User prompt
göselinide ekle
User prompt
gezinen tuğlalar olsun
User prompt
kuş tuğla özelliğinde olmalı
User prompt
olmadı top kuşa değdiğinde kuş yok olmalı
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (bullet.x + bullet.width / 2 > bird.x - bird.width / 2 && bullet.x - bullet.width / 2 < bird.x + bird.width / 2 && bullet.y + bullet.height / 2 > bird.y - bird.height / 2 && bullet.y - bullet.height / 2 < bird.y + bird.height / 2) {' Line Number: 811
User prompt
kuşlar tuğlalar gibi kırılabilsin
User prompt
Please fix the bug: 'ReferenceError: flyingBricks is not defined' in or related to this line: 'for (var b = flyingBricks.length - 1; b >= 0; b--) {' Line Number: 789
User prompt
kuşları tuğlaya çevir
User prompt
Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'for (var b = birds.length - 1; b >= 0; b--) {' Line Number: 788
User prompt
orta kısımda sağa sola yukarı aşağı random kuşlar uçsun ve top bu kuşlara değdiğinde kuş kırılsın
User prompt
Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'checkCollisions();' Line Number: 804
User prompt
Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'for (var b = 0; b < birds.length; b++) {' Line Number: 806
User prompt
orta kısımda sağa sola yukarı aşağı random kuşlar uçsun ve top bu kuşlara değdiğinde tuğla gibi kırılsın
User prompt
kuşlar tuğlalar gibi parçalansın
User prompt
Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'for (var b = 0; b < birds.length; b++) {' Line Number: 788
User prompt
orta kısımda sağa sola yukarı aşağı random kuşlar uçsun ve top bu kuşlara değdiğinde kuş kırılsın
User prompt
the ball may hit the birds
User prompt
top kuşlara çarpabilsin
User prompt
Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'for (var b = birds.length - 1; b >= 0; b--) {' Line Number: 788
User prompt
orta kısımda sağa sola yukarı aşağı random kuşlar uçsun ve top bu kuşlara değdiğinde kuş yok olsun
User prompt
top kuşlarada çarpsın
User prompt
rastgele uçsunlar sağa sola yukarı ve aşağı top onlara değdiğinde yok olsunlar
User prompt
Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'for (var b = 0; b < birds.length; b++) {' Line Number: 783
User prompt
orta kısımlarda kuşlarda uçsun ve top bu kuşlara değdiğinde kuş parçalansın
User prompt
daha sık spawn olsun
/**** * 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 Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 4 - 2; // Random speed between -2 and 2 self.speedY = Math.random() * 4 - 2; // Random speed between -2 and 2 self.update = function () { self.x += self.speedX; self.y += self.speedY; // Bounce off walls if (self.x < 0 || self.x > 2048) { self.speedX = -self.speedX; } if (self.y < 0 || self.y > 2732) { self.speedY = -self.speedY; } }; 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 'laser': powerupGraphics = self.attachAsset('powerup_laser', { anchorX: 0.5, anchorY: 0.5 }); break; case 'freeze': powerupGraphics = self.attachAsset('powerup_freeze', { anchorX: 0.5, anchorY: 0.5 }); break; case 'shrink': powerupGraphics = self.attachAsset('powerup_shrink', { anchorX: 0.5, anchorY: 0.5 }); break; case 'invert': powerupGraphics = self.attachAsset('powerup_invert', { 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 ****/ // New visual for 'grow' powerup // Add background image Paddle.prototype.setTint = function (color) { this.children[0].tint = color; // Assuming the first child is paddleGraphics }; 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('Lives: ' + 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() { // Initialize game elements var birds = []; for (var i = 0; i < 5; i++) { // Add 5 birds var bird = new Bird(); bird.x = Math.random() * 2048; bird.y = Math.random() * 2732; game.addChild(bird); birds.push(bird); } 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 + bullet.width / 2 > brick.x - brick.width / 2 && bullet.x - bullet.width / 2 < brick.x + brick.width / 2 && bullet.y + bullet.height / 2 > brick.y - brick.height / 2 && bullet.y - bullet.height / 2 < 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()); // Chance to spawn powerup from bullet-destroyed brick if (Math.random() < brick.powerupChance) { spawnPowerup(brick.x, brick.y); } 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', 'laser', 'freeze', 'shrink', 'invert']; 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 'laser': // Implement laser effect: allow the paddle to shoot lasers for a short duration // Example: Change paddle color to indicate laser