User prompt
topun bir çok küçük topa bölünebileceği bir powerup ekle. ayrı görseli olsun
User prompt
ayrı görsel ekle
User prompt
topun bir çok küçük topa bölünebileceği bir powerup ekle
User prompt
bu powerup topu daha büyük olsun
User prompt
bu powerup için ayrı görsel
User prompt
topu büyüten bir powerup ekle
User prompt
powerup rekleri olmasın
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'powerupGraphics.tint = 0x0000FF; // Blue' Line Number: 207
User prompt
her powerup için ayrı görsel olsun
User prompt
lives yazısını ball olarak değiştir
User prompt
200 ve katları olsun
User prompt
skor 500 ve katları olduğunda fazladan 1 lives versin
User prompt
kurşun tuğlaya çarptığında ses olsun
User prompt
her çeşit tuğla için ayrı görsel olsun
User prompt
her çeşit tuğla için ayrı görsel olsun
User prompt
tuğlaları eski haline getir
User prompt
10 adet backroun görseli random değişsin
User prompt
çubuk genişlediğinde görseli değişsin
User prompt
çubuk genişlediğinde görseli değişsin
User prompt
backround image
User prompt
yeşil çerçeveyi kaldır
User prompt
arkaplandaki yeşil rengi kaldır
User prompt
Please fix the bug: 'changeBackground is not defined' in or related to this line: 'changeBackground();' Line Number: 335
User prompt
her bölüm için ayrı duvar kağıdı rastgele değişsin
User prompt
her bölüm bittiğinde arka plan rastgele değişsin
/**** * 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 'split': powerupGraphics = self.attachAsset('powerup_split', { 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', 'split']; 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 'split': // Split each ball into three smaller balls var newBalls = []; for (var i = 0; i < balls.length; i++) { for (var j = 0; j < 3; j++) { var newBall = createBall(); newBall.x = balls[i].x; newBall.y = balls[i].y; // Random direction for each new ball var angle = (Math.random() * 120 - 60) * Math.PI / 180; newBall.directionX = Math.sin(angle); newBall.directionY = -Math.cos(angle); newBall.active = true; newBalls.push(newBall); } } balls = balls.concat(newBalls); 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; } } 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
@@ -218,10 +218,10 @@
/****
* Game Code
****/
-// New visual for 'grow' powerup
// Add background image
+// New visual for 'grow' powerup
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -502,9 +502,9 @@
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', 'split'];
var randomType = types[Math.floor(Math.random() * types.length)];
powerup.setType(randomType);
game.addChild(powerup);
powerups.push(powerup);
@@ -554,25 +554,24 @@
}
}, 10000);
break;
case 'split':
+ // Split each ball into three smaller balls
+ var newBalls = [];
for (var i = 0; i < balls.length; i++) {
for (var j = 0; j < 3; j++) {
- // Create 3 smaller balls
var newBall = createBall();
newBall.x = balls[i].x;
newBall.y = balls[i].y;
- newBall.radius = balls[i].radius / 2; // Smaller size
- newBall.scale.set(0.5, 0.5); // Visually smaller
- var angle = Math.random() * 360 * Math.PI / 180;
+ // Random direction for each new ball
+ var angle = (Math.random() * 120 - 60) * Math.PI / 180;
newBall.directionX = Math.sin(angle);
- newBall.directionY = Math.cos(angle);
- if (newBall.directionY > 0) {
- newBall.directionY = -newBall.directionY; // Ensure upward movement
- }
+ newBall.directionY = -Math.cos(angle);
newBall.active = true;
+ newBalls.push(newBall);
}
}
+ balls = balls.concat(newBalls);
break;
case 'slow':
// Slow down all balls for 10 seconds
for (var j = 0; j < balls.length; j++) {