From 49f3769b5445e74455df0b38e1ad3ba139eaade7 Mon Sep 17 00:00:00 2001 From: Renan LE CARO Date: Mon, 21 Apr 2025 13:25:06 +0200 Subject: [PATCH] Build 29087244 --- Readme.md | 12 +- app/build.gradle.kts | 4 +- app/src/main/assets/index.html | 2 +- dist/index.html | 819 ++++--- src/PWA/sw-b71.js | 2 +- src/creative.ts | 84 +- src/data/levels.json | 2 +- src/data/version.json | 2 +- src/game.less | 7 +- src/game.ts | 5 +- src/gameStateMutators.ts | 3840 ++++++++++++++++---------------- src/game_utils.ts | 21 +- src/levelEditor.ts | 12 +- src/loadGameData.test.ts | 8 - src/migrations.ts | 13 +- src/options.ts | 3 +- src/pure_functions.ts | 52 +- src/render.ts | 111 +- src/settings.ts | 2 +- src/types.d.ts | 2 +- src/upgrades.ts | 19 +- 21 files changed, 2505 insertions(+), 2517 deletions(-) diff --git a/Readme.md b/Readme.md index a29f201..b90c49e 100644 --- a/Readme.md +++ b/Readme.md @@ -10,20 +10,14 @@ Break colourful bricks, catch bouncing coins and select powerful upgrades ! - [F-Droid](https://f-droid.org/en/packages/me.lecaro.breakout/) - [Google Play](https://play.google.com/store/apps/details?id=me.lecaro.breakout) - [GitLab](https://gitlab.com/lecarore/breakout71) - -# Current priorities - -The goal of this project is to make a game used by many people. -The game is already pretty fun. - -I'm now trying to translate it to (Lebanese) Arabic, Russian and (Chilean) Spanish. -Other translation are very welcome, contact me if you'd like to submit one. - # Changelog ## To do ## Done +- apply percentage boost to combo shown on brick +- smaller puck now gives +50% coins per level +- transparency now gives +50% coins if ALL balls are fully transparent, less otherwise - new perk : sticky coins (coins stick to bricks) - left/top/right is laval perks : at level 2+, the corresponding borders completely disappears (reachable with limitless) - new perk : three cushion (gain point for indirect hits) diff --git a/app/build.gradle.kts b/app/build.gradle.kts index 8058c74..e0e732c 100644 --- a/app/build.gradle.kts +++ b/app/build.gradle.kts @@ -29,8 +29,8 @@ android { applicationId = "me.lecaro.breakout" minSdk = 21 targetSdk = 34 - versionCode = 29085904 - versionName = "29085904" + versionCode = 29087244 + versionName = "29087244" testInstrumentationRunner = "androidx.test.runner.AndroidJUnitRunner" vectorDrawables { useSupportLibrary = true diff --git a/app/src/main/assets/index.html b/app/src/main/assets/index.html index ce5cadd..9e51522 100644 --- a/app/src/main/assets/index.html +++ b/app/src/main/assets/index.html @@ -1 +1 @@ -Breakout 71 \ No newline at end of file +Breakout 71 \ No newline at end of file diff --git a/dist/index.html b/dist/index.html index 558f431..108b14a 100644 --- a/dist/index.html +++ b/dist/index.html @@ -1130,7 +1130,7 @@ async function openMainMenu() { } function donationNag(gameState) { if (!(0, _options.isOptionOn)("donation_reminder")) return []; - const hours = (0, _pureFunctions.hoursSpentPlaying)(); + const hours = (0, _gameUtils.hoursSpentPlaying)(); return [ { text: (0, _i18N.t)("main_menu.donate", { @@ -1578,7 +1578,7 @@ module.exports = JSON.parse("{\"_\":\"\",\"B\":\"black\",\"W\":\"#FFFFFF\",\"g\" module.exports = JSON.parse('[{"name":"71 mini","size":5,"bricks":"bbb____bt__btt__b_t___ttt","color":""},{"name":"Butterfly","bricks":"_________bb_t_t_bbbbb_t_bbbbbbbtbbbb_bbbtbbb____btb____bbbtbbb__bb_t_bb__________","size":9,"color":""},{"name":"Castle","size":7,"bricks":"s_s_s_ssssssssssBBBssssBBBssttbbbttttbbbtttbtbtbt","color":""},{"name":"Eyes","size":9,"bricks":"ttttttt__tWWWWWWW_tWrrWttW_tWWWWWWW_ttttttt_____t______ttttt____ttttt_____t_t","color":"","credit":"My favorite character in 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14","credit":""},{"color":"","size":10,"bricks":"___________Oyyyyyyy__Oyyyyyyy__Oyy__Oyy__Oyy_______Oyyyyyyy_______Oyy__Oyy__Oyy__Oyyyyyyy__Oyyyyyyy_","name":"S","credit":""},{"color":"","size":11,"bricks":"____________S_vvv_SSS__S___v___S__SSS_vvv_S__________S__S_vvv_SSS__S___v______SSS_vvv_S____S_____S__v_SSS_SSS____________","name":"Abstract 15","credit":"Just random strokes"},{"color":"","size":11,"bricks":"________________________RRRRR_____RRRRRRRRR__kkkOOkO___kOkOOOkOOO_kOkkOOOkOOOkkOOOOkkkk___OOOOOOO________________________","name":"Mario!","credit":"Suggested by Nicolas03. A Mario level ! Sprite taken from https://art.pixilart.com/sr2d5c0683c82aws3.png . The sprite belongs to Nintendo"},{"color":"","size":16,"bricks":"___llltCCttBC______lllCBBttCB______lttbBbtltt______ltBrBClttt______lttCCCttBt______llttCBtttt______ltCBCttlll______ltBCCtCtCt______lttCCBCBrB______llltBCCtrB______ttttttlltt______CBrttlllll______CBrBCttttl______ttCCBttBtl______tttCCCtCCt______tBttBtltBt___","name":"Minesweeper","credit":"Suggested by Noodlemire. For once, you\'ll want to trigger as many mines as possible."},{"color":"","size":19,"bricks":"__________________________________________________________________________________________________________________________WWW_______________WrrrW_____________WrWWWrW____________WrWBWrW____________WrWWWrW_____________WrrrW_______________WWW__________________________________________________________________________________________________________________________","name":"Target","credit":"Suggested by Noodlemire. Unusually small level, with lots of room to miss your shots. Acts as decent aim practice."},{"color":"","size":10,"bricks":"__________rrrrr_____WWrWWrrrrrWWrWWWWrWWWWrWWWWrWWrWrWWWWrWWWrWWWrWrWW_____WrWWW____________________","name":"The Boys","credit":"Suggested by Bearded-Axe. My boys initals"},{"color":"#115988","size":21,"bricks":"__________________________________________________yy_______________yy__yy__yy___________yy__yy__yy____________yy__yy_yy_________y__yy__yy_yy________yyy_yyy_yy_yy_________yy__yy_yyyyy__________yy_yyyyyyyy___yyy____yyyyygggyyy__yyy______yyygBBBgyy_yyy________ygBBBBBgyyyy__W______ygBBBBBgyyy__________yygBBBgyyyy___________yygBgyyyy____________yyyByyyy_____________yyyyByy_______________yyByy_________________r_________________________________","name":"A Very Dangerous High-Five","credit":"Suggested by Noodlemire. A unique shape, fun to bounce the ball between fingers. The palm was initially boring on its own, so I gave it a big bomb. It adds a distinct feeling between the top and bottom halves."},{"name":"icon:buoy","size":7,"bricks":"___b______b_____bbb__abbbbbaaatttaaaaataaaaaaaaaa","svg":null,"color":""},{"name":"icon:ottawa_treaty","size":8,"bricks":"BBtWWtBBBttWWttBtWWtttWtttWWWWtttttWWtttttWWWtttBWWtWttBBBtttWBB","svg":null,"color":""},{"name":"icon:three_cushion","size":8,"bricks":"BkkkkkkBk___W__kk__W_W_kk_W___WkkW___y_kk_W____kk__W___kBkkkkkkB","svg":null,"color":""},{"name":"icon:sticky_coins","size":8,"bricks":"__________yy_yy___tttty__ytttt___ytttt____tttty______yy_________","svg":null,"color":""}]'); },{}],"iyP6E":[function(require,module,exports,__globalThis) { -module.exports = JSON.parse("\"29085904\""); +module.exports = JSON.parse("\"29087244\""); },{}],"1u3Dx":[function(require,module,exports,__globalThis) { var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); @@ -2523,7 +2523,7 @@ try { warnedUserAboutLSIssue = true; (0, _toast.toast)(`Storage issue : ${e?.message}`); } - console.warn('Reading ' + key, e); + console.warn("Reading " + key, e); } } catch (e) { console.warn(e); @@ -2627,8 +2627,8 @@ var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); parcelHelpers.defineInteropFlag(exports); parcelHelpers.export(exports, "clamp", ()=>clamp); parcelHelpers.export(exports, "comboKeepingRate", ()=>comboKeepingRate); -parcelHelpers.export(exports, "hoursSpentPlaying", ()=>hoursSpentPlaying); parcelHelpers.export(exports, "shouldCoinsStick", ()=>shouldCoinsStick); +parcelHelpers.export(exports, "ballTransparency", ()=>ballTransparency); parcelHelpers.export(exports, "coinsBoostedCombo", ()=>coinsBoostedCombo); parcelHelpers.export(exports, "miniMarkDown", ()=>miniMarkDown); parcelHelpers.export(exports, "firstWhere", ()=>firstWhere); @@ -2640,31 +2640,25 @@ parcelHelpers.export(exports, "catchRateBest", ()=>catchRateBest); parcelHelpers.export(exports, "catchRateGood", ()=>catchRateGood); parcelHelpers.export(exports, "missesBest", ()=>missesBest); parcelHelpers.export(exports, "missesGood", ()=>missesGood); -var _settings = require("./settings"); -var _gameUtils = require("./game_utils"); function clamp(value, min, max) { return Math.max(min, Math.min(value, max)); } function comboKeepingRate(level) { return clamp(1 - 1 / (1 + level) * 1.5, 0, 1); } -function hoursSpentPlaying() { - try { - const timePlayed = (0, _settings.getSettingValue)("breakout_71_total_play_time", 0); - return Math.floor(timePlayed / 1000 / 60 / 60); - } catch (e) { - return 0; - } -} function shouldCoinsStick(gameState) { return gameState.perks.sticky_coins && (!gameState.lastExplosion || gameState.lastExplosion < gameState.levelTime - 300 * gameState.perks.sticky_coins); } +function ballTransparency(ball, gameState) { + if (!gameState.perks.transparency) return 0; + return clamp(gameState.perks.transparency * (1 - ball.y / gameState.gameZoneHeight * 1.2), 0, 1); +} function coinsBoostedCombo(gameState) { let boost = 1 + gameState.perks.sturdy_bricks / 2 + gameState.perks.smaller_puck / 2; if (gameState.perks.transparency) { let min = 1; gameState.balls.forEach((ball)=>{ - const bt = (0, _gameUtils.ballTransparency)(ball, gameState); + const bt = ballTransparency(ball, gameState); if (bt < min) min = bt; }); boost += min * gameState.perks.transparency / 2; @@ -2716,7 +2710,379 @@ function firstWhere(arr, mapper) { } const wallBouncedBest = 3, wallBouncedGood = 10, levelTimeBest = 30, levelTimeGood = 60, catchRateBest = 95, catchRateGood = 90, missesBest = 3, missesGood = 6; -},{"./settings":"5blfu","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3","./game_utils":"cEeac"}],"cEeac":[function(require,module,exports,__globalThis) { +},{"@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"7OIPf":[function(require,module,exports,__globalThis) { +var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); +parcelHelpers.defineInteropFlag(exports); +parcelHelpers.export(exports, "getLevelBackground", ()=>getLevelBackground); +parcelHelpers.export(exports, "hashCode", ()=>hashCode); +var _backgroundsJson = require("./data/backgrounds.json"); +var _backgroundsJsonDefault = parcelHelpers.interopDefault(_backgroundsJson); +const backgrounds = (0, _backgroundsJsonDefault.default); +function getLevelBackground(level) { + return backgrounds[hashCode(level.name) % backgrounds.length]; +} +function hashCode(string) { + let hash = 0; + for(let i = 0; i < string.length; i++){ + let code = string.charCodeAt(i); + hash = (hash << 5) - hash + code; + hash = hash & hash; // Convert to 32bit integer + } + return Math.abs(hash); +} + +},{"./data/backgrounds.json":"31wW4","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"31wW4":[function(require,module,exports,__globalThis) { +module.exports = JSON.parse("[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\"]"); + +},{}],"6rQoT":[function(require,module,exports,__globalThis) { +var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); +parcelHelpers.defineInteropFlag(exports); +parcelHelpers.export(exports, "levelIconHTML", ()=>levelIconHTML); +let levelIconHTMLCanvas = document.createElement("canvas"); +const levelIconHTMLCanvasCtx = levelIconHTMLCanvas.getContext("2d", { + antialias: false, + alpha: true +}); +function levelIconHTML(bricks, levelSize, color) { + const size = 46; + const c = levelIconHTMLCanvas; + const ctx = levelIconHTMLCanvasCtx; + if (!ctx) return ""; + c.width = size; + c.height = size; + ctx.clearRect(0, 0, size, size); + const pxSize = size / levelSize; + for(let x = 0; x < levelSize; x++)for(let y = 0; y < levelSize; y++){ + const c = bricks[y * levelSize + x]; + if (c) { + ctx.fillStyle = c; + ctx.fillRect(Math.floor(pxSize * x), Math.floor(pxSize * y), Math.ceil(pxSize), Math.ceil(pxSize)); + } + } + return ``; +} + +},{"@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"dQKPV":[function(require,module,exports,__globalThis) { +var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); +parcelHelpers.defineInteropFlag(exports); +parcelHelpers.export(exports, "playPendingSounds", ()=>playPendingSounds); +parcelHelpers.export(exports, "sounds", ()=>sounds); +parcelHelpers.export(exports, "getAudioContext", ()=>getAudioContext); +parcelHelpers.export(exports, "getAudioRecordingTrack", ()=>getAudioRecordingTrack); +var _options = require("./options"); +let lastPlay = Date.now(); +function playPendingSounds(gameState) { + if (lastPlay > Date.now() - 60) return; + lastPlay = Date.now(); + for(let key in gameState.aboutToPlaySound){ + const soundName = key; + const ex = gameState.aboutToPlaySound[soundName]; + if (ex.vol) { + sounds[soundName](// In stress test, dim the sounds but play them + Math.min(1, ex.vol), pixelsToPan(gameState, ex.x), gameState.combo); + ex.vol = 0; + } + } +} +const sounds = { + wallBeep: (volume, pan)=>{ + if (!(0, _options.isOptionOn)("sound")) return; + createSingleBounceSound(800, pan, volume); + }, + plouf: (volume, pan)=>{ + if (!(0, _options.isOptionOn)("sound")) return; + createSingleBounceSound(500, pan, volume * 0.5); + // createWaterDropSound(800, pan, volume*0.2, 0.2,'triangle') + }, + comboIncreaseMaybe: (volume, pan, combo)=>{ + if (!(0, _options.isOptionOn)("sound")) return; + let delta = 0; + if (!isNaN(lastComboPlayed)) { + if (lastComboPlayed < combo) delta = 1; + if (lastComboPlayed > combo) delta = -1; + } + playShepard(delta, pan, volume); + lastComboPlayed = combo; + }, + comboDecrease (volume, pan, combo) { + if (!(0, _options.isOptionOn)("sound")) return; + playShepard(-1, pan, volume); + }, + coinBounce: (volume, pan, combo)=>{ + if (!(0, _options.isOptionOn)("sound")) return; + createSingleBounceSound(1200, pan, volume, 0.1, "triangle"); + }, + // void: (volume: number, pan: number) => { + // if (!isOptionOn("sound")) return; + // createSingleBounceSound(1200, pan, volume, 0.5, "sawtooth"); + // createSingleBounceSound(600, pan, volume, 0.3, "sawtooth"); + // }, + // freeze: (volume: number, pan: number) => { + // if (!isOptionOn("sound")) return; + // createSingleBounceSound(220, pan, volume, 0.5, "square"); + // createSingleBounceSound(440, pan, volume, 0.5, "square"); + // }, + explode: (volume, pan, combo)=>{ + if (!(0, _options.isOptionOn)("sound")) return; + createExplosionSound(pan); + }, + lifeLost (volume, pan, combo) { + if (!(0, _options.isOptionOn)("sound")) return; + createShatteredGlassSound(pan); + }, + coinCatch (volume, pan, combo) { + if (!(0, _options.isOptionOn)("sound")) return; + createSingleBounceSound(900, pan, volume, 0.1, "triangle"); + }, + colorChange (volume, pan, combo) { + createSingleBounceSound(400, pan, volume, 0.5, "sine"); + createSingleBounceSound(800, pan, volume * 0.5, 0.2, "square"); + } +}; +// How to play the code on the leftconst context = new window.AudioContext(); +let audioContext, audioRecordingTrack; +function getAudioContext() { + if (!audioContext) { + if (!(0, _options.isOptionOn)("sound")) return null; + audioContext = new (window.AudioContext || window.webkitAudioContext)(); + audioRecordingTrack = audioContext.createMediaStreamDestination(); + } + return audioContext; +} +function getAudioRecordingTrack() { + getAudioContext(); + return audioRecordingTrack; +} +function createSingleBounceSound(baseFreq = 800, pan = 0.5, volume = 1, duration = 0.1, type = "sine") { + const context = getAudioContext(); + if (!context) return; + const oscillator = createOscillator(context, baseFreq, type); + // Create a gain node to control the volume + const gainNode = context.createGain(); + oscillator.connect(gainNode); + // Create a stereo panner node for left-right panning + const panner = context.createStereoPanner(); + panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); + gainNode.connect(panner); + panner.connect(context.destination); + panner.connect(audioRecordingTrack); + // Set up the gain envelope to simulate the impact and quick decay + gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact + gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + duration); // Quick decay + // Start the oscillator + oscillator.start(context.currentTime); + // Stop the oscillator after the decay + oscillator.stop(context.currentTime + duration); +} +let noiseBuffer; +function getNoiseBuffer(context) { + if (!noiseBuffer) { + const bufferSize = context.sampleRate * 2; // 2 seconds + noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate); + const output = noiseBuffer.getChannelData(0); + // Fill the buffer with random noise + for(let i = 0; i < bufferSize; i++)output[i] = Math.random() * 2 - 1; + } + return noiseBuffer; +} +function createExplosionSound(pan = 0.5) { + const context = getAudioContext(); + if (!context) return; + // Create an audio buffer + // Create a noise source + const noiseSource = context.createBufferSource(); + noiseSource.buffer = getNoiseBuffer(context); + // Create a gain node to control the volume + const gainNode = context.createGain(); + noiseSource.connect(gainNode); + // Create a filter to shape the explosion sound + const filter = context.createBiquadFilter(); + filter.type = "lowpass"; + filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency + gainNode.connect(filter); + // Create a stereo panner node for left-right panning + const panner = context.createStereoPanner(); + panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1 + // Connect filter to panner and then to the destination (speakers) + filter.connect(panner); + panner.connect(context.destination); + panner.connect(audioRecordingTrack); + // Ramp down the gain to simulate the explosion's fade-out + gainNode.gain.setValueAtTime(1, context.currentTime); + gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1); + // Lower the filter frequency over time to create the "explosive" effect + filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1); + // Start the noise source + noiseSource.start(context.currentTime); + // Stop the noise source after the sound has played + noiseSource.stop(context.currentTime + 1); +} +function pixelsToPan(gameState, pan) { + return Math.max(0, Math.min(1, (pan - gameState.offsetXRoundedDown) / gameState.gameZoneWidthRoundedUp)); +} +let lastComboPlayed = NaN, shepard = 6; +function playShepard(delta, pan, volume) { + const shepardMax = 11, factor = 1.05945594920268, baseNote = 392; + shepard += delta; + if (shepard > shepardMax) shepard = 0; + if (shepard < 0) shepard = shepardMax; + const play = (note)=>{ + const freq = baseNote * Math.pow(factor, note); + const diff = Math.abs(note - shepardMax * 0.5); + const maxDistanceToIdeal = 1.5 * shepardMax; + const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal)); + createSingleBounceSound(freq, pan, vol); + return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff; + }; + play(1 + shepardMax + shepard); + play(shepard); + play(-1 - shepardMax + shepard); +} +function createShatteredGlassSound(pan) { + const context = getAudioContext(); + if (!context) return; + const oscillators = [ + createOscillator(context, 3000, "square"), + createOscillator(context, 4500, "square"), + createOscillator(context, 6000, "square") + ]; + const gainNode = context.createGain(); + const noiseSource = context.createBufferSource(); + noiseSource.buffer = getNoiseBuffer(context); + oscillators.forEach((oscillator)=>oscillator.connect(gainNode)); + noiseSource.connect(gainNode); + gainNode.gain.setValueAtTime(0.2, context.currentTime); + oscillators.forEach((oscillator)=>oscillator.start()); + noiseSource.start(); + oscillators.forEach((oscillator)=>oscillator.stop(context.currentTime + 0.2)); + noiseSource.stop(context.currentTime + 0.2); + gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 0.2); + // Create a stereo panner node for left-right panning + const panner = context.createStereoPanner(); + panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); + gainNode.connect(panner); + panner.connect(context.destination); + panner.connect(audioRecordingTrack); + gainNode.connect(panner); +} +// Helper function to create an oscillator with a specific frequency +function createOscillator(context, frequency, type) { + const oscillator = context.createOscillator(); + oscillator.type = type; + oscillator.frequency.setValueAtTime(frequency, context.currentTime); + return oscillator; +} + +},{"./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"d5NoS":[function(require,module,exports,__globalThis) { +var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); +parcelHelpers.defineInteropFlag(exports); +parcelHelpers.export(exports, "options", ()=>options); +parcelHelpers.export(exports, "isOptionOn", ()=>isOptionOn); +parcelHelpers.export(exports, "toggleOption", ()=>toggleOption); +var _i18N = require("./i18n/i18n"); +var _settings = require("./settings"); +var _gameUtils = require("./game_utils"); +const options = { + sound: { + default: true, + name: (0, _i18N.t)("settings.sounds"), + help: (0, _i18N.t)("settings.sounds_help") + }, + "mobile-mode": { + default: window.innerHeight > window.innerWidth, + name: (0, _i18N.t)("settings.mobile"), + help: (0, _i18N.t)("settings.mobile_help") + }, + basic: { + default: false, + name: (0, _i18N.t)("settings.basic"), + help: (0, _i18N.t)("settings.basic_help") + }, + colorful_coins: { + default: false, + name: (0, _i18N.t)("settings.colorful_coins"), + help: (0, _i18N.t)("settings.colorful_coins_help") + }, + extra_bright: { + default: true, + name: (0, _i18N.t)("settings.extra_bright"), + help: (0, _i18N.t)("settings.extra_bright_help") + }, + smooth_lighting: { + default: true, + name: (0, _i18N.t)("settings.smooth_lighting"), + help: (0, _i18N.t)("settings.smooth_lighting_help") + }, + precise_lighting: { + default: true, + name: (0, _i18N.t)("settings.precise_lighting"), + help: (0, _i18N.t)("settings.precise_lighting_help") + }, + probabilistic_lighting: { + default: false, + name: (0, _i18N.t)("settings.probabilistic_lighting"), + help: (0, _i18N.t)("settings.probabilistic_lighting_help") + }, + contrast: { + default: false, + name: (0, _i18N.t)("settings.contrast"), + help: (0, _i18N.t)("settings.contrast_help") + }, + show_fps: { + default: false, + name: (0, _i18N.t)("settings.show_fps"), + help: (0, _i18N.t)("settings.show_fps_help") + }, + show_stats: { + default: false, + name: (0, _i18N.t)("settings.show_stats"), + help: (0, _i18N.t)("settings.show_stats_help") + }, + pointerLock: { + default: false, + name: (0, _i18N.t)("settings.pointer_lock"), + help: (0, _i18N.t)("settings.pointer_lock_help") + }, + easy: { + default: false, + name: (0, _i18N.t)("settings.kid"), + help: (0, _i18N.t)("settings.kid_help") + }, + // Could not get the sharing to work without loading androidx and all the modern android things so for now I'll just disable sharing in the android app + record: { + default: false, + name: (0, _i18N.t)("settings.record"), + help: (0, _i18N.t)("settings.record_help") + }, + fullscreen: { + default: false, + name: (0, _i18N.t)("settings.fullscreen"), + help: (0, _i18N.t)("settings.fullscreen_help") + }, + donation_reminder: { + default: (0, _gameUtils.hoursSpentPlaying)() > 5, + name: (0, _i18N.t)("settings.donation_reminder"), + help: (0, _i18N.t)("settings.donation_reminder_help") + }, + red_miss: { + default: true, + name: (0, _i18N.t)("settings.red_miss"), + help: (0, _i18N.t)("settings.red_miss_help") + }, + comboIncreaseTexts: { + default: true, + name: (0, _i18N.t)("settings.comboIncreaseTexts"), + help: (0, _i18N.t)("settings.comboIncreaseTexts_help") + } +}; +function isOptionOn(key) { + return (0, _settings.getSettingValue)("breakout-settings-enable-" + key, options[key]?.default); +} +function toggleOption(key) { + (0, _settings.setSettingValue)("breakout-settings-enable-" + key, !isOptionOn(key)); +} + +},{"./i18n/i18n":"eNPRm","./settings":"5blfu","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3","./game_utils":"cEeac"}],"cEeac":[function(require,module,exports,__globalThis) { var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); parcelHelpers.defineInteropFlag(exports); parcelHelpers.export(exports, "describeLevel", ()=>describeLevel); @@ -2748,10 +3114,10 @@ parcelHelpers.export(exports, "highScoreText", ()=>highScoreText); parcelHelpers.export(exports, "getLevelUnlockCondition", ()=>getLevelUnlockCondition); parcelHelpers.export(exports, "getBestScoreMatching", ()=>getBestScoreMatching); parcelHelpers.export(exports, "reasonLevelIsLocked", ()=>reasonLevelIsLocked); -parcelHelpers.export(exports, "ballTransparency", ()=>ballTransparency); parcelHelpers.export(exports, "getCoinRenderColor", ()=>getCoinRenderColor); parcelHelpers.export(exports, "getCornerOffset", ()=>getCornerOffset); parcelHelpers.export(exports, "isInWebView", ()=>isInWebView); +parcelHelpers.export(exports, "hoursSpentPlaying", ()=>hoursSpentPlaying); var _loadGameData = require("./loadGameData"); var _i18N = require("./i18n/i18n"); var _pureFunctions = require("./pure_functions"); @@ -3026,10 +3392,6 @@ function reasonLevelIsLocked(levelIndex, history, mentionBestScore) { }) + reachedText }; } -function ballTransparency(ball, gameState) { - if (!gameState.perks.transparency) return 0; - return (0, _pureFunctions.clamp)(gameState.perks.transparency * (1 - ball.y / gameState.gameZoneHeight * 1.2), 0, 1); -} function getCoinRenderColor(gameState, coin) { if (gameState.perks.metamorphosis || (0, _options.isOptionOn)("colorful_coins") || gameState.perks.hypnosis || gameState.perks.rainbow) return coin.color; return "#ffd300"; @@ -3038,380 +3400,16 @@ function getCornerOffset(gameState) { return (gameState.levelTime ? gameState.perks.corner_shot * gameState.brickWidth : 0) - gameState.perks.unbounded * gameState.brickWidth; } const isInWebView = !!window.location.href.includes("isInWebView=true"); - -},{"./loadGameData":"l1B4x","./i18n/i18n":"eNPRm","./pure_functions":"6pQh7","./upgrades":"1u3Dx","./getLevelBackground":"7OIPf","./settings":"5blfu","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"7OIPf":[function(require,module,exports,__globalThis) { -var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); -parcelHelpers.defineInteropFlag(exports); -parcelHelpers.export(exports, "getLevelBackground", ()=>getLevelBackground); -parcelHelpers.export(exports, "hashCode", ()=>hashCode); -var _backgroundsJson = require("./data/backgrounds.json"); -var _backgroundsJsonDefault = parcelHelpers.interopDefault(_backgroundsJson); -const backgrounds = (0, _backgroundsJsonDefault.default); -function getLevelBackground(level) { - return backgrounds[hashCode(level.name) % backgrounds.length]; -} -function hashCode(string) { - let hash = 0; - for(let i = 0; i < string.length; i++){ - let code = string.charCodeAt(i); - hash = (hash << 5) - hash + code; - hash = hash & hash; // Convert to 32bit integer +function hoursSpentPlaying() { + try { + const timePlayed = (0, _settings.getSettingValue)("breakout_71_total_play_time", 0); + return Math.floor(timePlayed / 1000 / 60 / 60); + } catch (e) { + return 0; } - return Math.abs(hash); } -},{"./data/backgrounds.json":"31wW4","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"31wW4":[function(require,module,exports,__globalThis) { -module.exports = JSON.parse("[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\"]"); - -},{}],"d5NoS":[function(require,module,exports,__globalThis) { -var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); -parcelHelpers.defineInteropFlag(exports); -parcelHelpers.export(exports, "options", ()=>options); -parcelHelpers.export(exports, "isOptionOn", ()=>isOptionOn); -parcelHelpers.export(exports, "toggleOption", ()=>toggleOption); -var _i18N = require("./i18n/i18n"); -var _settings = require("./settings"); -var _pureFunctions = require("./pure_functions"); -const options = { - sound: { - default: true, - name: (0, _i18N.t)("settings.sounds"), - help: (0, _i18N.t)("settings.sounds_help") - }, - "mobile-mode": { - default: window.innerHeight > window.innerWidth, - name: (0, _i18N.t)("settings.mobile"), - help: (0, _i18N.t)("settings.mobile_help") - }, - basic: { - default: false, - name: (0, _i18N.t)("settings.basic"), - help: (0, _i18N.t)("settings.basic_help") - }, - colorful_coins: { - default: false, - name: (0, _i18N.t)("settings.colorful_coins"), - help: (0, _i18N.t)("settings.colorful_coins_help") - }, - extra_bright: { - default: true, - name: (0, _i18N.t)("settings.extra_bright"), - help: (0, _i18N.t)("settings.extra_bright_help") - }, - smooth_lighting: { - default: true, - name: (0, _i18N.t)("settings.smooth_lighting"), - help: (0, _i18N.t)("settings.smooth_lighting_help") - }, - precise_lighting: { - default: true, - name: (0, _i18N.t)("settings.precise_lighting"), - help: (0, _i18N.t)("settings.precise_lighting_help") - }, - probabilistic_lighting: { - default: false, - name: (0, _i18N.t)("settings.probabilistic_lighting"), - help: (0, _i18N.t)("settings.probabilistic_lighting_help") - }, - contrast: { - default: false, - name: (0, _i18N.t)("settings.contrast"), - help: (0, _i18N.t)("settings.contrast_help") - }, - show_fps: { - default: false, - name: (0, _i18N.t)("settings.show_fps"), - help: (0, _i18N.t)("settings.show_fps_help") - }, - show_stats: { - default: false, - name: (0, _i18N.t)("settings.show_stats"), - help: (0, _i18N.t)("settings.show_stats_help") - }, - pointerLock: { - default: false, - name: (0, _i18N.t)("settings.pointer_lock"), - help: (0, _i18N.t)("settings.pointer_lock_help") - }, - easy: { - default: false, - name: (0, _i18N.t)("settings.kid"), - help: (0, _i18N.t)("settings.kid_help") - }, - // Could not get the sharing to work without loading androidx and all the modern android things so for now I'll just disable sharing in the android app - record: { - default: false, - name: (0, _i18N.t)("settings.record"), - help: (0, _i18N.t)("settings.record_help") - }, - fullscreen: { - default: false, - name: (0, _i18N.t)("settings.fullscreen"), - help: (0, _i18N.t)("settings.fullscreen_help") - }, - donation_reminder: { - default: (0, _pureFunctions.hoursSpentPlaying)() > 5, - name: (0, _i18N.t)("settings.donation_reminder"), - help: (0, _i18N.t)("settings.donation_reminder_help") - }, - red_miss: { - default: true, - name: (0, _i18N.t)("settings.red_miss"), - help: (0, _i18N.t)("settings.red_miss_help") - }, - comboIncreaseTexts: { - default: true, - name: (0, _i18N.t)("settings.comboIncreaseTexts"), - help: (0, _i18N.t)("settings.comboIncreaseTexts_help") - } -}; -function isOptionOn(key) { - return (0, _settings.getSettingValue)("breakout-settings-enable-" + key, options[key]?.default); -} -function toggleOption(key) { - (0, _settings.setSettingValue)("breakout-settings-enable-" + key, !isOptionOn(key)); -} - -},{"./i18n/i18n":"eNPRm","./settings":"5blfu","./pure_functions":"6pQh7","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"6rQoT":[function(require,module,exports,__globalThis) { -var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); -parcelHelpers.defineInteropFlag(exports); -parcelHelpers.export(exports, "levelIconHTML", ()=>levelIconHTML); -let levelIconHTMLCanvas = document.createElement("canvas"); -const levelIconHTMLCanvasCtx = levelIconHTMLCanvas.getContext("2d", { - antialias: false, - alpha: true -}); -function levelIconHTML(bricks, levelSize, color) { - const size = 46; - const c = levelIconHTMLCanvas; - const ctx = levelIconHTMLCanvasCtx; - if (!ctx) return ""; - c.width = size; - c.height = size; - ctx.clearRect(0, 0, size, size); - const pxSize = size / levelSize; - for(let x = 0; x < levelSize; x++)for(let y = 0; y < levelSize; y++){ - const c = bricks[y * levelSize + x]; - if (c) { - ctx.fillStyle = c; - ctx.fillRect(Math.floor(pxSize * x), Math.floor(pxSize * y), Math.ceil(pxSize), Math.ceil(pxSize)); - } - } - return ``; -} - -},{"@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"dQKPV":[function(require,module,exports,__globalThis) { -var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); -parcelHelpers.defineInteropFlag(exports); -parcelHelpers.export(exports, "playPendingSounds", ()=>playPendingSounds); -parcelHelpers.export(exports, "sounds", ()=>sounds); -parcelHelpers.export(exports, "getAudioContext", ()=>getAudioContext); -parcelHelpers.export(exports, "getAudioRecordingTrack", ()=>getAudioRecordingTrack); -var _options = require("./options"); -let lastPlay = Date.now(); -function playPendingSounds(gameState) { - if (lastPlay > Date.now() - 60) return; - lastPlay = Date.now(); - for(let key in gameState.aboutToPlaySound){ - const soundName = key; - const ex = gameState.aboutToPlaySound[soundName]; - if (ex.vol) { - sounds[soundName](// In stress test, dim the sounds but play them - Math.min(1, ex.vol), pixelsToPan(gameState, ex.x), gameState.combo); - ex.vol = 0; - } - } -} -const sounds = { - wallBeep: (volume, pan)=>{ - if (!(0, _options.isOptionOn)("sound")) return; - createSingleBounceSound(800, pan, volume); - }, - plouf: (volume, pan)=>{ - if (!(0, _options.isOptionOn)("sound")) return; - createSingleBounceSound(500, pan, volume * 0.5); - // createWaterDropSound(800, pan, volume*0.2, 0.2,'triangle') - }, - comboIncreaseMaybe: (volume, pan, combo)=>{ - if (!(0, _options.isOptionOn)("sound")) return; - let delta = 0; - if (!isNaN(lastComboPlayed)) { - if (lastComboPlayed < combo) delta = 1; - if (lastComboPlayed > combo) delta = -1; - } - playShepard(delta, pan, volume); - lastComboPlayed = combo; - }, - comboDecrease (volume, pan, combo) { - if (!(0, _options.isOptionOn)("sound")) return; - playShepard(-1, pan, volume); - }, - coinBounce: (volume, pan, combo)=>{ - if (!(0, _options.isOptionOn)("sound")) return; - createSingleBounceSound(1200, pan, volume, 0.1, "triangle"); - }, - // void: (volume: number, pan: number) => { - // if (!isOptionOn("sound")) return; - // createSingleBounceSound(1200, pan, volume, 0.5, "sawtooth"); - // createSingleBounceSound(600, pan, volume, 0.3, "sawtooth"); - // }, - // freeze: (volume: number, pan: number) => { - // if (!isOptionOn("sound")) return; - // createSingleBounceSound(220, pan, volume, 0.5, "square"); - // createSingleBounceSound(440, pan, volume, 0.5, "square"); - // }, - explode: (volume, pan, combo)=>{ - if (!(0, _options.isOptionOn)("sound")) return; - createExplosionSound(pan); - }, - lifeLost (volume, pan, combo) { - if (!(0, _options.isOptionOn)("sound")) return; - createShatteredGlassSound(pan); - }, - coinCatch (volume, pan, combo) { - if (!(0, _options.isOptionOn)("sound")) return; - createSingleBounceSound(900, pan, volume, 0.1, "triangle"); - }, - colorChange (volume, pan, combo) { - createSingleBounceSound(400, pan, volume, 0.5, "sine"); - createSingleBounceSound(800, pan, volume * 0.5, 0.2, "square"); - } -}; -// How to play the code on the leftconst context = new window.AudioContext(); -let audioContext, audioRecordingTrack; -function getAudioContext() { - if (!audioContext) { - if (!(0, _options.isOptionOn)("sound")) return null; - audioContext = new (window.AudioContext || window.webkitAudioContext)(); - audioRecordingTrack = audioContext.createMediaStreamDestination(); - } - return audioContext; -} -function getAudioRecordingTrack() { - getAudioContext(); - return audioRecordingTrack; -} -function createSingleBounceSound(baseFreq = 800, pan = 0.5, volume = 1, duration = 0.1, type = "sine") { - const context = getAudioContext(); - if (!context) return; - const oscillator = createOscillator(context, baseFreq, type); - // Create a gain node to control the volume - const gainNode = context.createGain(); - oscillator.connect(gainNode); - // Create a stereo panner node for left-right panning - const panner = context.createStereoPanner(); - panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); - gainNode.connect(panner); - panner.connect(context.destination); - panner.connect(audioRecordingTrack); - // Set up the gain envelope to simulate the impact and quick decay - gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact - gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + duration); // Quick decay - // Start the oscillator - oscillator.start(context.currentTime); - // Stop the oscillator after the decay - oscillator.stop(context.currentTime + duration); -} -let noiseBuffer; -function getNoiseBuffer(context) { - if (!noiseBuffer) { - const bufferSize = context.sampleRate * 2; // 2 seconds - noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate); - const output = noiseBuffer.getChannelData(0); - // Fill the buffer with random noise - for(let i = 0; i < bufferSize; i++)output[i] = Math.random() * 2 - 1; - } - return noiseBuffer; -} -function createExplosionSound(pan = 0.5) { - const context = getAudioContext(); - if (!context) return; - // Create an audio buffer - // Create a noise source - const noiseSource = context.createBufferSource(); - noiseSource.buffer = getNoiseBuffer(context); - // Create a gain node to control the volume - const gainNode = context.createGain(); - noiseSource.connect(gainNode); - // Create a filter to shape the explosion sound - const filter = context.createBiquadFilter(); - filter.type = "lowpass"; - filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency - gainNode.connect(filter); - // Create a stereo panner node for left-right panning - const panner = context.createStereoPanner(); - panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1 - // Connect filter to panner and then to the destination (speakers) - filter.connect(panner); - panner.connect(context.destination); - panner.connect(audioRecordingTrack); - // Ramp down the gain to simulate the explosion's fade-out - gainNode.gain.setValueAtTime(1, context.currentTime); - gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1); - // Lower the filter frequency over time to create the "explosive" effect - filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1); - // Start the noise source - noiseSource.start(context.currentTime); - // Stop the noise source after the sound has played - noiseSource.stop(context.currentTime + 1); -} -function pixelsToPan(gameState, pan) { - return Math.max(0, Math.min(1, (pan - gameState.offsetXRoundedDown) / gameState.gameZoneWidthRoundedUp)); -} -let lastComboPlayed = NaN, shepard = 6; -function playShepard(delta, pan, volume) { - const shepardMax = 11, factor = 1.05945594920268, baseNote = 392; - shepard += delta; - if (shepard > shepardMax) shepard = 0; - if (shepard < 0) shepard = shepardMax; - const play = (note)=>{ - const freq = baseNote * Math.pow(factor, note); - const diff = Math.abs(note - shepardMax * 0.5); - const maxDistanceToIdeal = 1.5 * shepardMax; - const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal)); - createSingleBounceSound(freq, pan, vol); - return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff; - }; - play(1 + shepardMax + shepard); - play(shepard); - play(-1 - shepardMax + shepard); -} -function createShatteredGlassSound(pan) { - const context = getAudioContext(); - if (!context) return; - const oscillators = [ - createOscillator(context, 3000, "square"), - createOscillator(context, 4500, "square"), - createOscillator(context, 6000, "square") - ]; - const gainNode = context.createGain(); - const noiseSource = context.createBufferSource(); - noiseSource.buffer = getNoiseBuffer(context); - oscillators.forEach((oscillator)=>oscillator.connect(gainNode)); - noiseSource.connect(gainNode); - gainNode.gain.setValueAtTime(0.2, context.currentTime); - oscillators.forEach((oscillator)=>oscillator.start()); - noiseSource.start(); - oscillators.forEach((oscillator)=>oscillator.stop(context.currentTime + 0.2)); - noiseSource.stop(context.currentTime + 0.2); - gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 0.2); - // Create a stereo panner node for left-right panning - const panner = context.createStereoPanner(); - panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); - gainNode.connect(panner); - panner.connect(context.destination); - panner.connect(audioRecordingTrack); - gainNode.connect(panner); -} -// Helper function to create an oscillator with a specific frequency -function createOscillator(context, frequency, type) { - const oscillator = context.createOscillator(); - oscillator.type = type; - oscillator.frequency.setValueAtTime(frequency, context.currentTime); - return oscillator; -} - -},{"./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"2n0gK":[function(require,module,exports,__globalThis) { +},{"./loadGameData":"l1B4x","./i18n/i18n":"eNPRm","./pure_functions":"6pQh7","./upgrades":"1u3Dx","./getLevelBackground":"7OIPf","./settings":"5blfu","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"2n0gK":[function(require,module,exports,__globalThis) { var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js"); parcelHelpers.defineInteropFlag(exports); if ("serviceWorker" in navigator && window.location.href.endsWith("/index.html?isPWA=true")) { @@ -4318,7 +4316,7 @@ function ballTick(gameState, ball, frames) { makeLight(gameState, (0, _gameUtils.brickCenterX)(gameState, hitBrick), (0, _gameUtils.brickCenterY)(gameState, hitBrick), "#FFFFFF", gameState.brickWidth + 2, 50 * gameState.brickHP[hitBrick]); } } - if (!(0, _options.isOptionOn)("basic") && (0, _gameUtils.ballTransparency)(ball, gameState) < Math.random()) { + if (!