for (var k = powerups.length - 1; k >= 0; k--) {
var powerup = powerups[k];
if (powerup.y - 20 > 2732) {
// Powerup fell off screen
game.removeChild(powerup);
powerups.splice(k, 1);
} else if (powerup.y + 20 > paddle.y - paddle.height / 2 && powerup.y - 20 < paddle.y + paddle.height / 2 && powerup.x + 20 > paddle.x - paddle.width / 2 && powerup.x - 20 < paddle.x + paddle.width / 2) {
// Collected powerup
applyPowerup(powerup.type);
LK.getSound('powerup').play();
game.removeChild(powerup);
powerups.splice(k, 1);
}
}
// Check if all bricks are gone
if (bricks.length === 0 && gameState === 'playing') {
levelComplete();
}
}
function spawnPowerup(x, y) {
var powerup = new PowerUp();
powerup.x = x;
powerup.y = y;
// Random powerup type
var types = ['expand', 'multiball', 'slow', 'grow', 'shield', 'laser'];
var randomType = types[Math.floor(Math.random() * types.length)];
powerup.setType(randomType);
game.addChild(powerup);
powerups.push(powerup);
}
function applyPowerup(type) {
switch (type) {
case 'expand':
paddle.expand();
break;
case 'multiball':
// Create two new balls
for (var i = 0; i < 2; i++) {
var newBall = createBall();
newBall.x = balls[0].x;
newBall.y = balls[0].y;
// Random direction
var angle = Math.random() * 360 * Math.PI / 180;
newBall.directionX = Math.sin(angle);
newBall.directionY = Math.cos(angle);
if (newBall.directionY > 0) {
newBall.directionY = -newBall.directionY; // Make sure ball goes upward
}
newBall.active = true;
}
break;
case 'grow':
for (var i = 0; i < balls.length; i++) {
tween(balls[i], {
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 300,
easing: tween.easeOut
});
balls[i].radius *= 2.0;
}
LK.setTimeout(function () {
for (var i = 0; i < balls.length; i++) {
tween(balls[i], {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
balls[i].radius /= 2.0;
}
}, 10000);
break;
case 'slow':
// Slow down all balls for 10 seconds
for (var j = 0; j < balls.length; j++) {
balls[j].speed = 5;
}
LK.setTimeout(function () {
for (var j = 0; j < balls.length; j++) {
balls[j].speed = 10;
}
}, 10000);
break;
case 'shield':
// Implement shield effect: temporarily protect the paddle from losing a life
// Example: Add a visual effect or change paddle color to indicate shield is active
paddleGraphics.tint = 0x00FF00; // Change paddle color to green
LK.setTimeout(function () {
paddleGraphics.tint = 0xFFFFFF; // Revert paddle color after shield duration
}, 10000); // Shield lasts for 10 seconds
break;
case 'laser':
// Implement laser effect: allow the paddle to shoot lasers for a short duration
// Example: Change paddle color to indicate laser mode
paddleGraphics.tint = 0xFF0000; // Change paddle color to red
var laserInterval = LK.setInterval(function () {
var laser = new Bullet();
laser.x = paddle.x;
laser.y = paddle.y - paddle.height / 2;
game.addChild(laser);
bullets.push(laser);
}, 500); // Fire laser every 500ms
LK.setTimeout(function () {
LK.clearInterval(laserInterval);
paddleGraphics.tint = 0xFFFFFF; // Revert paddle color after laser duration
}, 10000); // Laser mode lasts for 10 seconds
break;
}
}
function levelComplete() {
// Increment level
level++;
// Clear powerups
for (var i = powerups.length - 1; i >= 0; i--) {
game.removeChild(powerups[i]);
}
powerups = [];
// Reset balls
for (var j = balls.length - 1; j >= 0; j--) {
game.removeChild(balls[j]);
}
balls = [];
// Create new ball
createBall();
// Create new level
createLevel(level);
// Show level message
instructionTxt.setText('Level ' + level + ' - Tap to start');
instructionTxt.visible = true;
// Reset game state