mode paddle.setTint(0xFF0000); // Change paddle color to red LK.getSound('laser').play(); // Play laser sound when laser powerup is activated 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); LK.getSound('laser').play(); // Play laser sound on each shot }, 500); // Fire laser every 500ms LK.setTimeout(function () { LK.clearInterval(laserInterval); paddle.setTint(0xFFFFFF); // Revert paddle color after laser duration }, 10000); // Laser mode lasts for 10 seconds break; case 'freeze': // Freeze all balls for 5 seconds for (var j = 0; j < balls.length; j++) { balls[j].speed = 0; } LK.setTimeout(function () { for (var j = 0; j < balls.length; j++) { balls[j].speed = 10; // Restore original speed } }, 5000); // Freeze duration break; case 'shrink': // Shrink all balls for 10 seconds for (var i = 0; i < balls.length; i++) { tween(balls[i], { scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); balls[i].radius *= 0.5; } 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 /= 0.5; } }, 10000); break; case 'invert': // Invert the direction of all balls for 5 seconds for (var j = 0; j < balls.length; j++) { balls[j].directionX = -balls[j].directionX; balls[j].directionY = -balls[j].directionY; } LK.setTimeout(function () { for (var j = 0; j < balls.length; j++) { balls[j].directionX = -balls[j].directionX; balls[j].directionY = -balls[j].directionY; } }, 5000); // Invert duration 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 birds for (var b = 0; b < birds.length; b++) { birds[b].update(); } // Check for ball-bird collisions for (var i = 0; i < balls.length; i++) { var ball = balls[i]; for (var b = birds.length - 1; b >= 0; b--) { var bird = birds[b]; if (ball.x + ball.radius > bird.x - bird.width / 2 && ball.x - ball.radius < bird.x + bird.width / 2 && ball.y + ball.radius > bird.y - bird.height / 2 && ball.y - ball.radius < bird.y + bird.height / 2) { // Bird hit by ball birds.splice(b, 1); bird.destroy(); LK.getSound('break').play(); } } } // 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
@@ -81,9 +81,9 @@
self.speedY = Math.random() * 4 - 2; // Random speed between -2 and 2
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
- // Bounce off the walls
+ // Bounce off walls
if (self.x < 0 || self.x > 2048) {
self.speedX = -self.speedX;
}
if (self.y < 0 || self.y > 2732) {
@@ -275,9 +275,8 @@
var paddle = null;
var balls = [];
var bricks = [];
var bullets = []; // Define bullets array to track bullet instances
-var birds = []; // Define birds array to track bird instances
var powerups = [];
var gameState = 'ready'; // 'ready', 'playing', 'gameover'
var dragNode = null;
// Colors for bricks
@@ -326,12 +325,12 @@
instructionTxt.y = 150;
LK.gui.top.addChild(instructionTxt);
// Initialize game elements
function initGame() {
- // Initialize game elements
+ // Initialize game elements
var birds = [];
for (var i = 0; i < 5; i++) {
- // Create 5 birds
+ // Add 5 birds
var bird = new Bird();
bird.x = Math.random() * 2048;
bird.y = Math.random() * 2732;
game.addChild(bird);
@@ -492,23 +491,8 @@
break; // Only hit one brick per frame
}
}
}
- // Check for ball-bird collisions
- for (var i = 0; i < balls.length; i++) {
- var ball = balls[i];
- if (ball.active) {
- for (var b = birds.length - 1; b >= 0; b--) {
- var bird = birds[b];
- if (ball.intersects(bird)) {
- birds.splice(b, 1);
- bird.destroy();
- ball.directionY = -ball.directionY; // Bounce the ball off the bird
- break; // Only destroy one bird 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--) {
@@ -767,18 +751,21 @@
for (var i = 0; i < balls.length; i++) {
balls[i].update();
}
// Update birds
- for (var b = birds.length - 1; b >= 0; b--) {
- var bird = birds[b];
- bird.update();
- // Check for collision with any active ball
- for (var i = 0; i < balls.length; i++) {
- var ball = balls[i];
- if (ball.active && ball.intersects(bird)) {
+ for (var b = 0; b < birds.length; b++) {
+ birds[b].update();
+ }
+ // Check for ball-bird collisions
+ for (var i = 0; i < balls.length; i++) {
+ var ball = balls[i];
+ for (var b = birds.length - 1; b >= 0; b--) {
+ var bird = birds[b];
+ if (ball.x + ball.radius > bird.x - bird.width / 2 && ball.x - ball.radius < bird.x + bird.width / 2 && ball.y + ball.radius > bird.y - bird.height / 2 && ball.y - ball.radius < bird.y + bird.height / 2) {
+ // Bird hit by ball
birds.splice(b, 1);
bird.destroy();
- break; // Only destroy one bird per frame
+ LK.getSound('break').play();
}
}
}
// Update bullets