(0, _options.isOptionOn)("basic") && (0, _pureFunctions.ballTransparency)(ball, gameState) < Math.random()) { const remainingPierce = ball.piercePoints; const remainingSapper = ball.sapperUses < gameState.perks.sapper; const willMiss = (0, _options.isOptionOn)("red_miss") && ball.vy > 0 && !ball.hitSinceBounce; @@ -4466,13 +4464,13 @@ function applyOttawaTreatyPerk(gameState, index, ball) { if (!gameState.perks.ottawa_treaty) return; if (ball.sapperUses) return; const originalColor = gameState.bricks[index]; - if (originalColor == 'black') return; + if (originalColor == "black") return; const x = index % gameState.gridSize; const y = Math.floor(index / gameState.gridSize); let converted = 0; for(let dx = -1; dx <= 1; dx++)for(let dy = -1; dy <= 1; dy++)if (dx || dy) { const nIndex = (0, _gameUtils.getRowColIndex)(gameState, y + dy, x + dx); - if (gameState.bricks[nIndex] && gameState.bricks[nIndex] === 'black') { + if (gameState.bricks[nIndex] && gameState.bricks[nIndex] === "black") { setBrick(gameState, nIndex, originalColor); schedulGameSound(gameState, "colorChange", (0, _gameUtils.brickCenterX)(gameState, index), 1); // Avoid infinite bricks generation hack @@ -4545,7 +4543,8 @@ function render(gameState) { max: (0, _gameUtils.max_levels)(gameState) }); else menuLabel.innerText = (0, _i18N.t)("play.menu_label"); - const catchRate = gameState.levelSpawnedCoins ? (gameState.score - gameState.levelStartScore) / (gameState.levelSpawnedCoins || 1) : 1; + const catchRate = gameState.levelSpawnedCoins ? (gameState.score - gameState.levelStartScore) / (gameState.levelSpawnedCoins || 1) : // gameState.levelSpawnedCoins + 1; (0, _game.startWork)("render:scoreDisplay"); scoreDisplay.innerHTML = ((0, _options.isOptionOn)("show_fps") || gameState.startParams.computer_controlled ? ` @@ -4588,7 +4587,7 @@ function render(gameState) { (0, _game.startWork)("render:halo:balls"); gameState.balls.forEach((ball, index)=>{ if (shouldSkip(index)) return; - haloCanvasCtx.globalAlpha = 0.3 * (1 - (0, _gameUtils.ballTransparency)(ball, gameState)); + haloCanvasCtx.globalAlpha = 0.3 * (1 - (0, _pureFunctions.ballTransparency)(ball, gameState)); drawFuzzyBall(haloCanvasCtx, gameState.ballsColor, gameState.ballSize * 2 * brightness / haloScale, ball.x / haloScale, ball.y / haloScale); }); (0, _game.startWork)("render:halo:bricks"); @@ -4693,7 +4692,7 @@ function render(gameState) { // Black shadow around balls ctx.globalCompositeOperation = "source-over"; gameState.balls.forEach((ball)=>{ - ctx.globalAlpha = Math.min(0.8, (0, _gameStateMutators.liveCount)(gameState.coins) / 20) * (1 - (0, _gameUtils.ballTransparency)(ball, gameState)); + ctx.globalAlpha = Math.min(0.8, (0, _gameStateMutators.liveCount)(gameState.coins) / 20) * (1 - (0, _pureFunctions.ballTransparency)(ball, gameState)); drawBall(ctx, level.color || "#000", gameState.ballSize * 6, ball.x, ball.y); }); (0, _game.startWork)("render:bricks"); @@ -4736,7 +4735,7 @@ function render(gameState) { ctx.globalCompositeOperation = "source-over"; gameState.balls.forEach((ball)=>{ const drawingColor = gameState.ballsColor; - const ballAlpha = 1 - (0, _gameUtils.ballTransparency)(ball, gameState); + const ballAlpha = 1 - (0, _pureFunctions.ballTransparency)(ball, gameState); ctx.globalAlpha = ballAlpha; // The white border around is to distinguish colored balls from coins/bg drawBall(ctx, drawingColor, gameState.ballSize, ball.x, ball.y, gameState.puckColor); @@ -5748,7 +5747,7 @@ async function editRawLevelList(nth, color = "W") { return; } if (action === "copy") { - let text = "```\n[" + (level.name || 'unnamed level')?.replace(/\[|\]/gi, " ") + "]"; + let text = "```\n[" + (level.name || "unnamed level")?.replace(/\[|\]/gi, " ") + "]"; bricks.forEach((b, bi)=>{ if (!(bi % level.size)) text += "\n"; text += b; @@ -5820,7 +5819,7 @@ async function openCreativeModePerksPicker() { value: l, disabled: !!problem, tooltip: problem || (0, _gameUtils.describeLevel)(l), - className: '' + className: "" }; }), ...customLevels.map((l)=>({ @@ -5829,23 +5828,23 @@ async function openCreativeModePerksPicker() { value: l, disabled: !l.bricks.filter((b)=>b !== "_").length, tooltip: (0, _gameUtils.describeLevel)(l), - className: '' + className: "" })) ]; - const selectedLeveOption = levelOptions.find((l)=>l.text === (0, _settings.getSettingValue)("creativeModeLevel", '')) || levelOptions[0]; - selectedLeveOption.className = 'highlight'; + const selectedLeveOption = levelOptions.find((l)=>l.text === (0, _settings.getSettingValue)("creativeModeLevel", "")) || levelOptions[0]; + selectedLeveOption.className = "highlight"; const choice = await (0, _asyncAlert.asyncAlert)({ title: (0, _i18N.t)("lab.menu_entry"), className: "actionsAsGrid", content: [ { - icon: (0, _loadGameData.icons)['icon:reset'], + icon: (0, _loadGameData.icons)["icon:reset"], value: "reset", text: (0, _i18N.t)("lab.reset"), disabled: !(0, _gameUtils.sumOfValues)(creativeModePerks) }, { - icon: (0, _loadGameData.icons)['icon:new_run'], + icon: (0, _loadGameData.icons)["icon:new_run"], value: "play", text: (0, _i18N.t)("lab.play"), disabled: !(0, _gameUtils.sumOfValues)(creativeModePerks) @@ -5869,8 +5868,8 @@ async function openCreativeModePerksPicker() { creativeModePerks[u.id] = 0; }); (0, _settings.setSettingValue)("creativeModePerks", creativeModePerks); - (0, _settings.setSettingValue)("creativeModeLevel", ''); - } else if (choice === "play" || "bricks" in choice && choice.name == (0, _settings.getSettingValue)("creativeModeLevel", '')) { + (0, _settings.setSettingValue)("creativeModeLevel", ""); + } else if (choice === "play" || "bricks" in choice && choice.name == (0, _settings.getSettingValue)("creativeModeLevel", "")) { if (await (0, _game.confirmRestart)((0, _game.gameState))) { (0, _game.restart)({ perks: creativeModePerks, @@ -6297,12 +6296,12 @@ migrate("set_breakout_71_unlocked_levels" + (0, _versionJsonDefault.default), () }); localStorage.setItem("breakout_71_unlocked_levels", JSON.stringify(breakout_71_unlocked_levels)); }); -migrate('clean_ls', ()=>{ +migrate("clean_ls", ()=>{ for(let key in localStorage)try { JSON.parse(localStorage.getItem(key) || "null"); } catch (e) { localStorage.removeItem(key); - console.warn('Removed invalid key ' + key, e); + console.warn("Removed invalid key " + key, e); } }); afterMigration(); diff --git a/src/PWA/sw-b71.js b/src/PWA/sw-b71.js index b3f3dc7..ef018fd 100644 --- a/src/PWA/sw-b71.js +++ b/src/PWA/sw-b71.js @@ -1,5 +1,5 @@ // The version of the cache. -const VERSION = "29085904"; +const VERSION = "29087244"; // The name of the cache const CACHE_NAME = `breakout-71-${VERSION}`; diff --git a/src/creative.ts b/src/creative.ts index a4dc83d..c0036f5 100644 --- a/src/creative.ts +++ b/src/creative.ts @@ -36,54 +36,54 @@ export function creativeMode(gameState: GameState) { export async function openCreativeModePerksPicker() { let creativeModePerks: Partial<{ [id in PerkId]: number }> = getSettingValue( - "creativeModePerks", - {}, - ); + "creativeModePerks", + {}, + ); const customLevels = (getSettingValue("custom_levels", []) as RawLevel[]).map( transformRawLevel, ); - while (true ) { + while (true) { + const levelOptions = [ + ...allLevels.map((l, li) => { + const problem = reasonLevelIsLocked(li, getHistory(), true)?.text || ""; + return { + icon: icons[l.name], + text: l.name, + value: l, + disabled: !!problem, + tooltip: problem || describeLevel(l), + className: "", + }; + }), + ...customLevels.map((l) => ({ + icon: levelIconHTML(l.bricks, l.size, l.color), + text: l.name, + value: l, + disabled: !l.bricks.filter((b) => b !== "_").length, + tooltip: describeLevel(l), + className: "", + })), + ]; - const levelOptions= [ - ...allLevels.map((l, li) => { - const problem = - reasonLevelIsLocked(li, getHistory(), true)?.text || ""; - return { - icon: icons[l.name], - text: l.name, - value: l, - disabled: !!problem, - tooltip: problem || describeLevel(l), - className:'' - }; - }), - ...customLevels.map((l) => ({ - icon: levelIconHTML(l.bricks, l.size, l.color), - text: l.name, - value: l, - disabled: !l.bricks.filter((b) => b !== "_").length, - tooltip: describeLevel(l), - className:'' - })) - ] + const selectedLeveOption = + levelOptions.find( + (l) => l.text === getSettingValue("creativeModeLevel", ""), + ) || levelOptions[0]; + selectedLeveOption.className = "highlight"; - const selectedLeveOption= levelOptions.find(l=>l.text===getSettingValue("creativeModeLevel", '')) || levelOptions[0] - selectedLeveOption.className= 'highlight' - - - const choice=await asyncAlert({ + const choice = await asyncAlert({ title: t("lab.menu_entry"), className: "actionsAsGrid", content: [ { - icon: icons['icon:reset'], + icon: icons["icon:reset"], value: "reset", text: t("lab.reset"), disabled: !sumOfValues(creativeModePerks), }, - { - icon: icons['icon:new_run'], + { + icon: icons["icon:new_run"], value: "play", text: t("lab.play"), disabled: !sumOfValues(creativeModePerks), @@ -106,24 +106,28 @@ export async function openCreativeModePerksPicker() { tooltip: u.help(creativeModePerks[u.id] || 1), })), t("lab.select_level"), - ...levelOptions + ...levelOptions, ], - }) - if(!choice)return + }); + if (!choice) return; if (choice === "reset") { upgrades.forEach((u) => { creativeModePerks[u.id] = 0; }); setSettingValue("creativeModePerks", creativeModePerks); - setSettingValue("creativeModeLevel", '') - } else if (choice === "play" || ("bricks" in choice && choice.name==getSettingValue("creativeModeLevel", ''))) { + setSettingValue("creativeModeLevel", ""); + } else if ( + choice === "play" || + ("bricks" in choice && + choice.name == getSettingValue("creativeModeLevel", "")) + ) { if (await confirmRestart(gameState)) { restart({ perks: creativeModePerks, level: selectedLeveOption.value, isCreativeRun: true, }); - return + return; } } else if ("bricks" in choice) { setSettingValue("creativeModeLevel", choice.name); diff --git a/src/data/levels.json b/src/data/levels.json index 6ea574f..b646970 100644 --- a/src/data/levels.json +++ b/src/data/levels.json @@ -1373,4 +1373,4 @@ "svg": null, "color": "" } -] \ No newline at end of file +] diff --git a/src/data/version.json b/src/data/version.json index c553969..6d0c81b 100644 --- a/src/data/version.json +++ b/src/data/version.json @@ -1 +1 @@ -"29085904" +"29087244" diff --git a/src/game.less b/src/game.less index b57da4f..c061798 100644 --- a/src/game.less +++ b/src/game.less @@ -585,8 +585,7 @@ h2.histogram-title strong { opacity: 0.3; } } -.not-highlighed{ - opacity: 0.8; color: #8a8a8a; - - +.not-highlighed { + opacity: 0.8; + color: #8a8a8a; } diff --git a/src/game.ts b/src/game.ts index 9bc64c3..b5d7fde 100644 --- a/src/game.ts +++ b/src/game.ts @@ -23,6 +23,7 @@ import { describeLevel, getRowColIndex, highScoreText, + hoursSpentPlaying, isInWebView, levelsListHTMl, max_levels, @@ -79,7 +80,6 @@ import { catchRateBest, catchRateGood, clamp, - hoursSpentPlaying, levelTimeBest, levelTimeGood, missesBest, @@ -248,7 +248,8 @@ setInterval(() => { }, 1000); export async function openUpgradesPicker(gameState: GameState) { - const catchRate = (gameState.score - gameState.levelStartScore) / + const catchRate = + (gameState.score - gameState.levelStartScore) / (gameState.levelSpawnedCoins || 1); let repeats = 1; diff --git a/src/gameStateMutators.ts b/src/gameStateMutators.ts index b83734e..41cae99 100644 --- a/src/gameStateMutators.ts +++ b/src/gameStateMutators.ts @@ -1,2177 +1,2177 @@ import { - Ball, - BallLike, - Coin, - colorString, - GameState, - LightFlash, - ParticleFlash, - PerkId, - ReusableArray, - TextFlash, + Ball, + BallLike, + Coin, + colorString, + GameState, + LightFlash, + ParticleFlash, + PerkId, + ReusableArray, + TextFlash, } from "./types"; import { - ballTransparency, - brickCenterX, - brickCenterY, - currentLevelInfo, - distance2, - distanceBetween, - getClosestBall, - getCoinRenderColor, - getCornerOffset, - getMajorityValue, - getPossibleUpgrades, - getRowColIndex, - isMovingWhilePassiveIncome, - isPickyEatingPossible, - max_levels, - reachRedRowIndex, - shouldPierceByColor, - telekinesisEffectRate, - yoyoEffectRate, + brickCenterX, + brickCenterY, + currentLevelInfo, + distance2, + distanceBetween, + getClosestBall, + getCoinRenderColor, + getCornerOffset, + getMajorityValue, + getPossibleUpgrades, + getRowColIndex, + isMovingWhilePassiveIncome, + isPickyEatingPossible, + max_levels, + reachRedRowIndex, + shouldPierceByColor, + telekinesisEffectRate, + yoyoEffectRate, } from "./game_utils"; -import {t} from "./i18n/i18n"; -import {icons} from "./loadGameData"; +import { t } from "./i18n/i18n"; +import { icons } from "./loadGameData"; -import {getCurrentMaxCoins, getCurrentMaxParticles} from "./settings"; -import {background} from "./render"; -import {gameOver} from "./gameOver"; +import { getCurrentMaxCoins, getCurrentMaxParticles } from "./settings"; +import { background } from "./render"; +import { gameOver } from "./gameOver"; import { - brickIndex, - fitSize, - gameState, - hasBrick, - hitsSomething, - openUpgradesPicker, - pause, - startComputerControlledGame, + brickIndex, + fitSize, + gameState, + hasBrick, + hitsSomething, + openUpgradesPicker, + pause, + startComputerControlledGame, } from "./game"; -import {stopRecording} from "./recording"; -import {isOptionOn} from "./options"; -import {clamp, coinsBoostedCombo, comboKeepingRate, shouldCoinsStick} from "./pure_functions"; -import {addToTotalScore} from "./addToTotalScore"; -import {hashCode} from "./getLevelBackground"; +import { stopRecording } from "./recording"; +import { isOptionOn } from "./options"; +import { + ballTransparency, + clamp, + coinsBoostedCombo, + comboKeepingRate, + shouldCoinsStick, +} from "./pure_functions"; +import { addToTotalScore } from "./addToTotalScore"; +import { hashCode } from "./getLevelBackground"; export function setMousePos(gameState: GameState, x: number) { - if (gameState.startParams.computer_controlled) return; - gameState.puckPosition = x; + if (gameState.startParams.computer_controlled) return; + gameState.puckPosition = x; - // Sets the puck position, and updates the ball position if they are supposed to follow it - gameState.needsRender = true; + // Sets the puck position, and updates the ball position if they are supposed to follow it + gameState.needsRender = true; } function getBallDefaultVx(gameState: GameState) { - return ( - (gameState.perks.concave_puck ? 0 : 1) * - (Math.random() > 0.5 ? gameState.baseSpeed : -gameState.baseSpeed) - ); + return ( + (gameState.perks.concave_puck ? 0 : 1) * + (Math.random() > 0.5 ? gameState.baseSpeed : -gameState.baseSpeed) + ); } function computerControl(gameState: GameState) { - let targetX = gameState.puckPosition; - const ball = getClosestBall( - gameState, - gameState.puckPosition, - gameState.gameZoneHeight, - ); - if (!ball) return; - const puckOffset = - (((hashCode(gameState.runStatistics.puck_bounces + "goeirjgoriejg") % 100) - - 50) / - 100) * - gameState.puckWidth; + let targetX = gameState.puckPosition; + const ball = getClosestBall( + gameState, + gameState.puckPosition, + gameState.gameZoneHeight, + ); + if (!ball) return; + const puckOffset = + (((hashCode(gameState.runStatistics.puck_bounces + "goeirjgoriejg") % 100) - + 50) / + 100) * + gameState.puckWidth; - if (ball.y > gameState.gameZoneHeight / 2 && ball.vy > 0) { - targetX = ball.x + puckOffset; + if (ball.y > gameState.gameZoneHeight / 2 && ball.vy > 0) { + targetX = ball.x + puckOffset; + } else { + let coinsTotalX = 0, + coinsCount = 0; + forEachLiveOne(gameState.coins, (c) => { + if (c.vy > 0 && c.y > gameState.gameZoneHeight / 2) { + coinsTotalX += c.x; + coinsCount++; + } + }); + if (coinsCount) { + targetX = coinsTotalX / coinsCount; } else { - let coinsTotalX = 0, - coinsCount = 0; - forEachLiveOne(gameState.coins, (c) => { - if (c.vy > 0 && c.y > gameState.gameZoneHeight / 2) { - coinsTotalX += c.x; - coinsCount++; - } - }); - if (coinsCount) { - targetX = coinsTotalX / coinsCount; - } else { - targetX = gameState.canvasWidth / 2; - } + targetX = gameState.canvasWidth / 2; } + } - gameState.puckPosition += clamp( - (targetX - gameState.puckPosition) / 10, - -10, - 10, - ); - if (gameState.levelTime > 30000) { - startComputerControlledGame(gameState.startParams.stress); - } + gameState.puckPosition += clamp( + (targetX - gameState.puckPosition) / 10, + -10, + 10, + ); + if (gameState.levelTime > 30000) { + startComputerControlledGame(gameState.startParams.stress); + } } export function resetBalls(gameState: GameState) { - // Always compute speed first - normalizeGameState(gameState); - const count = 1 + (gameState.perks?.multiball || 0); - const perBall = gameState.puckWidth / (count + 1); - gameState.balls = []; - gameState.ballsColor = "#FFFFFF"; - if (gameState.perks.picky_eater || gameState.perks.pierce_color) { - gameState.ballsColor = - getMajorityValue(gameState.bricks.filter((i) => i)) || "#FFFFFF"; - } - for (let i = 0; i < count; i++) { - const x = - gameState.puckPosition - gameState.puckWidth / 2 + perBall * (i + 1); - const vx = getBallDefaultVx(gameState); + // Always compute speed first + normalizeGameState(gameState); + const count = 1 + (gameState.perks?.multiball || 0); + const perBall = gameState.puckWidth / (count + 1); + gameState.balls = []; + gameState.ballsColor = "#FFFFFF"; + if (gameState.perks.picky_eater || gameState.perks.pierce_color) { + gameState.ballsColor = + getMajorityValue(gameState.bricks.filter((i) => i)) || "#FFFFFF"; + } + for (let i = 0; i < count; i++) { + const x = + gameState.puckPosition - gameState.puckWidth / 2 + perBall * (i + 1); + const vx = getBallDefaultVx(gameState); - gameState.balls.push({ - x, - previousX: x, - y: gameState.gameZoneHeight - 1.5 * gameState.ballSize, - previousY: gameState.gameZoneHeight - 1.5 * gameState.ballSize, - vx, - previousVX: vx, - vy: -gameState.baseSpeed, - previousVY: -gameState.baseSpeed, - piercePoints: gameState.perks.pierce * 3, - hitSinceBounce: 0, - brokenSinceBounce: 0, - sidesHitsSinceBounce: 0, - sapperUses: 0, - }); - } - gameState.ballStickToPuck = true; + gameState.balls.push({ + x, + previousX: x, + y: gameState.gameZoneHeight - 1.5 * gameState.ballSize, + previousY: gameState.gameZoneHeight - 1.5 * gameState.ballSize, + vx, + previousVX: vx, + vy: -gameState.baseSpeed, + previousVY: -gameState.baseSpeed, + piercePoints: gameState.perks.pierce * 3, + hitSinceBounce: 0, + brokenSinceBounce: 0, + sidesHitsSinceBounce: 0, + sapperUses: 0, + }); + } + gameState.ballStickToPuck = true; } export function putBallsAtPuck(gameState: GameState) { - // This reset could be abused to cheat quite easily - const count = gameState.balls.length; - const perBall = gameState.puckWidth / (count + 1); - // const vx = getBallDefaultVx(gameState); - gameState.balls.forEach((ball, i) => { - const x = - gameState.puckPosition - gameState.puckWidth / 2 + perBall * (i + 1); + // This reset could be abused to cheat quite easily + const count = gameState.balls.length; + const perBall = gameState.puckWidth / (count + 1); + // const vx = getBallDefaultVx(gameState); + gameState.balls.forEach((ball, i) => { + const x = + gameState.puckPosition - gameState.puckWidth / 2 + perBall * (i + 1); - ball.x = x; - ball.previousX = x; - ball.y = gameState.gameZoneHeight - 1.5 * gameState.ballSize; - ball.previousY = ball.y; - ball.hitSinceBounce = 0; - ball.brokenSinceBounce = 0; - ball.sidesHitsSinceBounce = 0; - ball.piercePoints = gameState.perks.pierce * 3; - }); + ball.x = x; + ball.previousX = x; + ball.y = gameState.gameZoneHeight - 1.5 * gameState.ballSize; + ball.previousY = ball.y; + ball.hitSinceBounce = 0; + ball.brokenSinceBounce = 0; + ball.sidesHitsSinceBounce = 0; + ball.piercePoints = gameState.perks.pierce * 3; + }); } export function normalizeGameState(gameState: GameState) { - // This function resets most parameters on the state to correct values, and should be used even when the game is paused + // This function resets most parameters on the state to correct values, and should be used even when the game is paused - gameState.baseSpeed = Math.max( - 3, - gameState.gameZoneWidth / 12 / 10 + - gameState.currentLevel / 3 + - gameState.levelTime / (30 * 1000) - - gameState.perks.slow_down * 2, - ); + gameState.baseSpeed = Math.max( + 3, + gameState.gameZoneWidth / 12 / 10 + + gameState.currentLevel / 3 + + gameState.levelTime / (30 * 1000) - + gameState.perks.slow_down * 2, + ); - gameState.puckWidth = Math.max( - gameState.ballSize, - (gameState.gameZoneWidth / 12) * - Math.min( - 12, - 3 - gameState.perks.smaller_puck + gameState.perks.bigger_puck, - ), - ); + gameState.puckWidth = Math.max( + gameState.ballSize, + (gameState.gameZoneWidth / 12) * + Math.min( + 12, + 3 - gameState.perks.smaller_puck + gameState.perks.bigger_puck, + ), + ); - const corner = getCornerOffset(gameState); + const corner = getCornerOffset(gameState); - let minX = gameState.offsetXRoundedDown + gameState.puckWidth / 2 - corner; + let minX = gameState.offsetXRoundedDown + gameState.puckWidth / 2 - corner; - let maxX = - gameState.offsetXRoundedDown + - gameState.gameZoneWidthRoundedUp - - gameState.puckWidth / 2 + - corner; + let maxX = + gameState.offsetXRoundedDown + + gameState.gameZoneWidthRoundedUp - + gameState.puckWidth / 2 + + corner; - gameState.puckPosition = clamp(gameState.puckPosition, minX, maxX); + gameState.puckPosition = clamp(gameState.puckPosition, minX, maxX); - if (gameState.ballStickToPuck) { - putBallsAtPuck(gameState); - } + if (gameState.ballStickToPuck) { + putBallsAtPuck(gameState); + } - if ( - Math.abs(gameState.lastPuckPosition - gameState.puckPosition) > 1 && - gameState.running - ) { - gameState.lastPuckMove = gameState.levelTime; - } - gameState.lastPuckPosition = gameState.puckPosition; + if ( + Math.abs(gameState.lastPuckPosition - gameState.puckPosition) > 1 && + gameState.running + ) { + gameState.lastPuckMove = gameState.levelTime; + } + gameState.lastPuckPosition = gameState.puckPosition; } export function baseCombo(gameState: GameState) { - const mineFieldBonus = - gameState.perks.minefield && - gameState.bricks.filter((b) => b === "black").length * - gameState.perks.minefield; - return ( - 1 + - gameState.perks.base_combo * 3 + - mineFieldBonus - ); + const mineFieldBonus = + gameState.perks.minefield && + gameState.bricks.filter((b) => b === "black").length * + gameState.perks.minefield; + return 1 + gameState.perks.base_combo * 3 + mineFieldBonus; } export function resetCombo( - gameState: GameState, - x: number | undefined, - y: number | undefined, + gameState: GameState, + x: number | undefined, + y: number | undefined, ) { - const prev = gameState.combo; - gameState.combo = baseCombo(gameState); + const prev = gameState.combo; + gameState.combo = baseCombo(gameState); - if (prev > gameState.combo && gameState.perks.soft_reset) { - gameState.combo += Math.floor( - (prev - gameState.combo) * comboKeepingRate(gameState.perks.soft_reset), - ); + if (prev > gameState.combo && gameState.perks.soft_reset) { + gameState.combo += Math.floor( + (prev - gameState.combo) * comboKeepingRate(gameState.perks.soft_reset), + ); + } + const lost = Math.max(0, prev - gameState.combo); + if (lost) { + for (let i = 0; i < lost && i < 8; i++) { + setTimeout( + () => schedulGameSound(gameState, "comboDecrease", x, 1), + i * 100, + ); } - const lost = Math.max(0, prev - gameState.combo); - if (lost) { - for (let i = 0; i < lost && i < 8; i++) { - setTimeout( - () => schedulGameSound(gameState, "comboDecrease", x, 1), - i * 100, - ); - } - if (typeof x !