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 '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 ****/ // Add background image // New visual for 'grow' powerup 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() { // 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 + 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 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
@@ -170,14 +170,8 @@
// Set different colors for different powerup types
self.setType = function (type) {
self.type = type;
switch (type) {
- case 'reverse':
- powerupGraphics = self.attachAsset('powerup_reverse', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- break;
case 'expand':
powerupGraphics = self.attachAsset('powerup_expand', {
anchorX: 0.5,
anchorY: 0.5
@@ -280,9 +274,9 @@
0x9400D3 // Violet
];
// Create UI elements
var lives = 100; // Initial number of lives
-var livesTxt = new Text2('Ball: ' + lives, {
+var livesTxt = new Text2('Lives: ' + lives, {
size: 80,
fill: 0xFFFFFF
});
livesTxt.anchor.set(0.5, 0);
@@ -533,29 +527,16 @@
var powerup = new PowerUp();
powerup.x = x;
powerup.y = y;
// Random powerup type
- var types = ['expand', 'multiball', 'slow', 'grow', 'laser', 'freeze', 'shrink', 'invert', 'reverse'];
+ 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 'reverse':
- // Reverse 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); // Reverse duration
- break;
case 'expand':
paddle.expand();
break;
case 'multiball':