gameState = 'ready';
}
function gameOver() {
gameState = 'gameover';
// Clear powerups
for (var i = powerups.length - 1; i >= 0; i--) {
game.removeChild(powerups[i]);
}
powerups = [];
// Show game over
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
}
// Event handlers
function handleMove(x, y, obj) {
if (dragNode && gameState === 'playing') {
dragNode.x = Math.max(paddle.width / 2, Math.min(2048 - paddle.width / 2, x));
// If ball is attached to paddle, move it too
for (var i = 0; i < balls.length; i++) {
if (!balls[i].active) {
balls[i].x = dragNode.x;
}
}
}
}
game.down = function (x, y, obj) {
if (gameState === 'ready') {
startGame();
}
dragNode = paddle;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = handleMove;
game.update = function () {
// Update balls
for (var i = 0; i < balls.length; i++) {
balls[i].update();
}
// Update bullets
for (var k = bullets.length - 1; k >= 0; k--) {
var bullet = bullets[k];
bullet.update();
// Remove bullet if it goes off-screen
if (bullet.y < 0) {
bullets.splice(k, 1);
bullet.destroy();
}
}
// Update powerups
for (var j = 0; j < powerups.length; j++) {
powerups[j].update();
}
// Check collisions
if (gameState === 'playing') {
checkCollisions();
}
};
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -194,8 +194,20 @@
anchorX: 0.5,
anchorY: 0.5
});
break;
+ case 'shield':
+ powerupGraphics = self.attachAsset('powerup_shield', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ break;
+ case 'laser':
+ powerupGraphics = self.attachAsset('powerup_laser', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ break;
}
};
self.update = function () {
self.y += self.fallSpeed;
@@ -496,9 +508,9 @@
var powerup = new PowerUp();
powerup.x = x;
powerup.y = y;
// Random powerup type
- var types = ['expand', 'multiball', 'slow', 'grow'];
+ var types = ['expand', 'multiball', 'slow', 'grow', 'shield', 'laser'];
var randomType = types[Math.floor(Math.random() * types.length)];
powerup.setType(randomType);
game.addChild(powerup);
powerups.push(powerup);
@@ -547,13 +559,8 @@
balls[i].radius /= 2.0;
}
}, 10000);
break;
- case 'shift':
- for (var i = 0; i < bricks.length; i++) {
- bricks[i].y += bricks[i].height * 2 + 20; // Move each brick down by twice its height plus additional padding
- }
- break;
case 'slow':
// Slow down all balls for 10 seconds
for (var j = 0; j < balls.length; j++) {
balls[j].speed = 5;
@@ -563,8 +570,32 @@
balls[j].speed = 10;
}
}, 10000);
break;
+ case 'shield':
+ // Implement shield effect: temporarily protect the paddle from losing a life
+ // Example: Add a visual effect or change paddle color to indicate shield is active
+ paddleGraphics.tint = 0x00FF00; // Change paddle color to green
+ LK.setTimeout(function () {
+ paddleGraphics.tint = 0xFFFFFF; // Revert paddle color after shield duration
+ }, 10000); // Shield lasts for 10 seconds
+ break;
+ case 'laser':
+ // Implement laser effect: allow the paddle to shoot lasers for a short duration
+ // Example: Change paddle color to indicate laser mode
+ paddleGraphics.tint = 0xFF0000; // Change paddle color to red
+ var laserInterval = LK.setInterval(function () {
+ var laser = new Bullet();
+ laser.x = paddle.x;
+ laser.y = paddle.y - paddle.height / 2;
+ game.addChild(laser);
+ bullets.push(laser);
+ }, 500); // Fire laser every 500ms
+ LK.setTimeout(function () {
+ LK.clearInterval(laserInterval);
+ paddleGraphics.tint = 0xFFFFFF; // Revert paddle color after laser duration
+ }, 10000); // Laser mode lasts for 10 seconds
+ break;
}
}
function levelComplete() {
// Increment level