== "undefined" && typeof y !== "undefined") { - makeText( - gameState, - x, - y, - "#FF0000", - "-" + lost, - 20, - 500 + clamp(lost, 0, 500), - ); - } + if (typeof x !== "undefined" && typeof y !== "undefined") { + makeText( + gameState, + x, + y, + "#FF0000", + "-" + lost, + 20, + 500 + clamp(lost, 0, 500), + ); } - return lost; + } + return lost; } export function increaseCombo( - gameState: GameState, - by: number, - x: number, - y: number, + gameState: GameState, + by: number, + x: number, + y: number, ) { - if (by <= 0) { - return; - } - gameState.combo += by; - if ( - isOptionOn("comboIncreaseTexts") && - typeof x !== "undefined" && - typeof y !== "undefined" - ) { - makeText(gameState, x, y, "#ffd300", "+" + by, 25, 400 + by); - } + if (by <= 0) { + return; + } + gameState.combo += by; + if ( + isOptionOn("comboIncreaseTexts") && + typeof x !== "undefined" && + typeof y !== "undefined" + ) { + makeText(gameState, x, y, "#ffd300", "+" + by, 25, 400 + by); + } } export function decreaseCombo( - gameState: GameState, - by: number, - x: number, - y: number, + gameState: GameState, + by: number, + x: number, + y: number, ) { - const prev = gameState.combo; - gameState.combo = Math.max(baseCombo(gameState), gameState.combo - by); - const lost = Math.max(0, prev - gameState.combo); + const prev = gameState.combo; + gameState.combo = Math.max(baseCombo(gameState), gameState.combo - by); + const lost = Math.max(0, prev - gameState.combo); - if (lost) { - schedulGameSound(gameState, "comboDecrease", x, 1); - if (typeof x !== "undefined" && typeof y !== "undefined") { - makeText(gameState, x, y, "#FF0000", "-" + lost, 20, 400 + lost); - } + if (lost) { + schedulGameSound(gameState, "comboDecrease", x, 1); + if (typeof x !== "undefined" && typeof y !== "undefined") { + makeText(gameState, x, y, "#FF0000", "-" + lost, 20, 400 + lost); } + } } export function spawnExplosion( - gameState: GameState, - count: number, - x: number, - y: number, - color: string, + gameState: GameState, + count: number, + x: number, + y: number, + color: string, ) { - if (!!isOptionOn("basic")) return; + if (!!isOptionOn("basic")) return; - if (liveCount(gameState.particles) > getCurrentMaxParticles()) { - // Avoid freezing when lots of explosion happen at once - count = 1; - } - for (let i = 0; i < count; i++) { - makeParticle( - gameState, + if (liveCount(gameState.particles) > getCurrentMaxParticles()) { + // Avoid freezing when lots of explosion happen at once + count = 1; + } + for (let i = 0; i < count; i++) { + makeParticle( + gameState, - x + ((Math.random() - 0.5) * gameState.brickWidth) / 2, - y + ((Math.random() - 0.5) * gameState.brickWidth) / 2, - (Math.random() - 0.5) * 30, - (Math.random() - 0.5) * 30, - color, - false, - ); - } + x + ((Math.random() - 0.5) * gameState.brickWidth) / 2, + y + ((Math.random() - 0.5) * gameState.brickWidth) / 2, + (Math.random() - 0.5) * 30, + (Math.random() - 0.5) * 30, + color, + false, + ); + } } export function spawnImplosion( - gameState: GameState, - count: number, - x: number, - y: number, - color: string, + gameState: GameState, + count: number, + x: number, + y: number, + color: string, ) { - if (!!isOptionOn("basic")) return; + if (!!isOptionOn("basic")) return; - if (liveCount(gameState.particles) > getCurrentMaxParticles()) { - // Avoid freezing when lots of explosion happen at once - count = 1; - } - for (let i = 0; i < count; i++) { - const dx = ((Math.random() - 0.5) * gameState.brickWidth) / 2; - const dy = ((Math.random() - 0.5) * gameState.brickWidth) / 2; - makeParticle(gameState, x - dx * 10, y - dy * 10, dx, dy, color, false); - } + if (liveCount(gameState.particles) > getCurrentMaxParticles()) { + // Avoid freezing when lots of explosion happen at once + count = 1; + } + for (let i = 0; i < count; i++) { + const dx = ((Math.random() - 0.5) * gameState.brickWidth) / 2; + const dy = ((Math.random() - 0.5) * gameState.brickWidth) / 2; + makeParticle(gameState, x - dx * 10, y - dy * 10, dx, dy, color, false); + } } export function explosionAt( - gameState: GameState, - index: number, - x: number, - y: number, - ball: Ball, - extraSize: number = 0, + gameState: GameState, + index: number, + x: number, + y: number, + ball: Ball, + extraSize: number = 0, ) { - const size = - 1 + - gameState.perks.bigger_explosions + - Math.max(0, gameState.perks.implosions - 1) + - extraSize; - schedulGameSound(gameState, "explode", ball.x, 1); - if (index !== -1) { - const col = index % gameState.gridSize; - const row = Math.floor(index / gameState.gridSize); - // Break bricks around - for (let dx = -size; dx <= size; dx++) { - for (let dy = -size; dy <= size; dy++) { - const i = getRowColIndex(gameState, row + dy, col + dx); - if (gameState.bricks[i] && i !== -1) { - // Study bricks resist explosions too - gameState.brickHP[i]--; - if (gameState.brickHP[i] <= 0) { - explodeBrick(gameState, i, ball, true); - } - } - } + const size = + 1 + + gameState.perks.bigger_explosions + + Math.max(0, gameState.perks.implosions - 1) + + extraSize; + schedulGameSound(gameState, "explode", ball.x, 1); + if (index !== -1) { + const col = index % gameState.gridSize; + const row = Math.floor(index / gameState.gridSize); + // Break bricks around + for (let dx = -size; dx <= size; dx++) { + for (let dy = -size; dy <= size; dy++) { + const i = getRowColIndex(gameState, row + dy, col + dx); + if (gameState.bricks[i] && i !== -1) { + // Study bricks resist explosions too + gameState.brickHP[i]--; + if (gameState.brickHP[i] <= 0) { + explodeBrick(gameState, i, ball, true); + } } + } } + } - const factor = gameState.perks.implosions ? -1 : 1; - // Blow nearby coins - forEachLiveOne(gameState.coins, (c) => { - const dx = c.x - x; - const dy = c.y - y; - const d2 = Math.max(gameState.brickWidth, Math.abs(dx) + Math.abs(dy)); - c.vx += (((dx / d2) * 10 * size) / c.weight) * factor; - c.vy += (((dy / d2) * 10 * size) / c.weight) * factor; - }); - gameState.lastExplosion = gameState.levelTime; + const factor = gameState.perks.implosions ? -1 : 1; + // Blow nearby coins + forEachLiveOne(gameState.coins, (c) => { + const dx = c.x - x; + const dy = c.y - y; + const d2 = Math.max(gameState.brickWidth, Math.abs(dx) + Math.abs(dy)); + c.vx += (((dx / d2) * 10 * size) / c.weight) * factor; + c.vy += (((dy / d2) * 10 * size) / c.weight) * factor; + }); + gameState.lastExplosion = gameState.levelTime; - if (gameState.perks.implosions) { - spawnImplosion(gameState, 7 * size, x, y, "#FFFFFF"); - } else { - spawnExplosion(gameState, 7 * size, x, y, "#FFFFFF"); - } + if (gameState.perks.implosions) { + spawnImplosion(gameState, 7 * size, x, y, "#FFFFFF"); + } else { + spawnExplosion(gameState, 7 * size, x, y, "#FFFFFF"); + } - gameState.runStatistics.bricks_broken++; + gameState.runStatistics.bricks_broken++; - if (gameState.perks.zen) { - resetCombo(gameState, x, y); - } + if (gameState.perks.zen) { + resetCombo(gameState, x, y); + } } export function explodeBrick( - gameState: GameState, - index: number, - ball: Ball, - isExplosion: boolean, + gameState: GameState, + index: number, + ball: Ball, + isExplosion: boolean, ) { - const color = gameState.bricks[index]; - if (!color) return; + const color = gameState.bricks[index]; + if (!color) return; - const wasPickyEaterPossible = - gameState.perks.picky_eater && isPickyEatingPossible(gameState); - const redRowReach = reachRedRowIndex(gameState); + const wasPickyEaterPossible = + gameState.perks.picky_eater && isPickyEatingPossible(gameState); + const redRowReach = reachRedRowIndex(gameState); - gameState.lastBrickBroken = gameState.levelTime; + gameState.lastBrickBroken = gameState.levelTime; - if (color === "black") { - const x = brickCenterX(gameState, index), - y = brickCenterY(gameState, index); + if (color === "black") { + const x = brickCenterX(gameState, index), + y = brickCenterY(gameState, index); - setBrick(gameState, index, ""); - explosionAt(gameState, index, x, y, ball, 0); - if (gameState.perks.minefield) { - decreaseCombo(gameState, gameState.perks.minefield, x, y); - } - } else if (color) { - // Even if it bounces we don't want to count that as a miss + setBrick(gameState, index, ""); + explosionAt(gameState, index, x, y, ball, 0); + if (gameState.perks.minefield) { + decreaseCombo(gameState, gameState.perks.minefield, x, y); + } + } else if (color) { + // Even if it bounces we don't want to count that as a miss - // Flashing is take care of by the tick loop - const x = brickCenterX(gameState, index), - y = brickCenterY(gameState, index); + // Flashing is take care of by the tick loop + const x = brickCenterX(gameState, index), + y = brickCenterY(gameState, index); - setBrick(gameState, index, ""); + setBrick(gameState, index, ""); - let coinsToSpawn = coinsBoostedCombo(gameState) + let coinsToSpawn = coinsBoostedCombo(gameState); - gameState.levelSpawnedCoins += coinsToSpawn; - gameState.runStatistics.coins_spawned += coinsToSpawn; - gameState.runStatistics.bricks_broken++; + gameState.levelSpawnedCoins += coinsToSpawn; + gameState.runStatistics.coins_spawned += coinsToSpawn; + gameState.runStatistics.bricks_broken++; - const maxCoins = getCurrentMaxCoins(); - const spawnableCoins = - liveCount(gameState.coins) > getCurrentMaxCoins() - ? 1 - : Math.floor((maxCoins - liveCount(gameState.coins)) / 2); + const maxCoins = getCurrentMaxCoins(); + const spawnableCoins = + liveCount(gameState.coins) > getCurrentMaxCoins() + ? 1 + : Math.floor((maxCoins - liveCount(gameState.coins)) / 2); - const pointsPerCoin = Math.max(1, Math.ceil(coinsToSpawn / spawnableCoins)); + const pointsPerCoin = Math.max(1, Math.ceil(coinsToSpawn / spawnableCoins)); - while (coinsToSpawn > 0) { - const points = Math.min(pointsPerCoin, coinsToSpawn); - if (points < 0 || isNaN(points)) { - console.error({points}); - debugger; - } + while (coinsToSpawn > 0) { + const points = Math.min(pointsPerCoin, coinsToSpawn); + if (points < 0 || isNaN(points)) { + console.error({ points }); + debugger; + } - coinsToSpawn -= points; + coinsToSpawn -= points; - const cx = - x + - (Math.random() - 0.5) * (gameState.brickWidth - gameState.coinSize), - cy = - y + - (Math.random() - 0.5) * (gameState.brickWidth - gameState.coinSize); + const cx = + x + + (Math.random() - 0.5) * (gameState.brickWidth - gameState.coinSize), + cy = + y + + (Math.random() - 0.5) * (gameState.brickWidth - gameState.coinSize); - makeCoin( - gameState, - cx, - cy, - ball.previousVX * (0.5 + Math.random()), - ball.previousVY * (0.5 + Math.random()), - color, - points, - ); - } + makeCoin( + gameState, + cx, + cy, + ball.previousVX * (0.5 + Math.random()), + ball.previousVY * (0.5 + Math.random()), + color, + points, + ); + } - increaseCombo( + increaseCombo( + gameState, + gameState.perks.streak_shots + + gameState.perks.compound_interest + + gameState.perks.left_is_lava + + gameState.perks.right_is_lava + + gameState.perks.top_is_lava + + gameState.perks.picky_eater + + gameState.perks.asceticism * 3 + + gameState.perks.zen + + gameState.perks.passive_income + + gameState.perks.addiction, + ball.x, + ball.y, + ); + + if (Math.abs(ball.y - y) < Math.abs(ball.x - x)) { + if (gameState.perks.side_kick) { + if (ball.previousVX > 0) { + increaseCombo(gameState, gameState.perks.side_kick, ball.x, ball.y); + } else { + decreaseCombo( gameState, - gameState.perks.streak_shots + - gameState.perks.compound_interest + - gameState.perks.left_is_lava + - gameState.perks.right_is_lava + - gameState.perks.top_is_lava + - gameState.perks.picky_eater + - gameState.perks.asceticism * 3 + - gameState.perks.zen + - gameState.perks.passive_income + - gameState.perks.addiction, + gameState.perks.side_kick * 2, ball.x, ball.y, - ); - - if (Math.abs(ball.y - y) < Math.abs(ball.x - x)) { - if (gameState.perks.side_kick) { - if (ball.previousVX > 0) { - increaseCombo(gameState, gameState.perks.side_kick, ball.x, ball.y); - } else { - decreaseCombo( - gameState, - gameState.perks.side_kick * 2, - ball.x, - ball.y, - ); - } - } - if (gameState.perks.side_flip) { - if (ball.previousVX < 0) { - increaseCombo(gameState, gameState.perks.side_flip, ball.x, ball.y); - } else { - decreaseCombo( - gameState, - gameState.perks.side_flip * 2, - ball.x, - ball.y, - ); - } - } + ); } - - if (redRowReach !== -1) { - if (Math.floor(index / gameState.level.size) === redRowReach) { - resetCombo(gameState, x, y); - } else { - for (let x = 0; x < gameState.level.size; x++) { - if (gameState.bricks[redRowReach * gameState.level.size + x]) - gameState.combo++; - } - } + } + if (gameState.perks.side_flip) { + if (ball.previousVX < 0) { + increaseCombo(gameState, gameState.perks.side_flip, ball.x, ball.y); + } else { + decreaseCombo( + gameState, + gameState.perks.side_flip * 2, + ball.x, + ball.y, + ); } - - if (isMovingWhilePassiveIncome(gameState)) { - resetCombo(gameState, x, y); - } - - if (!isExplosion) { - // color change - if ( - (gameState.perks.picky_eater || gameState.perks.pierce_color) && - color !== gameState.ballsColor && - color - ) { - if (wasPickyEaterPossible) { - resetCombo(gameState, ball.x, ball.y); - } - schedulGameSound(gameState, "colorChange", ball.x, 0.8); - // gameState.lastExplosion = gameState.levelTime; - gameState.ballsColor = color; - if (!isOptionOn("basic")) { - gameState.balls.forEach((ball) => { - spawnExplosion(gameState, 7, ball.previousX, ball.previousY, color); - }); - } - } else { - schedulGameSound(gameState, "comboIncreaseMaybe", ball.x, 1); - } - } - // makeLight(gameState, x, y, color, gameState.brickWidth, 40); - - spawnExplosion(gameState, 5 + Math.min(gameState.combo, 30), x, y, color); + } } - if ( - gameState.perks.respawn && - color !== "black" && - !gameState.bricks[index] - ) { - if (Math.random() < comboKeepingRate(gameState.perks.respawn)) { - append(gameState.respawns, (b) => { - b.color = color; - b.index = index; - b.time = gameState.levelTime + (3 * 1000) / gameState.perks.respawn; - }); + if (redRowReach !== -1) { + if (Math.floor(index / gameState.level.size) === redRowReach) { + resetCombo(gameState, x, y); + } else { + for (let x = 0; x < gameState.level.size; x++) { + if (gameState.bricks[redRowReach * gameState.level.size + x]) + gameState.combo++; } + } } + + if (isMovingWhilePassiveIncome(gameState)) { + resetCombo(gameState, x, y); + } + + if (!isExplosion) { + // color change + if ( + (gameState.perks.picky_eater || gameState.perks.pierce_color) && + color !== gameState.ballsColor && + color + ) { + if (wasPickyEaterPossible) { + resetCombo(gameState, ball.x, ball.y); + } + schedulGameSound(gameState, "colorChange", ball.x, 0.8); + // gameState.lastExplosion = gameState.levelTime; + gameState.ballsColor = color; + if (!isOptionOn("basic")) { + gameState.balls.forEach((ball) => { + spawnExplosion(gameState, 7, ball.previousX, ball.previousY, color); + }); + } + } else { + schedulGameSound(gameState, "comboIncreaseMaybe", ball.x, 1); + } + } + // makeLight(gameState, x, y, color, gameState.brickWidth, 40); + + spawnExplosion(gameState, 5 + Math.min(gameState.combo, 30), x, y, color); + } + + if ( + gameState.perks.respawn && + color !== "black" && + !gameState.bricks[index] + ) { + if (Math.random() < comboKeepingRate(gameState.perks.respawn)) { + append(gameState.respawns, (b) => { + b.color = color; + b.index = index; + b.time = gameState.levelTime + (3 * 1000) / gameState.perks.respawn; + }); + } + } } export function dontOfferTooSoon(gameState: GameState, id: PerkId) { - gameState.lastOffered[id] = Math.round(Date.now() / 1000); + gameState.lastOffered[id] = Math.round(Date.now() / 1000); } export function pickRandomUpgrades(gameState: GameState, count: number) { - let list = getPossibleUpgrades(gameState) - .map((u) => ({ - ...u, - score: Math.random() + (gameState.lastOffered[u.id] || 0), - })) - .sort((a, b) => a.score - b.score) - .filter((u) => gameState.perks[u.id] < u.max + gameState.perks.limitless) - .slice(0, count) - .sort((a, b) => (a.id > b.id ? 1 : -1)); + let list = getPossibleUpgrades(gameState) + .map((u) => ({ + ...u, + score: Math.random() + (gameState.lastOffered[u.id] || 0), + })) + .sort((a, b) => a.score - b.score) + .filter((u) => gameState.perks[u.id] < u.max + gameState.perks.limitless) + .slice(0, count) + .sort((a, b) => (a.id > b.id ? 1 : -1)); - list.forEach((u) => { - dontOfferTooSoon(gameState, u.id); - }); + list.forEach((u) => { + dontOfferTooSoon(gameState, u.id); + }); - return list.map((u) => ({ - text: - u.name + - (gameState.perks[u.id] - ? t("level_up.upgrade_perk_to_level", { - level: gameState.perks[u.id] + 1, - }) - : ""), - icon: icons["icon:" + u.id], - value: u.id as PerkId, - help: u.help(gameState.perks[u.id] + 1), - })); + return list.map((u) => ({ + text: + u.name + + (gameState.perks[u.id] + ? t("level_up.upgrade_perk_to_level", { + level: gameState.perks[u.id] + 1, + }) + : ""), + icon: icons["icon:" + u.id], + value: u.id as PerkId, + help: u.help(gameState.perks[u.id] + 1), + })); } export function schedulGameSound( - gameState: GameState, - sound: keyof GameState["aboutToPlaySound"], - x: number | void, - vol: number, + gameState: GameState, + sound: keyof GameState["aboutToPlaySound"], + x: number | void, + vol: number, ) { - if (!vol) return; - if (!isOptionOn("sound")) return; + if (!vol) return; + if (!isOptionOn("sound")) return; - x ??= gameState.offsetX + gameState.gameZoneWidth / 2; - const ex = gameState.aboutToPlaySound[sound] as { vol: number; x: number }; + x ??= gameState.offsetX + gameState.gameZoneWidth / 2; + const ex = gameState.aboutToPlaySound[sound] as { vol: number; x: number }; - ex.x = (x * vol + ex.x * ex.vol) / (vol + ex.vol); - ex.vol += vol; + ex.x = (x * vol + ex.x * ex.vol) / (vol + ex.vol); + ex.vol += vol; } export function addToScore(gameState: GameState, coin: Coin) { - gameState.score += coin.points; - gameState.lastScoreIncrease = gameState.levelTime; - addToTotalScore(gameState, coin.points); - if (gameState.score > gameState.highScore && !gameState.creative) { - gameState.highScore = gameState.score; - try { - localStorage.setItem("breakout-3-hs-short", gameState.score.toString()); - } catch (e) { + gameState.score += coin.points; + gameState.lastScoreIncrease = gameState.levelTime; + addToTotalScore(gameState, coin.points); + if (gameState.score > gameState.highScore && !gameState.creative) { + gameState.highScore = gameState.score; + try { + localStorage.setItem("breakout-3-hs-short", gameState.score.toString()); + } catch (e) {} + } + if (!isOptionOn("basic")) { + makeParticle( + gameState, + coin.previousX, + coin.previousY, + (gameState.canvasWidth - coin.x) / 100, + -coin.y / 100, + getCoinRenderColor(gameState, coin), - } - } - if (!isOptionOn("basic")) { - makeParticle( - gameState, - coin.previousX, - coin.previousY, - (gameState.canvasWidth - coin.x) / 100, - -coin.y / 100, - getCoinRenderColor(gameState, coin), + true, + gameState.coinSize / 2, + 100 + Math.random() * 50, + ); + } - true, - gameState.coinSize / 2, - 100 + Math.random() * 50, - ); - } - - schedulGameSound(gameState, "coinCatch", coin.x, 1); - gameState.runStatistics.score += coin.points; - if (gameState.perks.asceticism) { - decreaseCombo( - gameState, - gameState.perks.asceticism * 3 * coin.points, - coin.x, - coin.y, - ); - } + schedulGameSound(gameState, "coinCatch", coin.x, 1); + gameState.runStatistics.score += coin.points; + if (gameState.perks.asceticism) { + decreaseCombo( + gameState, + gameState.perks.asceticism * 3 * coin.points, + coin.x, + coin.y, + ); + } } export async function setLevel(gameState: GameState, l: number) { - // Here to alleviate double upgrades issues - if (gameState.upgradesOfferedFor >= l) { - debugger; - return console.warn("Extra upgrade request ignored "); - } - gameState.upgradesOfferedFor = l; - pause(false); - stopRecording(); + // Here to alleviate double upgrades issues + if (gameState.upgradesOfferedFor >= l) { + debugger; + return console.warn("Extra upgrade request ignored "); + } + gameState.upgradesOfferedFor = l; + pause(false); + stopRecording(); - if (l > 0) { - await openUpgradesPicker(gameState); - } - gameState.currentLevel = l; + if (l > 0) { + await openUpgradesPicker(gameState); + } + gameState.currentLevel = l; - gameState.level = gameState.runLevels[l % gameState.runLevels.length]; + gameState.level = gameState.runLevels[l % gameState.runLevels.length]; - gameState.levelTime = 0; - gameState.winAt = 0; - gameState.levelWallBounces = 0; - gameState.lastPuckMove = 0; - gameState.autoCleanUses = 0; - gameState.lastTickDown = gameState.levelTime; - gameState.levelStartScore = gameState.score; - gameState.levelSpawnedCoins = 0; - gameState.levelLostCoins = 0; - gameState.levelMisses = 0; - gameState.lastBrickBroken = 0; - gameState.runStatistics.levelsPlayed++; + gameState.levelTime = 0; + gameState.winAt = 0; + gameState.levelWallBounces = 0; + gameState.lastPuckMove = 0; + gameState.autoCleanUses = 0; + gameState.lastTickDown = gameState.levelTime; + gameState.levelStartScore = gameState.score; + gameState.levelSpawnedCoins = 0; + gameState.levelLostCoins = 0; + gameState.levelMisses = 0; + gameState.lastBrickBroken = 0; + gameState.runStatistics.levelsPlayed++; - // Reset combo silently - const finalCombo = gameState.combo; - gameState.combo = baseCombo(gameState); - if (gameState.perks.shunt) { - gameState.combo += Math.round( - Math.max( - 0, - (finalCombo - gameState.combo) * - comboKeepingRate(gameState.perks.shunt), - ), - ); - } + // Reset combo silently + const finalCombo = gameState.combo; + gameState.combo = baseCombo(gameState); + if (gameState.perks.shunt) { + gameState.combo += Math.round( + Math.max( + 0, + (finalCombo - gameState.combo) * + comboKeepingRate(gameState.perks.shunt), + ), + ); + } - gameState.combo += gameState.perks.hot_start * 30; + gameState.combo += gameState.perks.hot_start * 30; - const lvl = currentLevelInfo(gameState); - if (lvl.size !