User prompt
backround image
User prompt
bullet sound
User prompt
daha az kurşun atsın
User prompt
daha seyrek kurşun atsın
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'paddle.down = function (x, y, obj) {' Line Number: 547
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'paddle.down = function (x, y, obj) {' Line Number: 545
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'paddle.down = function (x, y, obj) {' Line Number: 547
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'paddle.down = function (x, y, obj) {' Line Number: 545
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'paddle.down = function (x, y, obj) {' Line Number: 536
User prompt
sadece çubuğa dokunduğunda kurşun atsın, ekrana dokunduğunda kurşun atmasın
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target === paddle) {' Line Number: 535
User prompt
sadece çubuğa dokunduğunda kurşun atsın
User prompt
Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var k = bullets.length - 1; k >= 0; k--) {' Line Number: 551
User prompt
çubuğa dokununca kurşun atsın kurşunlar tuğlaları yok etsin
User prompt
Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var b = bullets.length - 1; b >= 0; b--) {' Line Number: 385
User prompt
shooting tuğlaları kırsın
User prompt
Please fix the bug: 'Uncaught ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 501
User prompt
çubuğa tıkladıkça ateş etsin
User prompt
Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var k = bullets.length - 1; k >= 0; k--) {' Line Number: 384
User prompt
atışlar tuğlaları kırsın
User prompt
Please fix the bug: 'Uncaught ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 502
User prompt
ekrana tıkladıkça ateş etsin
User prompt
Please fix the bug: 'Uncaught ReferenceError: bullets is not defined' in or related to this line: 'bullets.push(bullet);' Line Number: 204
User prompt
Please fix the bug: 'Uncaught ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 185
User prompt
ekrana tıkladıkça ateş etsin
/**** * 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.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); 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.tint = 0x00FF00; // Green break; case 'multiball': powerupGraphics.tint = 0xFF00FF; // Purple break; case 'slow': powerupGraphics.tint = 0x0000FF; // Blue break; } }; self.update = function () { self.y += self.fallSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Add background image asset // Game variables 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() { // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Create paddle 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(); // 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()); // 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()) { // 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']; 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 '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
@@ -177,8 +177,9 @@
/****
* Game Code
****/
+// Add background image asset
// Game variables
var level = 1;
var paddle = null;
var balls = [];
@@ -233,9 +234,17 @@
instructionTxt.y = 150;
LK.gui.top.addChild(instructionTxt);
// Initialize game elements
function initGame() {
- // Reset score
+ // Add background image
+ var background = LK.getAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ background.x = 2048 / 2;
+ background.y = 2732 / 2;
+ game.addChild(background);
+ // Create paddle
LK.setScore(0);
scoreTxt.setText('0');
// Create paddle
paddle = new Paddle();