== gameState.gridSize) { - gameState.gridSize = lvl.size; - fitSize(gameState); - } - gameState.levelLostCoins += empty(gameState.coins); - empty(gameState.particles); - empty(gameState.lights); - empty(gameState.texts); - empty(gameState.respawns); - gameState.bricks = []; + const lvl = currentLevelInfo(gameState); + if (lvl.size !== gameState.gridSize) { + gameState.gridSize = lvl.size; + fitSize(gameState); + } + gameState.levelLostCoins += empty(gameState.coins); + empty(gameState.particles); + empty(gameState.lights); + empty(gameState.texts); + empty(gameState.respawns); + gameState.bricks = []; - for (let i = 0; i < lvl.size * lvl.size; i++) { - setBrick(gameState, i, lvl.bricks[i]); - } + for (let i = 0; i < lvl.size * lvl.size; i++) { + setBrick(gameState, i, lvl.bricks[i]); + } - // Balls color will depend on most common brick color sometimes - resetBalls(gameState); - gameState.needsRender = true; - // This caused problems with accented characters like the ô of côte d'ivoire for odd reasons - // background.src = 'data:image/svg+xml;base64,' + btoa(lvl.svg) - background.src = "data:image/svg+xml;UTF8," + lvl.svg; - document.body.style.setProperty("--level-background", lvl.color || "#000000"); - document - .getElementById("themeColor") - ?.setAttribute("content", lvl.color || "#000000"); + // Balls color will depend on most common brick color sometimes + resetBalls(gameState); + gameState.needsRender = true; + // This caused problems with accented characters like the ô of côte d'ivoire for odd reasons + // background.src = 'data:image/svg+xml;base64,' + btoa(lvl.svg) + background.src = "data:image/svg+xml;UTF8," + lvl.svg; + document.body.style.setProperty("--level-background", lvl.color || "#000000"); + document + .getElementById("themeColor") + ?.setAttribute("content", lvl.color || "#000000"); } function setBrick(gameState: GameState, index: number, color: string) { - gameState.bricks[index] = color || ""; - gameState.brickHP[index] = - (color === "black" && 1) || - (color && 1 + gameState.perks.sturdy_bricks) || - 0; - if (gameState.perks.minefield && color === "black") { - increaseCombo( - gameState, - gameState.perks.minefield, - brickCenterX(gameState, index), - brickCenterY(gameState, index), - ); - } + gameState.bricks[index] = color || ""; + gameState.brickHP[index] = + (color === "black" && 1) || + (color && 1 + gameState.perks.sturdy_bricks) || + 0; + if (gameState.perks.minefield && color === "black") { + increaseCombo( + gameState, + gameState.perks.minefield, + brickCenterX(gameState, index), + brickCenterY(gameState, index), + ); + } } const rainbow = [ - "#ff2e2e", - "#ffe02e", - "#70ff33", - "#33ffa7", - "#38acff", - "#7038ff", - "#ff3de5", + "#ff2e2e", + "#ffe02e", + "#70ff33", + "#33ffa7", + "#38acff", + "#7038ff", + "#ff3de5", ]; export function rainbowColor(): colorString { - return rainbow[Math.floor(gameState.levelTime / 50) % rainbow.length]; + return rainbow[Math.floor(gameState.levelTime / 50) % rainbow.length]; } export function repulse( - gameState: GameState, - a: Ball, - b: BallLike, - power: number, - impactsBToo: boolean, + gameState: GameState, + a: Ball, + b: BallLike, + power: number, + impactsBToo: boolean, ) { - const distance = distanceBetween(a, b); - // Ensure we don't get soft locked - const max = gameState.gameZoneWidth / 4; - if (distance > max) return; - // Unit vector - const dx = (a.x - b.x) / distance; - const dy = (a.y - b.y) / distance; - const fact = - (((-power * (max - distance)) / (max * 1.2) / 3) * - Math.min(500, gameState.levelTime)) / - 500; - if ( - impactsBToo && - typeof b.vx !== "undefined" && - typeof b.vy !== "undefined" - ) { - b.vx += dx * fact; - b.vy += dy * fact; - } - a.vx -= dx * fact; - a.vy -= dy * fact; + const distance = distanceBetween(a, b); + // Ensure we don't get soft locked + const max = gameState.gameZoneWidth / 4; + if (distance > max) return; + // Unit vector + const dx = (a.x - b.x) / distance; + const dy = (a.y - b.y) / distance; + const fact = + (((-power * (max - distance)) / (max * 1.2) / 3) * + Math.min(500, gameState.levelTime)) / + 500; + if ( + impactsBToo && + typeof b.vx !== "undefined" && + typeof b.vy !== "undefined" + ) { + b.vx += dx * fact; + b.vy += dy * fact; + } + a.vx -= dx * fact; + a.vy -= dy * fact; - const speed = 10; - const rand = 2; + const speed = 10; + const rand = 2; + makeParticle( + gameState, + a.x, + a.y, + -dx * speed + a.vx + (Math.random() - 0.5) * rand, + -dy * speed + a.vy + (Math.random() - 0.5) * rand, + rainbowColor(), + true, + gameState.coinSize / 2, + 100, + ); + if ( + impactsBToo && + typeof b.vx !== "undefined" && + typeof b.vy !== "undefined" + ) { makeParticle( - gameState, - a.x, - a.y, - -dx * speed + a.vx + (Math.random() - 0.5) * rand, - -dy * speed + a.vy + (Math.random() - 0.5) * rand, - rainbowColor(), - true, - gameState.coinSize / 2, - 100, + gameState, + b.x, + b.y, + dx * speed + b.vx + (Math.random() - 0.5) * rand, + dy * speed + b.vy + (Math.random() - 0.5) * rand, + rainbowColor(), + true, + gameState.coinSize / 2, + 100, ); - if ( - impactsBToo && - typeof b.vx !== "undefined" && - typeof b.vy !== "undefined" - ) { - makeParticle( - gameState, - b.x, - b.y, - dx * speed + b.vx + (Math.random() - 0.5) * rand, - dy * speed + b.vy + (Math.random() - 0.5) * rand, - rainbowColor(), - true, - gameState.coinSize / 2, - 100, - ); - } + } } export function attract(gameState: GameState, a: Ball, b: Ball, power: number) { - const distance = distanceBetween(a, b); - // Ensure we don't get soft locked - const min = (gameState.gameZoneWidth * 3) / 4; - if (distance < min) return; - // Unit vector - const dx = (a.x - b.x) / distance; - const dy = (a.y - b.y) / distance; + const distance = distanceBetween(a, b); + // Ensure we don't get soft locked + const min = (gameState.gameZoneWidth * 3) / 4; + if (distance < min) return; + // Unit vector + const dx = (a.x - b.x) / distance; + const dy = (a.y - b.y) / distance; - const fact = - (((power * (distance - min)) / min) * Math.min(500, gameState.levelTime)) / - 500; - b.vx += dx * fact; - b.vy += dy * fact; - a.vx -= dx * fact; - a.vy -= dy * fact; + const fact = + (((power * (distance - min)) / min) * Math.min(500, gameState.levelTime)) / + 500; + b.vx += dx * fact; + b.vy += dy * fact; + a.vx -= dx * fact; + a.vy -= dy * fact; - const speed = 10; - const rand = 2; + const speed = 10; + const rand = 2; - makeParticle( - gameState, - a.x, - a.y, - dx * speed + a.vx + (Math.random() - 0.5) * rand, - dy * speed + a.vy + (Math.random() - 0.5) * rand, - rainbowColor(), - true, - gameState.coinSize / 2, - 100, - ); - makeParticle( - gameState, - b.x, - b.y, - -dx * speed + b.vx + (Math.random() - 0.5) * rand, - -dy * speed + b.vy + (Math.random() - 0.5) * rand, - rainbowColor(), - true, - gameState.coinSize / 2, - 100, - ); + makeParticle( + gameState, + a.x, + a.y, + dx * speed + a.vx + (Math.random() - 0.5) * rand, + dy * speed + a.vy + (Math.random() - 0.5) * rand, + rainbowColor(), + true, + gameState.coinSize / 2, + 100, + ); + makeParticle( + gameState, + b.x, + b.y, + -dx * speed + b.vx + (Math.random() - 0.5) * rand, + -dy * speed + b.vy + (Math.random() - 0.5) * rand, + rainbowColor(), + true, + gameState.coinSize / 2, + 100, + ); } export function coinBrickHitCheck(gameState: GameState, coin: Coin) { - // Make ball/coin bonce, and return bricks that were hit - const radius = coin.size / 2; - const {x, y, previousX, previousY} = coin; + // Make ball/coin bonce, and return bricks that were hit + const radius = coin.size / 2; + const { x, y, previousX, previousY } = coin; - const vhit = hitsSomething(previousX, y, radius); - const hhit = hitsSomething(x, previousY, radius); - const chit = - (typeof vhit == "undefined" && - typeof hhit == "undefined" && - hitsSomething(x, y, radius)) || - undefined; + const vhit = hitsSomething(previousX, y, radius); + const hhit = hitsSomething(x, previousY, radius); + const chit = + (typeof vhit == "undefined" && + typeof hhit == "undefined" && + hitsSomething(x, y, radius)) || + undefined; - if (typeof (vhit ?? hhit ?? chit) !== "undefined") { - if (shouldCoinsStick(gameState)) { - if(coin.collidedLastFrame) { - coin.x = previousX - coin.y = previousY - } - coin.vx = 0 - coin.vy = 0 - } else if (gameState.perks.ghost_coins) { - // slow down - coin.vy *= 1 - 0.2 / gameState.perks.ghost_coins; - coin.vx *= 1 - 0.2 / gameState.perks.ghost_coins; - } else { - if (typeof vhit !== "undefined" || typeof chit !== "undefined") { - coin.y = coin.previousY; - coin.vy *= -1; + if (typeof (vhit ?? hhit ?? chit) !== "undefined") { + if (shouldCoinsStick(gameState)) { + if (coin.collidedLastFrame) { + coin.x = previousX; + coin.y = previousY; + } + coin.vx = 0; + coin.vy = 0; + } else if (gameState.perks.ghost_coins) { + // slow down + coin.vy *= 1 - 0.2 / gameState.perks.ghost_coins; + coin.vx *= 1 - 0.2 / gameState.perks.ghost_coins; + } else { + if (typeof vhit !== "undefined" || typeof chit !== "undefined") { + coin.y = coin.previousY; + coin.vy *= -1; - // Roll on corners - const leftHit = gameState.bricks[brickIndex(x - radius, y + radius)]; - const rightHit = gameState.bricks[brickIndex(x + radius, y + radius)]; + // Roll on corners + const leftHit = gameState.bricks[brickIndex(x - radius, y + radius)]; + const rightHit = gameState.bricks[brickIndex(x + radius, y + radius)]; - if (leftHit && !rightHit) { - coin.vx += 1; - coin.sa -= 1; - } - if (!leftHit && rightHit) { - coin.vx -= 1; - coin.sa += 1; - } - } - if (typeof hhit !== "undefined" || typeof chit !== "undefined") { - coin.x = coin.previousX; - coin.vx *= -1; - } + if (leftHit && !rightHit) { + coin.vx += 1; + coin.sa -= 1; } + if (!leftHit && rightHit) { + coin.vx -= 1; + coin.sa += 1; + } + } + if (typeof hhit !== "undefined" || typeof chit !== "undefined") { + coin.x = coin.previousX; + coin.vx *= -1; + } } - return vhit ?? hhit ?? chit; + } + return vhit ?? hhit ?? chit; } export function bordersHitCheck( - gameState: GameState, - coin: Coin | Ball, - radius: number, - delta: number, + gameState: GameState, + coin: Coin | Ball, + radius: number, + delta: number, ) { - if (coin.destroyed) return; - coin.previousX = coin.x; - coin.previousY = coin.y; - coin.x += coin.vx * delta; - coin.y += coin.vy * delta; + if (coin.destroyed) return; + coin.previousX = coin.x; + coin.previousY = coin.y; + coin.x += coin.vx * delta; + coin.y += coin.vy * delta; - if (gameState.perks.wind) { - coin.vx += - ((gameState.puckPosition - - (gameState.offsetX + gameState.gameZoneWidth / 2)) / - gameState.gameZoneWidth) * - gameState.perks.wind * - 0.5; - } + if (gameState.perks.wind) { + coin.vx += + ((gameState.puckPosition - + (gameState.offsetX + gameState.gameZoneWidth / 2)) / + gameState.gameZoneWidth) * + gameState.perks.wind * + 0.5; + } - let vhit = 0, - hhit = 0; + let vhit = 0, + hhit = 0; - if (coin.x < gameState.offsetXRoundedDown + radius && gameState.perks.left_is_lava < 2) { - coin.x = - gameState.offsetXRoundedDown + - radius + - (gameState.offsetXRoundedDown + radius - coin.x); - coin.vx *= -1; - hhit = 1; - } - if (coin.y < radius && gameState.perks.top_is_lava < 2) { - coin.y = radius + (radius - coin.y); - coin.vy *= -1; - vhit = 1; - } - if (coin.x > gameState.canvasWidth - gameState.offsetXRoundedDown - radius && gameState.perks.right_is_lava < 2) { - coin.x = - gameState.canvasWidth - - gameState.offsetXRoundedDown - - radius - - (coin.x - - (gameState.canvasWidth - gameState.offsetXRoundedDown - radius)); - coin.vx *= -1; - hhit = 1; - } + if ( + coin.x < gameState.offsetXRoundedDown + radius && + gameState.perks.left_is_lava < 2 + ) { + coin.x = + gameState.offsetXRoundedDown + + radius + + (gameState.offsetXRoundedDown + radius - coin.x); + coin.vx *= -1; + hhit = 1; + } + if (coin.y < radius && gameState.perks.top_is_lava < 2) { + coin.y = radius + (radius - coin.y); + coin.vy *= -1; + vhit = 1; + } + if ( + coin.x > gameState.canvasWidth - gameState.offsetXRoundedDown - radius && + gameState.perks.right_is_lava < 2 + ) { + coin.x = + gameState.canvasWidth - + gameState.offsetXRoundedDown - + radius - + (coin.x - + (gameState.canvasWidth - gameState.offsetXRoundedDown - radius)); + coin.vx *= -1; + hhit = 1; + } - - return hhit + vhit * 2; + return hhit + vhit * 2; } export function gameStateTick( - gameState: GameState, - // How many frames to compute at once, can go above 1 to compensate lag - frames = 1, + gameState: GameState, + // How many frames to compute at once, can go above 1 to compensate lag + frames = 1, ) { - // Ai movement of puck - if (gameState.startParams.computer_controlled) computerControl(gameState); + // Ai movement of puck + if (gameState.startParams.computer_controlled) computerControl(gameState); - gameState.runStatistics.max_combo = Math.max( - gameState.runStatistics.max_combo, - gameState.combo, + gameState.runStatistics.max_combo = Math.max( + gameState.runStatistics.max_combo, + gameState.combo, + ); + + gameState.lastCombo = gameState.combo; + + if ( + gameState.perks.addiction && + gameState.lastBrickBroken && + gameState.lastBrickBroken < + gameState.levelTime - 5000 / gameState.perks.addiction + ) { + resetCombo( + gameState, + gameState.puckPosition, + gameState.gameZoneHeight - gameState.puckHeight * 2, ); + } - gameState.lastCombo = gameState.combo; + gameState.balls = gameState.balls.filter((ball) => !ball.destroyed); + const remainingBricks = gameState.bricks.filter( + (b) => b && b !== "black", + ).length; - if ( - gameState.perks.addiction && - gameState.lastBrickBroken && - gameState.lastBrickBroken < - gameState.levelTime - 5000 / gameState.perks.addiction - ) { - resetCombo( - gameState, - gameState.puckPosition, - gameState.gameZoneHeight - gameState.puckHeight * 2, - ); - } + if (!remainingBricks && gameState.lastBrickBroken) { + // Avoid a combo reset just because we're waiting for coins + gameState.lastBrickBroken = 0; + } - gameState.balls = gameState.balls.filter((ball) => !ball.destroyed); - const remainingBricks = gameState.bricks.filter( - (b) => b && b !== "black", - ).length; - - if (!remainingBricks && gameState.lastBrickBroken) { - // Avoid a combo reset just because we're waiting for coins - gameState.lastBrickBroken = 0; - } - - if (gameState.perks.hot_start) { - if (gameState.combo === baseCombo(gameState)) { - // Give 1s of time between catching a coin and tick down - gameState.lastTickDown = gameState.levelTime - } else if ( - gameState.levelTime > gameState.lastTickDown + 1000 - ) { - gameState.lastTickDown = gameState.levelTime; - decreaseCombo( - gameState, - gameState.perks.hot_start, - gameState.puckPosition, - gameState.gameZoneHeight - 2 * gameState.puckHeight, - ); - } - } - - - if ( - remainingBricks <= gameState.perks.skip_last && - !gameState.autoCleanUses - ) { - gameState.bricks.forEach((type, index) => { - if (type) { - explodeBrick(gameState, index, gameState.balls[0], true); - } - }); - gameState.autoCleanUses++; - } - - const hasPendingBricks = liveCount(gameState.respawns); - - if (gameState.running && !remainingBricks && !hasPendingBricks) { - if (!gameState.winAt) { - gameState.winAt = gameState.levelTime + 5000; - } - } else { - gameState.winAt = 0; - } - - if ( - (gameState.running && - // Delayed win when coins are still flying - gameState.winAt && - gameState.levelTime > gameState.winAt) || - // instant win condition - (gameState.levelTime && !remainingBricks && !liveCount(gameState.coins)) - ) { - if (gameState.startParams.computer_controlled) { - startComputerControlledGame(gameState.startParams.stress); - } else if (gameState.currentLevel + 1 < max_levels(gameState)) { - setLevel(gameState, gameState.currentLevel + 1); - } else { - gameOver( - t("gameOver.win.title"), - t("gameOver.win.summary", {score: gameState.score}), - ); - } - } else if (gameState.running || gameState.levelTime) { - const coinRadius = Math.round(gameState.coinSize / 2); - - forEachLiveOne(gameState.coins, (coin, coinIndex) => { - if (gameState.perks.coin_magnet) { - const strength = - (100 / - (100 + - Math.pow(coin.y - gameState.gameZoneHeight, 2) + - Math.pow(coin.x - gameState.puckPosition, 2))) * - gameState.perks.coin_magnet; - - const attractionX = - frames * (gameState.puckPosition - coin.x) * strength; - - coin.vx += attractionX; - coin.vy += - (frames * (gameState.gameZoneHeight - coin.y) * strength) / 2; - coin.sa -= attractionX / 10; - } - - if (gameState.perks.ball_attracts_coins && gameState.balls.length) { - // Find closest ball - let closestBall = getClosestBall(gameState, coin.x, coin.y); - if (closestBall) { - let dist = distance2(closestBall, coin); - - const minDist = gameState.brickWidth * gameState.brickWidth; - if ( - dist > minDist && - dist < minDist * 4 * 4 * gameState.perks.ball_attracts_coins - ) { - // Slow down coins in effect radius - const ratio = - 1 - 0.02 * (0.5 + gameState.perks.ball_attracts_coins); - coin.vx *= ratio; - coin.vy *= ratio; - coin.vy *= ratio; - // Carry them - const dx = - ((closestBall.x - coin.x) / dist) * - 50 * - gameState.perks.ball_attracts_coins; - const dy = - ((closestBall.y - coin.y) / dist) * - 50 * - gameState.perks.ball_attracts_coins; - coin.vx += dx; - coin.vy += dy; - - if ( - !isOptionOn("basic") && - Math.random() * gameState.perks.ball_attracts_coins * frames > 0.9 - ) { - makeParticle( - gameState, - coin.x + dx * 5, - coin.y + dy * 5, - dx * 2, - dy * 2, - rainbowColor(), - true, - gameState.coinSize / 2, - 100, - ); - } - } - } - } - - if (gameState.perks.bricks_attract_coins) { - goToNearestBrick( - gameState, - coin, - gameState.perks.bricks_attract_coins * frames, - 2, - false, - ); - } - - const ratio = - 1 - - ((gameState.perks.viscosity * 0.03 + - 0.002 + - (coin.y > gameState.gameZoneHeight ? 0.2 : 0)) * - frames) / - (1 + gameState.perks.etherealcoins); - - if (!gameState.perks.etherealcoins) { - coin.vy *= ratio; - coin.vx *= ratio; - } - if (coin.y > gameState.gameZoneHeight && coin.floatingTime < gameState.perks.buoy * 30) { - - coin.floatingTime += frames - coin.vy -= 1.5 - } - - if (coin.vx > 7 * gameState.baseSpeed) coin.vx = 7 * gameState.baseSpeed; - if (coin.vx < -7 * gameState.baseSpeed) - coin.vx = -7 * gameState.baseSpeed; - if (coin.vy > 7 * gameState.baseSpeed) coin.vy = 7 * gameState.baseSpeed; - if (coin.vy < -7 * gameState.baseSpeed) - coin.vy = -7 * gameState.baseSpeed; - coin.a += coin.sa; - - // Gravity - const flip = - gameState.perks.helium > 0 && - Math.abs(coin.x - gameState.puckPosition) * 2 > - gameState.puckWidth + coin.size; - let dvy = - frames * coin.weight * 0.8 * (flip ? -gameState.perks.helium : 1); - - if (gameState.perks.etherealcoins) { - if (gameState.perks.helium) { - dvy *= 0.2 / gameState.perks.etherealcoins; - } else { - dvy *= 0; - } - } - - coin.vy += dvy; - - if ( - gameState.perks.helium && - !isOptionOn("basic") && - Math.random() < 0.1 * frames - ) { - makeParticle( - gameState, - coin.x, - coin.y, - 0, - dvy * 10, - getCoinRenderColor(gameState, coin), - true, - 5, - 250, - ); - } - - const speed = (Math.abs(coin.vx) + Math.abs(coin.vy)) * 10; - - const hitBorder = bordersHitCheck(gameState, coin, coin.size / 2, frames); - - - if ( - coin.previousY < gameState.gameZoneHeight && - coin.y > gameState.gameZoneHeight && - coin.vy > 0 && - speed > 20 && - !coin.floatingTime - ) { - schedulGameSound( - gameState, - "plouf", - coin.x, - (clamp(speed, 20, 100) / 100) * 0.2, - ); - if (gameState.perks.compound_interest) { - resetCombo(gameState, coin.x, gameState.gameZoneHeight - 20); - } - if (!isOptionOn("basic")) { - makeParticle( - gameState, - coin.x, - gameState.gameZoneHeight, - -coin.vx / 5, - -coin.vy / 5, - getCoinRenderColor(gameState, coin), - false, - ); - } - } - - if ( - coin.y > gameState.gameZoneHeight - coinRadius - gameState.puckHeight && - coin.y < gameState.gameZoneHeight + gameState.puckHeight + coin.vy && - Math.abs(coin.x - gameState.puckPosition) < - coinRadius + - gameState.puckWidth / 2 + - // a bit of margin to be nice , negative in case it's a negative coin - gameState.puckHeight * (coin.points ? 1 : -1) - ) { - addToScore(gameState, coin); - destroy(gameState.coins, coinIndex); - } else if ( - coin.y > gameState.canvasHeight + coinRadius * 10 || - coin.y < -coinRadius * 10 || - coin.x < -coinRadius * 10 || - coin.x > gameState.canvasWidth + coinRadius * 10 - ) { - gameState.levelLostCoins += coin.points; - destroy(gameState.coins, coinIndex); - - if ( - gameState.combo < gameState.perks.fountain_toss * 30 && - Math.random() / coin.points < (1 / gameState.combo) * gameState.perks.fountain_toss - ) { - increaseCombo(gameState, 1, - clamp(coin.x, 20, gameState.canvasWidth - 20), - clamp(coin.y, 20, gameState.gameZoneHeight - 20) - ); - } - } - - const hitBrick = coinBrickHitCheck(gameState, coin); - if (gameState.perks.metamorphosis && typeof hitBrick !== "undefined") { - if ( - gameState.bricks[hitBrick] && - coin.color !== gameState.bricks[hitBrick] && - gameState.bricks[hitBrick] !== "black" && - coin.metamorphosisPoints - ) { - // Not using setbrick because we don't want to reset HP - gameState.bricks[hitBrick] = coin.color; - coin.metamorphosisPoints--; - schedulGameSound(gameState, "colorChange", coin.x, 0.3); - - if (gameState.perks.hypnosis) { - const closestBall = getClosestBall(gameState, coin.x, coin.y); - if (closestBall) { - coin.x = closestBall.x; - coin.y = closestBall.y; - coin.vx = (Math.random() - 0.5) * gameState.baseSpeed; - coin.vy = (Math.random() - 0.5) * gameState.baseSpeed; - coin.metamorphosisPoints = gameState.perks.metamorphosis; - } - } - } - } - - // Sound and slow down - if ( - (!gameState.perks.ghost_coins && typeof hitBrick !== "undefined") || - hitBorder - ) { - const ratio = 1 - 0.2 / (1 + gameState.perks.etherealcoins); - coin.vx *= ratio; - coin.vy *= ratio; - if (Math.abs(coin.vy) < 1) { - coin.vy = 0; - } - coin.sa *= 0.9; - if (speed > 20 && !coin.collidedLastFrame) { - schedulGameSound(gameState, "coinBounce", coin.x, 0.2); - } - } - // remember collision - coin.collidedLastFrame = !!( - typeof hitBrick !== "undefined" || - hitBorder - ) - }); - - gameState.balls.forEach((ball) => ballTick(gameState, ball, frames)); - - if (gameState.perks.shocks) { - gameState.balls.forEach((a, ai) => - gameState.balls.forEach((b, bi) => { - - if ( - ai < bi && - !a.destroyed && - !b.destroyed && - distance2(a, b) < gameState.ballSize * gameState.ballSize - ) { - // switch speeds - let tempVx = a.vx; - let tempVy = a.vy; - a.vx = b.vx; - a.vy = b.vy; - b.vx = tempVx; - b.vy = tempVy; - // Compute center - let x = (a.x + b.x) / 2; - let y = (a.y + b.y) / 2; - // space out the balls with extra speed - if (gameState.perks.shocks > 1) { - const limit = gameState.baseSpeed * gameState.perks.shocks / 2; - a.vx += - clamp(a.x - x, -limit, limit) + - ((Math.random() - 0.5) * limit) / 3; - a.vy += - clamp(a.y - y, -limit, limit) + - ((Math.random() - 0.5) * limit) / 3; - b.vx += - clamp(b.x - x, -limit, limit) + - ((Math.random() - 0.5) * limit) / 3; - b.vy += - clamp(b.y - y, -limit, limit) + - ((Math.random() - 0.5) * limit) / 3; - } - let index = brickIndex(x, y); - explosionAt( - gameState, - index, - x, - y, - a, - Math.max(0, gameState.perks.shocks - 1), - ); - } - }), - ); - } - - if (gameState.perks.wind) { - const windD = - ((gameState.puckPosition - - (gameState.offsetX + gameState.gameZoneWidth / 2)) / - gameState.gameZoneWidth) * - 2 * - gameState.perks.wind; - for (let i = 0; i < gameState.perks.wind; i++) { - if (Math.random() * Math.abs(windD) > 0.5) { - makeParticle( - gameState, - gameState.offsetXRoundedDown + - Math.random() * gameState.gameZoneWidthRoundedUp, - Math.random() * gameState.gameZoneHeight, - windD * 8, - 0, - rainbowColor(), - true, - gameState.coinSize / 2, - 150, - ); - } - } - } - forEachLiveOne(gameState.particles, (flash, index) => { - flash.x += flash.vx * frames; - flash.y += flash.vy * frames; - if (!flash.ethereal) { - flash.vy += 0.5 * frames; - if (hasBrick(brickIndex(flash.x, flash.y))) { - destroy(gameState.particles, index); - } - } - }); - } - - if ( - gameState.combo > baseCombo(gameState) && - !isOptionOn("basic") && - (gameState.combo - baseCombo(gameState)) * Math.random() > 5 - ) { - // The red should still be visible on a white bg - - if (gameState.perks.top_is_lava == 1) { - makeParticle( - gameState, - gameState.offsetXRoundedDown + - Math.random() * gameState.gameZoneWidthRoundedUp, - 0, - (Math.random() - 0.5) * 10, - 5, - "#FF0000", - true, - gameState.coinSize / 2, - 100 * (Math.random() + 1), - ); - } - - if (gameState.perks.left_is_lava == 1) { - makeParticle( - gameState, - gameState.offsetXRoundedDown, - Math.random() * gameState.gameZoneHeight, - 5, - (Math.random() - 0.5) * 10, - "#FF0000", - true, - gameState.coinSize / 2, - 100 * (Math.random() + 1), - ); - } - - if (gameState.perks.right_is_lava == 1) { - makeParticle( - gameState, - gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp, - Math.random() * gameState.gameZoneHeight, - -5, - (Math.random() - 0.5) * 10, - "#FF0000", - true, - gameState.coinSize / 2, - 100 * (Math.random() + 1), - ); - } - - if (gameState.perks.compound_interest) { - let x = gameState.puckPosition, - attemps = 0; - do { - x = - gameState.offsetXRoundedDown + - gameState.gameZoneWidthRoundedUp * Math.random(); - attemps++; - } while ( - Math.abs(x - gameState.puckPosition) < gameState.puckWidth / 2 && - attemps < 10 - ); - - makeParticle( - gameState, - x, - gameState.gameZoneHeight, - (Math.random() - 0.5) * 10, - -5, - "#FF0000", - true, - gameState.coinSize / 2, - 100 * (Math.random() + 1), - ); - } - if (gameState.perks.streak_shots) { - const pos = 0.5 - Math.random(); - makeParticle( - gameState, - gameState.puckPosition + gameState.puckWidth * pos, - gameState.gameZoneHeight - gameState.puckHeight, - pos * 10, - -5, - "#FF0000", - true, - gameState.coinSize / 2, - 100 * (Math.random() + 1), - ); - } - } - - // Respawn what's needed, show particles - forEachLiveOne(gameState.respawns, (r, ri) => { - if (gameState.bricks[r.index]) { - destroy(gameState.respawns, ri); - } else if (gameState.levelTime > r.time) { - setBrick(gameState, r.index, r.color); - destroy(gameState.respawns, ri); - } else { - const {index, color} = r; - const vertical = Math.random() > 0.5; - const dx = Math.random() > 0.5 ? 1 : -1; - const dy = Math.random() > 0.5 ? 1 : -1; - - makeParticle( - gameState, - brickCenterX(gameState, index) + (dx * gameState.brickWidth) / 2, - brickCenterY(gameState, index) + (dy * gameState.brickWidth) / 2, - vertical ? 0 : -dx * gameState.baseSpeed, - vertical ? -dy * gameState.baseSpeed : 0, - color, - true, - gameState.coinSize / 2, - 250, - ); - } - }); - - forEachLiveOne(gameState.particles, (p, pi) => { - if (gameState.levelTime > p.time + p.duration) { - destroy(gameState.particles, pi); - } - }); - forEachLiveOne(gameState.texts, (p, pi) => { - if (gameState.levelTime > p.time + p.duration) { - destroy(gameState.texts, pi); - } - }); - forEachLiveOne(gameState.lights, (p, pi) => { - if (gameState.levelTime > p.time + p.duration) { - destroy(gameState.lights, pi); - } - }); -} - -export function ballTick(gameState: GameState, ball: Ball, frames: number) { - ball.previousVX = ball.vx; - ball.previousVY = ball.vy; - - let speedLimitDampener = - 1 + - gameState.perks.telekinesis + - gameState.perks.ball_repulse_ball + - gameState.perks.puck_repulse_ball + - gameState.perks.ball_attract_ball; - - if (telekinesisEffectRate(gameState, ball) > 0) { - speedLimitDampener += 3; - ball.vx += - ((gameState.puckPosition - ball.x) / 1000) * - frames * - gameState.perks.telekinesis * - telekinesisEffectRate(gameState, ball); - } - if (yoyoEffectRate(gameState, ball) > 0) { - speedLimitDampener += 3; - - ball.vx += - ((gameState.puckPosition - ball.x) / 1000) * - frames * - gameState.perks.yoyo * - yoyoEffectRate(gameState, ball); - } - - if (ball.hitSinceBounce < gameState.perks.bricks_attract_ball * 3) { - goToNearestBrick( - gameState, - ball, - gameState.perks.bricks_attract_ball * frames * 0.2, - 2 + gameState.perks.bricks_attract_ball, - Math.random() < 0.5 * frames, - ); - } - - if ( - ball.vx * ball.vx + ball.vy * ball.vy < - gameState.baseSpeed * gameState.baseSpeed * 2 - ) { - ball.vx *= 1 + 0.02 / speedLimitDampener; - ball.vy *= 1 + 0.02 / speedLimitDampener; - } else { - ball.vx *= 1 - 0.02 / speedLimitDampener; - ball.vy *= 1 - 0.02 / speedLimitDampener; - } - // Ball could get stuck horizontally because of ball-ball interactions in repulse/attract - if (Math.abs(ball.vy) < 0.2 * gameState.baseSpeed) { - ball.vy += ((ball.vy > 0 ? 1 : -1) * 0.02) / speedLimitDampener; - } - - if (gameState.perks.ball_repulse_ball) { - for (let b2 of gameState.balls) { - // avoid computing this twice, and repulsing itself - if (b2.x >= ball.x) continue; - repulse(gameState, ball, b2, gameState.perks.ball_repulse_ball, true); - } - } - if (gameState.perks.ball_attract_ball) { - for (let b2 of gameState.balls) { - // avoid computing this twice, and repulsing itself - if (b2.x >= ball.x) continue; - attract(gameState, ball, b2, gameState.perks.ball_attract_ball); - } - } - if ( - gameState.perks.puck_repulse_ball && - Math.abs(ball.x - gameState.puckPosition) < - gameState.puckWidth / 2 + - (gameState.ballSize * (9 + gameState.perks.puck_repulse_ball)) / 10 - ) { - repulse( - gameState, - ball, - { - x: gameState.puckPosition, - y: gameState.gameZoneHeight, - }, - gameState.perks.puck_repulse_ball + 1, - false, - ); - } - - const borderHitCode = bordersHitCheck( + if (gameState.perks.hot_start) { + if (gameState.combo === baseCombo(gameState)) { + // Give 1s of time between catching a coin and tick down + gameState.lastTickDown = gameState.levelTime; + } else if (gameState.levelTime > gameState.lastTickDown + 1000) { + gameState.lastTickDown = gameState.levelTime; + decreaseCombo( gameState, - ball, - gameState.ballSize / 2, - frames, - ); - if (borderHitCode) { - - ball.sidesHitsSinceBounce++ - if (ball.sidesHitsSinceBounce <= gameState.perks.three_cushion * 3) { - increaseCombo(gameState, 1, ball.x, ball.y); - } - - if ( - gameState.perks.left_is_lava && - borderHitCode % 2 && - ball.x < gameState.offsetX + gameState.gameZoneWidth / 2 - ) { - resetCombo(gameState, ball.x, ball.y); - } - - if ( - gameState.perks.right_is_lava && - borderHitCode % 2 && - ball.x > gameState.offsetX + gameState.gameZoneWidth / 2 - ) { - resetCombo(gameState, ball.x, ball.y); - } - - if (gameState.perks.top_is_lava && borderHitCode >= 2) { - resetCombo(gameState, ball.x, ball.y + gameState.ballSize * 3); - } - if (gameState.perks.trampoline) { - decreaseCombo( - gameState, - gameState.perks.trampoline, - ball.x, - ball.y + gameState.ballSize, - ); - } - - schedulGameSound(gameState, "wallBeep", ball.x, 1); - gameState.levelWallBounces++; - gameState.runStatistics.wall_bounces++; + gameState.perks.hot_start, + gameState.puckPosition, + gameState.gameZoneHeight - 2 * gameState.puckHeight, + ); } + } - // Puck collision - const ylimit = - gameState.gameZoneHeight - gameState.puckHeight - gameState.ballSize / 2; - const ballIsUnderPuck = - Math.abs(ball.x - gameState.puckPosition) < - gameState.ballSize / 2 + gameState.puckWidth / 2; - if ( - ball.y > ylimit && - ball.vy > 0 && - (ballIsUnderPuck || - (gameState.balls.length < 2 && - gameState.perks.extra_life && - ball.y > ylimit + gameState.puckHeight / 2)) - ) { - if (ballIsUnderPuck) { - const speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); - const angle = Math.atan2( - -gameState.puckWidth / 2, - (ball.x - gameState.puckPosition) * - (gameState.perks.concave_puck - ? -1 / (1 + gameState.perks.concave_puck) - : 1), - ); - ball.vx = speed * Math.cos(angle); - ball.vy = speed * Math.sin(angle); - schedulGameSound(gameState, "wallBeep", ball.x, 1); - } else { - ball.vy *= -1; - justLostALife(gameState, ball, ball.x, ball.y); - } - if (gameState.perks.streak_shots) { - resetCombo(gameState, ball.x, ball.y); - } - if (gameState.perks.trampoline) { - increaseCombo(gameState, gameState.perks.trampoline, ball.x, ball.y); - } - if ( - gameState.perks.nbricks && - ball.hitSinceBounce < gameState.perks.nbricks - ) { - resetCombo(gameState, ball.x, ball.y); - } + if ( + remainingBricks <= gameState.perks.skip_last && + !gameState.autoCleanUses + ) { + gameState.bricks.forEach((type, index) => { + if (type) { + explodeBrick(gameState, index, gameState.balls[0], true); + } + }); + gameState.autoCleanUses++; + } - if (!ball.hitSinceBounce && gameState.bricks.find((i) => i)) { - gameState.runStatistics.misses++; - if (gameState.perks.forgiving) { - const loss = Math.floor( - (gameState.levelMisses / 10 / gameState.perks.forgiving) * - (gameState.combo - baseCombo(gameState)), - ); - decreaseCombo(gameState, loss, ball.x, ball.y - gameState.ballSize); - } else { - resetCombo(gameState, ball.x, ball.y); - } - gameState.levelMisses++; - makeText( - gameState, - gameState.puckPosition, - gameState.gameZoneHeight - gameState.puckHeight * 2, - "#FF0000", - t("play.missed_ball"), - gameState.puckHeight, - 500, - ); - } - gameState.runStatistics.puck_bounces++; - ball.hitSinceBounce = 0; - ball.brokenSinceBounce = 0; - ball.sidesHitsSinceBounce = 0; - ball.sapperUses = 0; - ball.piercePoints = gameState.perks.pierce * 3; + const hasPendingBricks = liveCount(gameState.respawns); + + if (gameState.running && !remainingBricks && !hasPendingBricks) { + if (!gameState.winAt) { + gameState.winAt = gameState.levelTime + 5000; } + } else { + gameState.winAt = 0; + } - if ( - gameState.running && - ( - ball.y > gameState.gameZoneHeight + gameState.ballSize / 2 || - ball.y < -gameState.gameZoneHeight || - ball.x < -gameState.gameZoneHeight || - ball.x > gameState.canvasWidth + gameState.gameZoneHeight - ) - - ) { - ball.destroyed = true; - gameState.runStatistics.balls_lost++; - if (!gameState.balls.find((b) => !b.destroyed)) { - if (gameState.startParams.computer_controlled) { - startComputerControlledGame(gameState.startParams.stress); - } else { - gameOver( - t("gameOver.lost.title"), - t("gameOver.lost.summary", {score: gameState.score}), - ); - } - } + if ( + (gameState.running && + // Delayed win when coins are still flying + gameState.winAt && + gameState.levelTime > gameState.winAt) || + // instant win condition + (gameState.levelTime && !remainingBricks && !liveCount(gameState.coins)) + ) { + if (gameState.startParams.computer_controlled) { + startComputerControlledGame(gameState.startParams.stress); + } else if (gameState.currentLevel + 1 < max_levels(gameState)) { + setLevel(gameState, gameState.currentLevel + 1); + } else { + gameOver( + t("gameOver.win.title"), + t("gameOver.win.summary", { score: gameState.score }), + ); } - const radius = gameState.ballSize / 2; - // Make ball/coin bonce, and return bricks that were hit - const {x, y, previousX, previousY} = ball; + } else if (gameState.running || gameState.levelTime) { + const coinRadius = Math.round(gameState.coinSize / 2); - const vhit = hitsSomething(previousX, y, radius); - const hhit = hitsSomething(x, previousY, radius); - const chit = - (typeof vhit == "undefined" && - typeof hhit == "undefined" && - hitsSomething(x, y, radius)) || - undefined; + forEachLiveOne(gameState.coins, (coin, coinIndex) => { + if (gameState.perks.coin_magnet) { + const strength = + (100 / + (100 + + Math.pow(coin.y - gameState.gameZoneHeight, 2) + + Math.pow(coin.x - gameState.puckPosition, 2))) * + gameState.perks.coin_magnet; - const hitBrick = vhit ?? hhit ?? chit; + const attractionX = + frames * (gameState.puckPosition - coin.x) * strength; - if (typeof hitBrick !== "undefined") { - const initialBrickColor = gameState.bricks[hitBrick]; - ball.hitSinceBounce++; + coin.vx += attractionX; + coin.vy += + (frames * (gameState.gameZoneHeight - coin.y) * strength) / 2; + coin.sa -= attractionX / 10; + } - if (!ball.sidesHitsSinceBounce && gameState.perks.three_cushion) { - resetCombo(gameState, ball.x, ball.y); - } - if (gameState.perks.nbricks) { - if (ball.hitSinceBounce > gameState.perks.nbricks) { - resetCombo(gameState, ball.x, ball.y); - } else { - increaseCombo(gameState, gameState.perks.nbricks, ball.x, ball.y); - } - // We need to reset at each hit, otherwise it's just an OP version of single puck hit streak - } + if (gameState.perks.ball_attracts_coins && gameState.balls.length) { + // Find closest ball + let closestBall = getClosestBall(gameState, coin.x, coin.y); + if (closestBall) { + let dist = distance2(closestBall, coin); - let pierce = false; - let damage = - 1 + - (shouldPierceByColor(gameState, vhit, hhit, chit) - ? gameState.perks.pierce_color - : 0); + const minDist = gameState.brickWidth * gameState.brickWidth; + if ( + dist > minDist && + dist < minDist * 4 * 4 * gameState.perks.ball_attracts_coins + ) { + // Slow down coins in effect radius + const ratio = + 1 - 0.02 * (0.5 + gameState.perks.ball_attracts_coins); + coin.vx *= ratio; + coin.vy *= ratio; + coin.vy *= ratio; + // Carry them + const dx = + ((closestBall.x - coin.x) / dist) * + 50 * + gameState.perks.ball_attracts_coins; + const dy = + ((closestBall.y - coin.y) / dist) * + 50 * + gameState.perks.ball_attracts_coins; + coin.vx += dx; + coin.vy += dy; - gameState.brickHP[hitBrick] -= damage; - - const used = Math.min( - ball.piercePoints, - Math.max(1, gameState.brickHP[hitBrick] + 1), - ); - gameState.brickHP[hitBrick] -= used; - ball.piercePoints -= used; - - if (gameState.brickHP[hitBrick] < 0) { - gameState.brickHP[hitBrick] = 0; - pierce = true; - } - if (typeof vhit !== "undefined" || typeof chit !== "undefined") { - if (!pierce) { - ball.y = ball.previousY; - ball.vy *= -1; - } - } - if (typeof hhit !== "undefined" || typeof chit !== "undefined") { - if (!pierce) { - ball.x = ball.previousX; - ball.vx *= -1; - } - } - - if (!gameState.brickHP[hitBrick]) { - ball.brokenSinceBounce++; - applyOttawaTreatyPerk(gameState, hitBrick, ball) - explodeBrick(gameState, hitBrick, ball, false); if ( - ball.sapperUses < gameState.perks.sapper && - initialBrickColor !== "black" && // don't replace a brick that bounced with sturdy_bricks - !gameState.bricks[hitBrick] + !isOptionOn("basic") && + Math.random() * gameState.perks.ball_attracts_coins * frames > 0.9 ) { - setBrick(gameState, hitBrick, "black"); - ball.sapperUses++; - } - - - } else { - schedulGameSound(gameState, "wallBeep", x, 1); - makeLight( + makeParticle( gameState, - brickCenterX(gameState, hitBrick), - brickCenterY(gameState, hitBrick), - "#FFFFFF", - gameState.brickWidth + 2, - 50 * gameState.brickHP[hitBrick], - ); - } - } - - if ( - !isOptionOn("basic") && - ballTransparency(ball, gameState) < Math.random() - ) { - const remainingPierce = ball.piercePoints; - const remainingSapper = ball.sapperUses < gameState.perks.sapper; - const willMiss = - isOptionOn("red_miss") && ball.vy > 0 && !ball.hitSinceBounce; - const extraCombo = gameState.combo - 1; - - if ( - willMiss || - (extraCombo && Math.random() > 0.1 / (1 + extraCombo)) || - (remainingSapper && Math.random() > 0.1 / (1 + remainingSapper)) || - (extraCombo && Math.random() > 0.1 / (1 + extraCombo)) - ) { - const color = - (remainingSapper && (Math.random() > 0.5 ? "#ffb92a" : "#FF0000")) || - (willMiss && "#FF0000") || - gameState.ballsColor; - - makeParticle( - gameState, - ball.x, - ball.y, - gameState.perks.pierce_color || remainingPierce - ? -ball.vx + ((Math.random() - 0.5) * gameState.baseSpeed) / 3 - : (Math.random() - 0.5) * gameState.baseSpeed, - gameState.perks.pierce_color || remainingPierce - ? -ball.vy + ((Math.random() - 0.5) * gameState.baseSpeed) / 3 - : (Math.random() - 0.5) * gameState.baseSpeed, - color, + coin.x + dx * 5, + coin.y + dy * 5, + dx * 2, + dy * 2, + rainbowColor(), true, gameState.coinSize / 2, 100, - ); + ); + } + } } + } + + if (gameState.perks.bricks_attract_coins) { + goToNearestBrick( + gameState, + coin, + gameState.perks.bricks_attract_coins * frames, + 2, + false, + ); + } + + const ratio = + 1 - + ((gameState.perks.viscosity * 0.03 + + 0.002 + + (coin.y > gameState.gameZoneHeight ? 0.2 : 0)) * + frames) / + (1 + gameState.perks.etherealcoins); + + if (!gameState.perks.etherealcoins) { + coin.vy *= ratio; + coin.vx *= ratio; + } + if ( + coin.y > gameState.gameZoneHeight && + coin.floatingTime < gameState.perks.buoy * 30 + ) { + coin.floatingTime += frames; + coin.vy -= 1.5; + } + + if (coin.vx > 7 * gameState.baseSpeed) coin.vx = 7 * gameState.baseSpeed; + if (coin.vx < -7 * gameState.baseSpeed) + coin.vx = -7 * gameState.baseSpeed; + if (coin.vy > 7 * gameState.baseSpeed) coin.vy = 7 * gameState.baseSpeed; + if (coin.vy < -7 * gameState.baseSpeed) + coin.vy = -7 * gameState.baseSpeed; + coin.a += coin.sa; + + // Gravity + const flip = + gameState.perks.helium > 0 && + Math.abs(coin.x - gameState.puckPosition) * 2 > + gameState.puckWidth + coin.size; + let dvy = + frames * coin.weight * 0.8 * (flip ? -gameState.perks.helium : 1); + + if (gameState.perks.etherealcoins) { + if (gameState.perks.helium) { + dvy *= 0.2 / gameState.perks.etherealcoins; + } else { + dvy *= 0; + } + } + + coin.vy += dvy; + + if ( + gameState.perks.helium && + !isOptionOn("basic") && + Math.random() < 0.1 * frames + ) { + makeParticle( + gameState, + coin.x, + coin.y, + 0, + dvy * 10, + getCoinRenderColor(gameState, coin), + true, + 5, + 250, + ); + } + + const speed = (Math.abs(coin.vx) + Math.abs(coin.vy)) * 10; + + const hitBorder = bordersHitCheck(gameState, coin, coin.size / 2, frames); + + if ( + coin.previousY < gameState.gameZoneHeight && + coin.y > gameState.gameZoneHeight && + coin.vy > 0 && + speed > 20 && + !coin.floatingTime + ) { + schedulGameSound( + gameState, + "plouf", + coin.x, + (clamp(speed, 20, 100) / 100) * 0.2, + ); + if (gameState.perks.compound_interest) { + resetCombo(gameState, coin.x, gameState.gameZoneHeight - 20); + } + if (!isOptionOn("basic")) { + makeParticle( + gameState, + coin.x, + gameState.gameZoneHeight, + -coin.vx / 5, + -coin.vy / 5, + getCoinRenderColor(gameState, coin), + false, + ); + } + } + + if ( + coin.y > gameState.gameZoneHeight - coinRadius - gameState.puckHeight && + coin.y < gameState.gameZoneHeight + gameState.puckHeight + coin.vy && + Math.abs(coin.x - gameState.puckPosition) < + coinRadius + + gameState.puckWidth / 2 + + // a bit of margin to be nice , negative in case it's a negative coin + gameState.puckHeight * (coin.points ? 1 : -1) + ) { + addToScore(gameState, coin); + destroy(gameState.coins, coinIndex); + } else if ( + coin.y > gameState.canvasHeight + coinRadius * 10 || + coin.y < -coinRadius * 10 || + coin.x < -coinRadius * 10 || + coin.x > gameState.canvasWidth + coinRadius * 10 + ) { + gameState.levelLostCoins += coin.points; + destroy(gameState.coins, coinIndex); + + if ( + gameState.combo < gameState.perks.fountain_toss * 30 && + Math.random() / coin.points < + (1 / gameState.combo) * gameState.perks.fountain_toss + ) { + increaseCombo( + gameState, + 1, + clamp(coin.x, 20, gameState.canvasWidth - 20), + clamp(coin.y, 20, gameState.gameZoneHeight - 20), + ); + } + } + + const hitBrick = coinBrickHitCheck(gameState, coin); + if (gameState.perks.metamorphosis && typeof hitBrick !== "undefined") { + if ( + gameState.bricks[hitBrick] && + coin.color !== gameState.bricks[hitBrick] && + gameState.bricks[hitBrick] !== "black" && + coin.metamorphosisPoints + ) { + // Not using setbrick because we don't want to reset HP + gameState.bricks[hitBrick] = coin.color; + coin.metamorphosisPoints--; + schedulGameSound(gameState, "colorChange", coin.x, 0.3); + + if (gameState.perks.hypnosis) { + const closestBall = getClosestBall(gameState, coin.x, coin.y); + if (closestBall) { + coin.x = closestBall.x; + coin.y = closestBall.y; + coin.vx = (Math.random() - 0.5) * gameState.baseSpeed; + coin.vy = (Math.random() - 0.5) * gameState.baseSpeed; + coin.metamorphosisPoints = gameState.perks.metamorphosis; + } + } + } + } + + // Sound and slow down + if ( + (!gameState.perks.ghost_coins && typeof hitBrick !== "undefined") || + hitBorder + ) { + const ratio = 1 - 0.2 / (1 + gameState.perks.etherealcoins); + coin.vx *= ratio; + coin.vy *= ratio; + if (Math.abs(coin.vy) < 1) { + coin.vy = 0; + } + coin.sa *= 0.9; + if (speed > 20 && !coin.collidedLastFrame) { + schedulGameSound(gameState, "coinBounce", coin.x, 0.2); + } + } + // remember collision + coin.collidedLastFrame = !!(typeof hitBrick !== "undefined" || hitBorder); + }); + + gameState.balls.forEach((ball) => ballTick(gameState, ball, frames)); + + if (gameState.perks.shocks) { + gameState.balls.forEach((a, ai) => + gameState.balls.forEach((b, bi) => { + if ( + ai < bi && + !a.destroyed && + !b.destroyed && + distance2(a, b) < gameState.ballSize * gameState.ballSize + ) { + // switch speeds + let tempVx = a.vx; + let tempVy = a.vy; + a.vx = b.vx; + a.vy = b.vy; + b.vx = tempVx; + b.vy = tempVy; + // Compute center + let x = (a.x + b.x) / 2; + let y = (a.y + b.y) / 2; + // space out the balls with extra speed + if (gameState.perks.shocks > 1) { + const limit = (gameState.baseSpeed * gameState.perks.shocks) / 2; + a.vx += + clamp(a.x - x, -limit, limit) + + ((Math.random() - 0.5) * limit) / 3; + a.vy += + clamp(a.y - y, -limit, limit) + + ((Math.random() - 0.5) * limit) / 3; + b.vx += + clamp(b.x - x, -limit, limit) + + ((Math.random() - 0.5) * limit) / 3; + b.vy += + clamp(b.y - y, -limit, limit) + + ((Math.random() - 0.5) * limit) / 3; + } + let index = brickIndex(x, y); + explosionAt( + gameState, + index, + x, + y, + a, + Math.max(0, gameState.perks.shocks - 1), + ); + } + }), + ); } + + if (gameState.perks.wind) { + const windD = + ((gameState.puckPosition - + (gameState.offsetX + gameState.gameZoneWidth / 2)) / + gameState.gameZoneWidth) * + 2 * + gameState.perks.wind; + for (let i = 0; i < gameState.perks.wind; i++) { + if (Math.random() * Math.abs(windD) > 0.5) { + makeParticle( + gameState, + gameState.offsetXRoundedDown + + Math.random() * gameState.gameZoneWidthRoundedUp, + Math.random() * gameState.gameZoneHeight, + windD * 8, + 0, + rainbowColor(), + true, + gameState.coinSize / 2, + 150, + ); + } + } + } + forEachLiveOne(gameState.particles, (flash, index) => { + flash.x += flash.vx * frames; + flash.y += flash.vy * frames; + if (!flash.ethereal) { + flash.vy += 0.5 * frames; + if (hasBrick(brickIndex(flash.x, flash.y))) { + destroy(gameState.particles, index); + } + } + }); + } + + if ( + gameState.combo > baseCombo(gameState) && + !isOptionOn("basic") && + (gameState.combo - baseCombo(gameState)) * Math.random() > 5 + ) { + // The red should still be visible on a white bg + + if (gameState.perks.top_is_lava == 1) { + makeParticle( + gameState, + gameState.offsetXRoundedDown + + Math.random() * gameState.gameZoneWidthRoundedUp, + 0, + (Math.random() - 0.5) * 10, + 5, + "#FF0000", + true, + gameState.coinSize / 2, + 100 * (Math.random() + 1), + ); + } + + if (gameState.perks.left_is_lava == 1) { + makeParticle( + gameState, + gameState.offsetXRoundedDown, + Math.random() * gameState.gameZoneHeight, + 5, + (Math.random() - 0.5) * 10, + "#FF0000", + true, + gameState.coinSize / 2, + 100 * (Math.random() + 1), + ); + } + + if (gameState.perks.right_is_lava == 1) { + makeParticle( + gameState, + gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp, + Math.random() * gameState.gameZoneHeight, + -5, + (Math.random() - 0.5) * 10, + "#FF0000", + true, + gameState.coinSize / 2, + 100 * (Math.random() + 1), + ); + } + + if (gameState.perks.compound_interest) { + let x = gameState.puckPosition, + attemps = 0; + do { + x = + gameState.offsetXRoundedDown + + gameState.gameZoneWidthRoundedUp * Math.random(); + attemps++; + } while ( + Math.abs(x - gameState.puckPosition) < gameState.puckWidth / 2 && + attemps < 10 + ); + + makeParticle( + gameState, + x, + gameState.gameZoneHeight, + (Math.random() - 0.5) * 10, + -5, + "#FF0000", + true, + gameState.coinSize / 2, + 100 * (Math.random() + 1), + ); + } + if (gameState.perks.streak_shots) { + const pos = 0.5 - Math.random(); + makeParticle( + gameState, + gameState.puckPosition + gameState.puckWidth * pos, + gameState.gameZoneHeight - gameState.puckHeight, + pos * 10, + -5, + "#FF0000", + true, + gameState.coinSize / 2, + 100 * (Math.random() + 1), + ); + } + } + + // Respawn what's needed, show particles + forEachLiveOne(gameState.respawns, (r, ri) => { + if (gameState.bricks[r.index]) { + destroy(gameState.respawns, ri); + } else if (gameState.levelTime > r.time) { + setBrick(gameState, r.index, r.color); + destroy(gameState.respawns, ri); + } else { + const { index, color } = r; + const vertical = Math.random() > 0.5; + const dx = Math.random() > 0.5 ? 1 : -1; + const dy = Math.random() > 0.5 ? 1 : -1; + + makeParticle( + gameState, + brickCenterX(gameState, index) + (dx * gameState.brickWidth) / 2, + brickCenterY(gameState, index) + (dy * gameState.brickWidth) / 2, + vertical ? 0 : -dx * gameState.baseSpeed, + vertical ? -dy * gameState.baseSpeed : 0, + color, + true, + gameState.coinSize / 2, + 250, + ); + } + }); + + forEachLiveOne(gameState.particles, (p, pi) => { + if (gameState.levelTime > p.time + p.duration) { + destroy(gameState.particles, pi); + } + }); + forEachLiveOne(gameState.texts, (p, pi) => { + if (gameState.levelTime > p.time + p.duration) { + destroy(gameState.texts, pi); + } + }); + forEachLiveOne(gameState.lights, (p, pi) => { + if (gameState.levelTime > p.time + p.duration) { + destroy(gameState.lights, pi); + } + }); +} + +export function ballTick(gameState: GameState, ball: Ball, frames: number) { + ball.previousVX = ball.vx; + ball.previousVY = ball.vy; + + let speedLimitDampener = + 1 + + gameState.perks.telekinesis + + gameState.perks.ball_repulse_ball + + gameState.perks.puck_repulse_ball + + gameState.perks.ball_attract_ball; + + if (telekinesisEffectRate(gameState, ball) > 0) { + speedLimitDampener += 3; + ball.vx += + ((gameState.puckPosition - ball.x) / 1000) * + frames * + gameState.perks.telekinesis * + telekinesisEffectRate(gameState, ball); + } + if (yoyoEffectRate(gameState, ball) > 0) { + speedLimitDampener += 3; + + ball.vx += + ((gameState.puckPosition - ball.x) / 1000) * + frames * + gameState.perks.yoyo * + yoyoEffectRate(gameState, ball); + } + + if (ball.hitSinceBounce < gameState.perks.bricks_attract_ball * 3) { + goToNearestBrick( + gameState, + ball, + gameState.perks.bricks_attract_ball * frames * 0.2, + 2 + gameState.perks.bricks_attract_ball, + Math.random() < 0.5 * frames, + ); + } + + if ( + ball.vx * ball.vx + ball.vy * ball.vy < + gameState.baseSpeed * gameState.baseSpeed * 2 + ) { + ball.vx *= 1 + 0.02 / speedLimitDampener; + ball.vy *= 1 + 0.02 / speedLimitDampener; + } else { + ball.vx *= 1 - 0.02 / speedLimitDampener; + ball.vy *= 1 - 0.02 / speedLimitDampener; + } + // Ball could get stuck horizontally because of ball-ball interactions in repulse/attract + if (Math.abs(ball.vy) < 0.2 * gameState.baseSpeed) { + ball.vy += ((ball.vy > 0 ? 1 : -1) * 0.02) / speedLimitDampener; + } + + if (gameState.perks.ball_repulse_ball) { + for (let b2 of gameState.balls) { + // avoid computing this twice, and repulsing itself + if (b2.x >= ball.x) continue; + repulse(gameState, ball, b2, gameState.perks.ball_repulse_ball, true); + } + } + if (gameState.perks.ball_attract_ball) { + for (let b2 of gameState.balls) { + // avoid computing this twice, and repulsing itself + if (b2.x >= ball.x) continue; + attract(gameState, ball, b2, gameState.perks.ball_attract_ball); + } + } + if ( + gameState.perks.puck_repulse_ball && + Math.abs(ball.x - gameState.puckPosition) < + gameState.puckWidth / 2 + + (gameState.ballSize * (9 + gameState.perks.puck_repulse_ball)) / 10 + ) { + repulse( + gameState, + ball, + { + x: gameState.puckPosition, + y: gameState.gameZoneHeight, + }, + gameState.perks.puck_repulse_ball + 1, + false, + ); + } + + const borderHitCode = bordersHitCheck( + gameState, + ball, + gameState.ballSize / 2, + frames, + ); + if (borderHitCode) { + ball.sidesHitsSinceBounce++; + if (ball.sidesHitsSinceBounce <= gameState.perks.three_cushion * 3) { + increaseCombo(gameState, 1, ball.x, ball.y); + } + + if ( + gameState.perks.left_is_lava && + borderHitCode % 2 && + ball.x < gameState.offsetX + gameState.gameZoneWidth / 2 + ) { + resetCombo(gameState, ball.x, ball.y); + } + + if ( + gameState.perks.right_is_lava && + borderHitCode % 2 && + ball.x > gameState.offsetX + gameState.gameZoneWidth / 2 + ) { + resetCombo(gameState, ball.x, ball.y); + } + + if (gameState.perks.top_is_lava && borderHitCode >= 2) { + resetCombo(gameState, ball.x, ball.y + gameState.ballSize * 3); + } + if (gameState.perks.trampoline) { + decreaseCombo( + gameState, + gameState.perks.trampoline, + ball.x, + ball.y + gameState.ballSize, + ); + } + + schedulGameSound(gameState, "wallBeep", ball.x, 1); + gameState.levelWallBounces++; + gameState.runStatistics.wall_bounces++; + } + + // Puck collision + const ylimit = + gameState.gameZoneHeight - gameState.puckHeight - gameState.ballSize / 2; + const ballIsUnderPuck = + Math.abs(ball.x - gameState.puckPosition) < + gameState.ballSize / 2 + gameState.puckWidth / 2; + if ( + ball.y > ylimit && + ball.vy > 0 && + (ballIsUnderPuck || + (gameState.balls.length < 2 && + gameState.perks.extra_life && + ball.y > ylimit + gameState.puckHeight / 2)) + ) { + if (ballIsUnderPuck) { + const speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); + const angle = Math.atan2( + -gameState.puckWidth / 2, + (ball.x - gameState.puckPosition) * + (gameState.perks.concave_puck + ? -1 / (1 + gameState.perks.concave_puck) + : 1), + ); + ball.vx = speed * Math.cos(angle); + ball.vy = speed * Math.sin(angle); + schedulGameSound(gameState, "wallBeep", ball.x, 1); + } else { + ball.vy *= -1; + justLostALife(gameState, ball, ball.x, ball.y); + } + if (gameState.perks.streak_shots) { + resetCombo(gameState, ball.x, ball.y); + } + if (gameState.perks.trampoline) { + increaseCombo(gameState, gameState.perks.trampoline, ball.x, ball.y); + } + if ( + gameState.perks.nbricks && + ball.hitSinceBounce < gameState.perks.nbricks + ) { + resetCombo(gameState, ball.x, ball.y); + } + + if (!ball.hitSinceBounce && gameState.bricks.find((i) => i)) { + gameState.runStatistics.misses++; + if (gameState.perks.forgiving) { + const loss = Math.floor( + (gameState.levelMisses / 10 / gameState.perks.forgiving) * + (gameState.combo - baseCombo(gameState)), + ); + decreaseCombo(gameState, loss, ball.x, ball.y - gameState.ballSize); + } else { + resetCombo(gameState, ball.x, ball.y); + } + gameState.levelMisses++; + makeText( + gameState, + gameState.puckPosition, + gameState.gameZoneHeight - gameState.puckHeight * 2, + "#FF0000", + t("play.missed_ball"), + gameState.puckHeight, + 500, + ); + } + gameState.runStatistics.puck_bounces++; + ball.hitSinceBounce = 0; + ball.brokenSinceBounce = 0; + ball.sidesHitsSinceBounce = 0; + ball.sapperUses = 0; + ball.piercePoints = gameState.perks.pierce * 3; + } + + if ( + gameState.running && + (ball.y > gameState.gameZoneHeight + gameState.ballSize / 2 || + ball.y < -gameState.gameZoneHeight || + ball.x < -gameState.gameZoneHeight || + ball.x > gameState.canvasWidth + gameState.gameZoneHeight) + ) { + ball.destroyed = true; + gameState.runStatistics.balls_lost++; + if (!gameState.balls.find((b) => !b.destroyed)) { + if (gameState.startParams.computer_controlled) { + startComputerControlledGame(gameState.startParams.stress); + } else { + gameOver( + t("gameOver.lost.title"), + t("gameOver.lost.summary", { score: gameState.score }), + ); + } + } + } + const radius = gameState.ballSize / 2; + // Make ball/coin bonce, and return bricks that were hit + const { x, y, previousX, previousY } = ball; + + const vhit = hitsSomething(previousX, y, radius); + const hhit = hitsSomething(x, previousY, radius); + const chit = + (typeof vhit == "undefined" && + typeof hhit == "undefined" && + hitsSomething(x, y, radius)) || + undefined; + + const hitBrick = vhit ?? hhit ?? chit; + + if (typeof hitBrick !== "undefined") { + const initialBrickColor = gameState.bricks[hitBrick]; + ball.hitSinceBounce++; + + if (!ball.sidesHitsSinceBounce && gameState.perks.three_cushion) { + resetCombo(gameState, ball.x, ball.y); + } + if (gameState.perks.nbricks) { + if (ball.hitSinceBounce > gameState.perks.nbricks) { + resetCombo(gameState, ball.x, ball.y); + } else { + increaseCombo(gameState, gameState.perks.nbricks, ball.x, ball.y); + } + // We need to reset at each hit, otherwise it's just an OP version of single puck hit streak + } + + let pierce = false; + let damage = + 1 + + (shouldPierceByColor(gameState, vhit, hhit, chit) + ? gameState.perks.pierce_color + : 0); + + gameState.brickHP[hitBrick] -= damage; + + const used = Math.min( + ball.piercePoints, + Math.max(1, gameState.brickHP[hitBrick] + 1), + ); + gameState.brickHP[hitBrick] -= used; + ball.piercePoints -= used; + + if (gameState.brickHP[hitBrick] < 0) { + gameState.brickHP[hitBrick] = 0; + pierce = true; + } + if (typeof vhit !== "undefined" || typeof chit !== "undefined") { + if (!pierce) { + ball.y = ball.previousY; + ball.vy *= -1; + } + } + if (typeof hhit !== "undefined" || typeof chit !== "undefined") { + if (!pierce) { + ball.x = ball.previousX; + ball.vx *= -1; + } + } + + if (!gameState.brickHP[hitBrick]) { + ball.brokenSinceBounce++; + applyOttawaTreatyPerk(gameState, hitBrick, ball); + explodeBrick(gameState, hitBrick, ball, false); + if ( + ball.sapperUses < gameState.perks.sapper && + initialBrickColor !== "black" && // don't replace a brick that bounced with sturdy_bricks + !gameState.bricks[hitBrick] + ) { + setBrick(gameState, hitBrick, "black"); + ball.sapperUses++; + } + } else { + schedulGameSound(gameState, "wallBeep", x, 1); + makeLight( + gameState, + brickCenterX(gameState, hitBrick), + brickCenterY(gameState, hitBrick), + "#FFFFFF", + gameState.brickWidth + 2, + 50 * gameState.brickHP[hitBrick], + ); + } + } + + if ( + !isOptionOn("basic") && + ballTransparency(ball, gameState) < Math.random() + ) { + const remainingPierce = ball.piercePoints; + const remainingSapper = ball.sapperUses < gameState.perks.sapper; + const willMiss = + isOptionOn("red_miss") && ball.vy > 0 && !ball.hitSinceBounce; + const extraCombo = gameState.combo - 1; + + if ( + willMiss || + (extraCombo && Math.random() > 0.1 / (1 + extraCombo)) || + (remainingSapper && Math.random() > 0.1 / (1 + remainingSapper)) || + (extraCombo && Math.random() > 0.1 / (1 + extraCombo)) + ) { + const color = + (remainingSapper && (Math.random() > 0.5 ? "#ffb92a" : "#FF0000")) || + (willMiss && "#FF0000") || + gameState.ballsColor; + + makeParticle( + gameState, + ball.x, + ball.y, + gameState.perks.pierce_color || remainingPierce + ? -ball.vx + ((Math.random() - 0.5) * gameState.baseSpeed) / 3 + : (Math.random() - 0.5) * gameState.baseSpeed, + gameState.perks.pierce_color || remainingPierce + ? -ball.vy + ((Math.random() - 0.5) * gameState.baseSpeed) / 3 + : (Math.random() - 0.5) * gameState.baseSpeed, + color, + true, + gameState.coinSize / 2, + 100, + ); + } + } } function justLostALife(gameState: GameState, ball: Ball, x: number, y: number) { - gameState.perks.extra_life -= 1; - if (gameState.perks.extra_life < 0) { - gameState.perks.extra_life = 0; - } else if (gameState.perks.sacrifice) { - gameState.combo *= gameState.perks.sacrifice; - gameState.bricks.forEach( - (color, index) => color && explodeBrick(gameState, index, ball, true), - ); - } + gameState.perks.extra_life -= 1; + if (gameState.perks.extra_life < 0) { + gameState.perks.extra_life = 0; + } else if (gameState.perks.sacrifice) { + gameState.combo *= gameState.perks.sacrifice; + gameState.bricks.forEach( + (color, index) => color && explodeBrick(gameState, index, ball, true), + ); + } - schedulGameSound(gameState, "lifeLost", ball.x, 1); + schedulGameSound(gameState, "lifeLost", ball.x, 1); - if (!isOptionOn("basic")) { - for (let i = 0; i < 10; i++) - makeParticle( - gameState, - x, - y, - Math.random() * gameState.baseSpeed * 3, - gameState.baseSpeed * 3, - "#FF0000", - false, - gameState.coinSize / 2, - 150, - ); - } + if (!isOptionOn("basic")) { + for (let i = 0; i < 10; i++) + makeParticle( + gameState, + x, + y, + Math.random() * gameState.baseSpeed * 3, + gameState.baseSpeed * 3, + "#FF0000", + false, + gameState.coinSize / 2, + 150, + ); + } } function makeCoin( - gameState: GameState, - x: number, - y: number, - vx: number, - vy: number, - color = "#ffd300", - points = 1, + gameState: GameState, + x: number, + y: number, + vx: number, + vy: number, + color = "#ffd300", + points = 1, ) { - let weight = 0.8 + Math.random() * 0.2 + Math.min(2, points * 0.01); - weight *= 5 / (5 + gameState.perks.etherealcoins); + let weight = 0.8 + Math.random() * 0.2 + Math.min(2, points * 0.01); + weight *= 5 / (5 + gameState.perks.etherealcoins); - if (gameState.perks.trickledown) y = -20; - if ( - gameState.perks.rainbow && - Math.random() > 1 / (1 + gameState.perks.rainbow) - ) - color = rainbowColor(); + if (gameState.perks.trickledown) y = -20; + if ( + gameState.perks.rainbow && + Math.random() > 1 / (1 + gameState.perks.rainbow) + ) + color = rainbowColor(); - append(gameState.coins, (p: Partial) => { - p.x = x; - p.y = y; - p.collidedLastFrame = true; - p.size = gameState.coinSize; - p.previousX = x; - p.previousY = y; - p.vx = vx; - p.vy = vy; - // p.sx = 0; - // p.sy = 0; - p.color = color; - p.a = Math.random() * Math.PI * 2; - p.sa = Math.random() - 0.5; - p.points = points; - p.weight = weight; - p.metamorphosisPoints = gameState.perks.metamorphosis; - p.floatingTime = 0 - }); + append(gameState.coins, (p: Partial) => { + p.x = x; + p.y = y; + p.collidedLastFrame = true; + p.size = gameState.coinSize; + p.previousX = x; + p.previousY = y; + p.vx = vx; + p.vy = vy; + // p.sx = 0; + // p.sy = 0; + p.color = color; + p.a = Math.random() * Math.PI * 2; + p.sa = Math.random() - 0.5; + p.points = points; + p.weight = weight; + p.metamorphosisPoints = gameState.perks.metamorphosis; + p.floatingTime = 0; + }); } function makeParticle( - gameState: GameState, - x: number, - y: number, - vx: number, - vy: number, - color: colorString, - ethereal = false, - size = 8, - duration = 150, + gameState: GameState, + x: number, + y: number, + vx: number, + vy: number, + color: colorString, + ethereal = false, + size = 8, + duration = 150, ) { - append(gameState.particles, (p: Partial) => { - p.time = gameState.levelTime; - p.x = x; - p.y = y; - p.vx = vx; - p.vy = vy; - p.color = color; - p.size = size; - p.duration = duration; - p.ethereal = ethereal; - }); + append(gameState.particles, (p: Partial) => { + p.time = gameState.levelTime; + p.x = x; + p.y = y; + p.vx = vx; + p.vy = vy; + p.color = color; + p.size = size; + p.duration = duration; + p.ethereal = ethereal; + }); } function makeText( - gameState: GameState, - x: number, - y: number, - color: colorString, - text: string, - size = 20, - duration = 500, + gameState: GameState, + x: number, + y: number, + color: colorString, + text: string, + size = 20, + duration = 500, ) { - append(gameState.texts, (p: Partial) => { - p.time = gameState.levelTime; - p.x = x; - p.y = y; - p.color = color; - p.size = size; - p.duration = clamp(duration, 400, 2000); - p.text = text; - }); + append(gameState.texts, (p: Partial) => { + p.time = gameState.levelTime; + p.x = x; + p.y = y; + p.color = color; + p.size = size; + p.duration = clamp(duration, 400, 2000); + p.text = text; + }); } function makeLight( - gameState: GameState, - x: number, - y: number, - color: colorString, - size = 8, - duration = 150, + gameState: GameState, + x: number, + y: number, + color: colorString, + size = 8, + duration = 150, ) { - append(gameState.lights, (p: Partial) => { - p.time = gameState.levelTime; - p.x = x; - p.y = y; - p.color = color; - p.size = size; - p.duration = duration; - }); + append(gameState.lights, (p: Partial) => { + p.time = gameState.levelTime; + p.x = x; + p.y = y; + p.color = color; + p.size = size; + p.duration = duration; + }); } export function append( - where: ReusableArray, - makeItem: (match: Partial) => void, + where: ReusableArray, + makeItem: (match: Partial) => void, ) { - while ( - where.list[where.indexMin] && - !where.list[where.indexMin].destroyed && - where.indexMin < where.list.length - ) { - where.indexMin++; - } - if (where.indexMin < where.list.length) { - where.list[where.indexMin].destroyed = false; - makeItem(where.list[where.indexMin]); - where.indexMin++; - } else { - const p = {destroyed: false}; - makeItem(p); - where.list.push(p); - } - where.total++; + while ( + where.list[where.indexMin] && + !where.list[where.indexMin].destroyed && + where.indexMin < where.list.length + ) { + where.indexMin++; + } + if (where.indexMin < where.list.length) { + where.list[where.indexMin].destroyed = false; + makeItem(where.list[where.indexMin]); + where.indexMin++; + } else { + const p = { destroyed: false }; + makeItem(p); + where.list.push(p); + } + where.total++; } export function destroy(where: ReusableArray, index: number) { - if (where.list[index].destroyed) return; - where.list[index].destroyed = true; - where.indexMin = Math.min(where.indexMin, index); - where.total--; + if (where.list[index].destroyed) return; + where.list[index].destroyed = true; + where.indexMin = Math.min(where.indexMin, index); + where.total--; } export function liveCount(where: ReusableArray) { - return where.total; + return where.total; } export function empty(where: ReusableArray) { - let destroyed = 0; - where.total = 0; - where.indexMin = 0; - where.list.forEach((i) => { - if (!i.destroyed) { - i.destroyed = true; - destroyed++; - } - }); - return destroyed; + let destroyed = 0; + where.total = 0; + where.indexMin = 0; + where.list.forEach((i) => { + if (!i.destroyed) { + i.destroyed = true; + destroyed++; + } + }); + return destroyed; } export function forEachLiveOne( - where: ReusableArray, - cb: (t: T, index: number) => void, + where: ReusableArray, + cb: (t: T, index: number) => void, ) { - where.list.forEach((item: T, index: number) => { - if (item && !item.destroyed) { - cb(item, index); - } - }); + where.list.forEach((item: T, index: number) => { + if (item && !item.destroyed) { + cb(item, index); + } + }); } function goToNearestBrick( - gameState: GameState, - coin: Ball | Coin, - strength, - size = 2, - particle = false, + gameState: GameState, + coin: Ball | Coin, + strength, + size = 2, + particle = false, ) { - const row = Math.floor(coin.y / gameState.brickWidth); - const col = Math.floor((coin.x - gameState.offsetX) / gameState.brickWidth); - let vx = 0, - vy = 0; - for (let dcol = -size; dcol < size; dcol++) { - for (let drow = -size; drow < size; drow++) { - const index = getRowColIndex(gameState, row + drow, col + dcol); - if (gameState.bricks[index]) { - const dx = - brickCenterX(gameState, index) + - (clamp(-dcol, -1, 1) * gameState.brickWidth) / 2 - - coin.x; - const dy = - brickCenterY(gameState, index) + - (clamp(-drow, -1, 1) * gameState.brickWidth) / 2 - - coin.y; - const d2 = dx * dx + dy * dy; - vx += (dx / d2) * 20; - vy += (dy / d2) * 20; - } - } + const row = Math.floor(coin.y / gameState.brickWidth); + const col = Math.floor((coin.x - gameState.offsetX) / gameState.brickWidth); + let vx = 0, + vy = 0; + for (let dcol = -size; dcol < size; dcol++) { + for (let drow = -size; drow < size; drow++) { + const index = getRowColIndex(gameState, row + drow, col + dcol); + if (gameState.bricks[index]) { + const dx = + brickCenterX(gameState, index) + + (clamp(-dcol, -1, 1) * gameState.brickWidth) / 2 - + coin.x; + const dy = + brickCenterY(gameState, index) + + (clamp(-drow, -1, 1) * gameState.brickWidth) / 2 - + coin.y; + const d2 = dx * dx + dy * dy; + vx += (dx / d2) * 20; + vy += (dy / d2) * 20; + } } + } - coin.vx += vx * strength; - coin.vy += vy * strength; - const s2 = coin.vx * coin.vx + coin.vy * coin.vy; - if (s2 > gameState.baseSpeed * gameState.baseSpeed * 2) { - coin.vx *= 0.95; - coin.vy *= 0.95; - } + coin.vx += vx * strength; + coin.vy += vy * strength; + const s2 = coin.vx * coin.vx + coin.vy * coin.vy; + if (s2 > gameState.baseSpeed * gameState.baseSpeed * 2) { + coin.vx *= 0.95; + coin.vy *= 0.95; + } - if ((vx || vy) && particle) { - makeParticle( + if ((vx || vy) && particle) { + makeParticle( + gameState, + coin.x, + coin.y, + -vx * 2, + -vy * 2, + rainbowColor(), + true, + ); + } +} + +function applyOttawaTreatyPerk( + gameState: GameState, + index: number, + ball: Ball, +) { + if (!gameState.perks.ottawa_treaty) return; + if (ball.sapperUses) return; + + const originalColor = gameState.bricks[index]; + if (originalColor == "black") return; + const x = index % gameState.gridSize; + const y = Math.floor(index / gameState.gridSize); + let converted = 0; + for (let dx = -1; dx <= 1; dx++) + for (let dy = -1; dy <= 1; dy++) + if (dx || dy) { + const nIndex = getRowColIndex(gameState, y + dy, x + dx); + if (gameState.bricks[nIndex] && gameState.bricks[nIndex] === "black") { + setBrick(gameState, nIndex, originalColor); + schedulGameSound( gameState, - coin.x, - coin.y, - -vx * 2, - -vy * 2, - rainbowColor(), - true, - ); - } + "colorChange", + brickCenterX(gameState, index), + 1, + ); + // Avoid infinite bricks generation hack + ball.sapperUses = Infinity; + converted++; + // Don't convert more than one brick per hit normally + if (converted >= gameState.perks.ottawa_treaty) return; + } + } + return; } - - -function applyOttawaTreatyPerk(gameState: GameState, index: number, ball: Ball) { - if (!gameState.perks.ottawa_treaty) return - if (ball.sapperUses) return - - const originalColor = gameState.bricks[index] - if (originalColor == 'black') return - const x = index % gameState.gridSize - const y = Math.floor(index / gameState.gridSize) - let converted = 0 - for (let dx = -1; dx <= 1; dx++) - for (let dy = -1; dy <= 1; dy++) - if (dx || dy) { - const nIndex = getRowColIndex(gameState, y + dy, x + dx) - if (gameState.bricks[nIndex] && gameState.bricks[nIndex] === 'black') { - - setBrick(gameState, nIndex, originalColor) - schedulGameSound(gameState, "colorChange", brickCenterX(gameState, index), 1) - // Avoid infinite bricks generation hack - ball.sapperUses = Infinity - converted++ - // Don't convert more than one brick per hit normally - if (converted >= gameState.perks.ottawa_treaty) return - - } - } - return -} - diff --git a/src/game_utils.ts b/src/game_utils.ts index 7fd5bc4..3bd4859 100644 --- a/src/game_utils.ts +++ b/src/game_utils.ts @@ -13,7 +13,7 @@ import { t } from "./i18n/i18n"; import { clamp } from "./pure_functions"; import { rawUpgrades } from "./upgrades"; import { hashCode } from "./getLevelBackground"; -import { getTotalScore } from "./settings"; +import { getSettingValue, getTotalScore } from "./settings"; import { isOptionOn } from "./options"; export function describeLevel(level: Level) { @@ -392,16 +392,6 @@ export function reasonLevelIsLocked( } } -export function ballTransparency(ball: Ball, gameState: GameState) { - if (!gameState.perks.transparency) return 0; - return clamp( - gameState.perks.transparency * - (1 - (ball.y / gameState.gameZoneHeight) * 1.2), - 0, - 1, - ); -} - export function getCoinRenderColor(gameState: GameState, coin: Coin) { if ( gameState.perks.metamorphosis || @@ -423,3 +413,12 @@ export function getCornerOffset(gameState: GameState) { } export const isInWebView = !!window.location.href.includes("isInWebView=true"); + +export function hoursSpentPlaying() { + try { + const timePlayed = getSettingValue("breakout_71_total_play_time", 0); + return Math.floor(timePlayed / 1000 / 60 / 60); + } catch (e) { + return 0; + } +} diff --git a/src/levelEditor.ts b/src/levelEditor.ts index d528d60..f7f6ada 100644 --- a/src/levelEditor.ts +++ b/src/levelEditor.ts @@ -1,10 +1,6 @@ import { icons, transformRawLevel } from "./loadGameData"; import { t } from "./i18n/i18n"; -import { - getSettingValue, - getTotalScore, - setSettingValue, -} from "./settings"; +import { getSettingValue, getTotalScore, setSettingValue } from "./settings"; import { asyncAlert } from "./asyncAlert"; import { Palette, RawLevel } from "./types"; import { levelIconHTML } from "./levelIcon"; @@ -165,7 +161,6 @@ export async function editRawLevelList(nth: number, color = "W") { text: t("editor.editing.copy"), value: "copy", help: t("editor.editing.copy_help"), - }, { text: t("editor.editing.bigger"), @@ -250,7 +245,10 @@ export async function editRawLevelList(nth: number, color = "W") { return; } if (action === "copy") { - let text = "```\n[" + (level.name||'unnamed level')?.replace(/\[|\]/gi, " ") + "]"; + let text = + "```\n[" + + (level.name || "unnamed level")?.replace(/\[|\]/gi, " ") + + "]"; bricks.forEach((b, bi) => { if (!(bi % level.size)) text += "\n"; text += b; diff --git a/src/loadGameData.test.ts b/src/loadGameData.test.ts index 2542223..ba3887f 100644 --- a/src/loadGameData.test.ts +++ b/src/loadGameData.test.ts @@ -1,7 +1,6 @@ import _palette from "./data/palette.json"; import _rawLevelsList from "./data/levels.json"; import _appVersion from "./data/version.json"; -import { rawUpgrades } from "./upgrades"; describe("json data checks", () => { it("_rawLevelsList has icon levels", () => { @@ -10,13 +9,6 @@ describe("json data checks", () => { ).toBeGreaterThan(10); }); - it("all upgrades have icons", () => { - const missingIcon = rawUpgrades.filter( - (u) => !_rawLevelsList.find((l) => l.name == "icon:" + u.id), - ); - expect(missingIcon).toEqual([]); - }); - it("_rawLevelsList has non-icon few levels", () => { expect( _rawLevelsList.filter((l) => !l.name.startsWith("icon:")).length, diff --git a/src/migrations.ts b/src/migrations.ts index ad2474f..f75b53d 100644 --- a/src/migrations.ts +++ b/src/migrations.ts @@ -140,16 +140,15 @@ migrate("set_breakout_71_unlocked_levels" + _appVersion, () => { ); }); -migrate('clean_ls', ()=>{ - for (let key in localStorage) { +migrate("clean_ls", () => { + for (let key in localStorage) { try { - JSON.parse(localStorage.getItem(key) || "null"); + JSON.parse(localStorage.getItem(key) || "null"); } catch (e) { - localStorage.removeItem(key) - console.warn('Removed invalid key '+key,e); + localStorage.removeItem(key); + console.warn("Removed invalid key " + key, e); } } - -}) +}); afterMigration(); diff --git a/src/options.ts b/src/options.ts index 051c45a..6c05277 100644 --- a/src/options.ts +++ b/src/options.ts @@ -2,7 +2,8 @@ import { t } from "./i18n/i18n"; import { OptionDef, OptionId } from "./types"; import { getSettingValue, setSettingValue } from "./settings"; -import { hoursSpentPlaying } from "./pure_functions"; + +import { hoursSpentPlaying } from "./game_utils"; export const options = { sound: { diff --git a/src/pure_functions.ts b/src/pure_functions.ts index 4e557dd..48af796 100644 --- a/src/pure_functions.ts +++ b/src/pure_functions.ts @@ -1,6 +1,4 @@ -import { getSettingValue } from "./settings"; -import {GameState} from "./types"; -import {ballTransparency} from "./game_utils"; +import { Ball, GameState } from "./types"; export function clamp(value: number, min: number, max: number) { return Math.max(min, Math.min(value, max)); @@ -10,33 +8,39 @@ export function comboKeepingRate(level: number) { return clamp(1 - (1 / (1 + level)) * 1.5, 0, 1); } -export function hoursSpentPlaying() { - try { - const timePlayed = getSettingValue("breakout_71_total_play_time", 0); - return Math.floor(timePlayed / 1000 / 60 / 60); - } catch (e) { - return 0; - } +export function shouldCoinsStick(gameState: GameState) { + return ( + gameState.perks.sticky_coins && + (!gameState.lastExplosion || + gameState.lastExplosion < + gameState.levelTime - 300 * gameState.perks.sticky_coins) + ); } -export function shouldCoinsStick(gameState:GameState){ - return gameState.perks.sticky_coins && (!gameState.lastExplosion || gameState.lastExplosion < gameState.levelTime - 300 * gameState.perks.sticky_coins) +export function ballTransparency(ball: Ball, gameState: GameState) { + if (!gameState.perks.transparency) return 0; + return clamp( + gameState.perks.transparency * + (1 - (ball.y / gameState.gameZoneHeight) * 1.2), + 0, + 1, + ); } -export function coinsBoostedCombo(gameState:GameState){ - let boost = 1+gameState.perks.sturdy_bricks / 2 + gameState.perks.smaller_puck/2 - if(gameState.perks.transparency){ - let min=1; - gameState.balls.forEach(ball=>{ - const bt=ballTransparency(ball, gameState) - if(bt { + const bt = ballTransparency(ball, gameState); + if (bt < min) { + min = bt; } - }) - boost+=min*gameState.perks.transparency / 2 + }); + boost += (min * gameState.perks.transparency) / 2; } - return Math.ceil(Math.max(gameState.combo,gameState.lastCombo) * boost) - + return Math.ceil(Math.max(gameState.combo, gameState.lastCombo) * boost); } export function miniMarkDown(md: string) { diff --git a/src/render.ts b/src/render.ts index 10c879d..d3f8429 100644 --- a/src/render.ts +++ b/src/render.ts @@ -1,6 +1,5 @@ import { baseCombo, forEachLiveOne, liveCount } from "./gameStateMutators"; import { - ballTransparency, brickCenterX, brickCenterY, currentLevelInfo, @@ -18,8 +17,10 @@ import { t } from "./i18n/i18n"; import { gameState, lastMeasuredFPS, startWork } from "./game"; import { isOptionOn } from "./options"; import { + ballTransparency, catchRateBest, - catchRateGood, coinsBoostedCombo, + catchRateGood, + coinsBoostedCombo, levelTimeBest, levelTimeGood, missesBest, @@ -75,12 +76,11 @@ export function render(gameState: GameState) { } const catchRate = gameState.levelSpawnedCoins - ? - (gameState.score - gameState.levelStartScore) / - (gameState.levelSpawnedCoins || 1) - // (gameState.levelSpawnedCoins - gameState.levelLostCoins) / + ? (gameState.score - gameState.levelStartScore) / + (gameState.levelSpawnedCoins || 1) + : // (gameState.levelSpawnedCoins - gameState.levelLostCoins) / // gameState.levelSpawnedCoins - : 1; + 1; startWork("render:scoreDisplay"); scoreDisplay.innerHTML = (isOptionOn("show_fps") || gameState.startParams.computer_controlled @@ -440,12 +440,12 @@ export function render(gameState: GameState) { ); startWork("render:combotext"); - const spawns=coinsBoostedCombo(gameState) - if (spawns > 1) { + const spawns = coinsBoostedCombo(gameState); + if (spawns > 1) { ctx.globalCompositeOperation = "source-over"; ctx.globalAlpha = 1; - const comboText = spawns.toString(); + const comboText = spawns.toString(); const comboTextWidth = (comboText.length * gameState.puckHeight) / 1.8; const totalWidth = comboTextWidth + gameState.coinSize * 2; const left = gameState.puckPosition - totalWidth / 2; @@ -500,56 +500,55 @@ export function render(gameState: GameState) { if (gameState.offsetXRoundedDown) { // draw outside of gaming area to avoid capturing borders in recordings - if(gameState.perks.left_is_lava<2) - drawStraightLine( - ctx, - gameState, - (redLeftSide && "#FF0000") || "#FFFFFF", - gameState.offsetXRoundedDown - 1, - 0, - gameState.offsetXRoundedDown - 1, - height, - 1, - ); - if(gameState.perks.right_is_lava<2) - drawStraightLine( - ctx, - gameState, - (redRightSide && "#FF0000") || "#FFFFFF", - width - gameState.offsetXRoundedDown + 1, - 0, - width - gameState.offsetXRoundedDown + 1, - height, - 1, - ); + if (gameState.perks.left_is_lava < 2) + drawStraightLine( + ctx, + gameState, + (redLeftSide && "#FF0000") || "#FFFFFF", + gameState.offsetXRoundedDown - 1, + 0, + gameState.offsetXRoundedDown - 1, + height, + 1, + ); + if (gameState.perks.right_is_lava < 2) + drawStraightLine( + ctx, + gameState, + (redRightSide && "#FF0000") || "#FFFFFF", + width - gameState.offsetXRoundedDown + 1, + 0, + width - gameState.offsetXRoundedDown + 1, + height, + 1, + ); } else { + if (gameState.perks.left_is_lava < 2) + drawStraightLine( + ctx, + gameState, + (redLeftSide && "#FF0000") || "", + 0, + 0, + 0, + height, + 1, + ); - if(gameState.perks.left_is_lava<2) - drawStraightLine( - ctx, - gameState, - (redLeftSide && "#FF0000") || "", - 0, - 0, - 0, - height, - 1, - ); - - if(gameState.perks.right_is_lava<2) - drawStraightLine( - ctx, - gameState, - (redRightSide && "#FF0000") || "", - width - 1, - 0, - width - 1, - height, - 1, - ); + if (gameState.perks.right_is_lava < 2) + drawStraightLine( + ctx, + gameState, + (redRightSide && "#FF0000") || "", + width - 1, + 0, + width - 1, + height, + 1, + ); } - if (redTop && gameState.perks.top_is_lava<2) + if (redTop && gameState.perks.top_is_lava < 2) drawStraightLine( ctx, gameState, diff --git a/src/settings.ts b/src/settings.ts index d302179..27e92d6 100644 --- a/src/settings.ts +++ b/src/settings.ts @@ -14,7 +14,7 @@ try { warnedUserAboutLSIssue = true; toast(`Storage issue : ${(e as Error)?.message}`); } - console.warn('Reading '+key,e); + console.warn("Reading " + key, e); } } } catch (e) { diff --git a/src/types.d.ts b/src/types.d.ts index 4c5b4f1..67e906f 100644 --- a/src/types.d.ts +++ b/src/types.d.ts @@ -84,7 +84,7 @@ export type Coin = { destroyed?: boolean; collidedLastFrame?: boolean; metamorphosisPoints: number; - floatingTime:number; + floatingTime: number; }; export type Ball = { x: number; diff --git a/src/upgrades.ts b/src/upgrades.ts index a807618..bf646fb 100644 --- a/src/upgrades.ts +++ b/src/upgrades.ts @@ -189,7 +189,8 @@ export const rawUpgrades = [ id: "smaller_puck", max: 2, name: t("upgrades.smaller_puck.name"), - help: (lvl: number) => t("upgrades.smaller_puck.tooltip", {percent:50*lvl}), + help: (lvl: number) => + t("upgrades.smaller_puck.tooltip", { percent: 50 * lvl }), fullHelp: t("upgrades.smaller_puck.verbose_description"), }, { @@ -718,14 +719,13 @@ export const rawUpgrades = [ id: "fountain_toss", max: 7, name: t("upgrades.fountain_toss.name"), - help: () => t("upgrades.fountain_toss.tooltip"), + help: () => t("upgrades.fountain_toss.tooltip"), fullHelp: t("upgrades.fountain_toss.verbose_description"), }, { requires: "", threshold: 175000, gift: false, - id: "limitless", max: 1, name: t("upgrades.limitless.name"), @@ -828,8 +828,7 @@ export const rawUpgrades = [ id: "buoy", max: 3, name: t("upgrades.buoy.name"), - help: (lvl: number) => - t("upgrades.buoy.tooltip", { duration: lvl * 0.5 }), + help: (lvl: number) => t("upgrades.buoy.tooltip", { duration: lvl * 0.5 }), fullHelp: t("upgrades.buoy.verbose_description"), }, { @@ -839,7 +838,7 @@ export const rawUpgrades = [ id: "ottawa_treaty", max: 1, name: t("upgrades.ottawa_treaty.name"), - help: () =>t("upgrades.ottawa_treaty.tooltip"), + help: () => t("upgrades.ottawa_treaty.tooltip"), fullHelp: t("upgrades.ottawa_treaty.verbose_description"), }, { @@ -849,18 +848,18 @@ export const rawUpgrades = [ id: "three_cushion", max: 1, name: t("upgrades.three_cushion.name"), - help: (lvl:number) =>t("upgrades.three_cushion.tooltip",{max:lvl*3}), + help: (lvl: number) => + t("upgrades.three_cushion.tooltip", { max: lvl * 3 }), fullHelp: t("upgrades.three_cushion.verbose_description"), }, - { + { requires: "", threshold: 235000, gift: false, id: "sticky_coins", max: 1, name: t("upgrades.sticky_coins.name"), - help: (lvl:number) =>t("upgrades.sticky_coins.tooltip"), + help: (lvl: number) => t("upgrades.sticky_coins.tooltip"), fullHelp: t("upgrades.sticky_coins.verbose_description"), }, - ] as const;