import { Ball, BallLike, Coin, colorString, GameState, PerkId } from "./types"; import { sounds } from "./sounds"; import { brickCenterX, brickCenterY, currentLevelInfo, distanceBetween, getMajorityValue, getPossibleUpgrades, getRowColIndex, isTelekinesisActive, max_levels, } from "./game_utils"; import { t } from "./i18n/i18n"; import { icons } from "./loadGameData"; import { addToTotalScore } from "./settings"; import { background } from "./render"; import { gameOver } from "./gameOver"; import { bordersHitCheck, brickIndex, coinBrickHitCheck, fitSize, gameState, hasBrick, hitsSomething, openUpgradesPicker, pause, shouldPierceByColor, } from "./game"; import { stopRecording } from "./recording"; import { isOptionOn } from "./options"; export function setMousePos(gameState: GameState, x: number) { // Sets the puck position, and updates the ball position if they are supposed to follow it gameState.puckPosition = x; gameState.needsRender = true; } function getBallDefaultVx(gameState: GameState) { return ( (gameState.perks.concave_puck ? 0 : 1) * (Math.random() > 0.5 ? gameState.baseSpeed : -gameState.baseSpeed) ); } export function resetBalls(gameState: GameState) { const count = 1 + (gameState.perks?.multiball || 0); const perBall = gameState.puckWidth / (count + 1); gameState.balls = []; gameState.ballsColor = "#FFF"; if (gameState.perks.picky_eater || gameState.perks.pierce_color) { gameState.ballsColor = getMajorityValue(gameState.bricks.filter((i) => i)) || "#FFF"; } 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, sx: 0, sy: 0, sparks: 0, piercedSinceBounce: 0, hitSinceBounce: 0, hitItem: [], sapperUses: 0, }); } } 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); ball.x = x; ball.previousX = x; ball.y = gameState.gameZoneHeight - 1.5 * gameState.ballSize; ball.previousY = ball.y; ball.vx = vx; ball.previousVX = ball.vx; ball.vy = -gameState.baseSpeed; ball.previousVY = ball.vy; ball.sx = 0; ball.sy = 0; ball.hitItem = []; ball.hitSinceBounce = 0; ball.piercedSinceBounce = 0; }); } 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 gameState.baseSpeed = Math.max( 3, gameState.gameZoneWidth / 12 / 10 + gameState.currentLevel / 3 + gameState.levelTime / (30 * 1000) - gameState.perks.slow_down * 2, ); gameState.puckWidth = (gameState.gameZoneWidth / 12) * (3 - gameState.perks.smaller_puck + gameState.perks.bigger_puck); if ( gameState.puckPosition < gameState.offsetXRoundedDown + gameState.puckWidth / 2 ) { gameState.puckPosition = gameState.offsetXRoundedDown + gameState.puckWidth / 2; } if ( gameState.puckPosition > gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp - gameState.puckWidth / 2 ) { gameState.puckPosition = gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp - gameState.puckWidth / 2; } if (!gameState.running && !gameState.levelTime) { putBallsAtPuck(gameState); } } export function baseCombo(gameState: GameState) { return 1 + gameState.perks.base_combo * 3 + gameState.perks.smaller_puck * 5; } export function resetCombo( gameState: GameState, x: number | undefined, y: number | undefined, ) { const prev = gameState.combo; gameState.combo = baseCombo(gameState); if (!gameState.levelTime) { gameState.combo += gameState.perks.hot_start * 15; } if (prev > gameState.combo && gameState.perks.soft_reset) { gameState.combo += Math.floor( ((prev - gameState.combo) * (gameState.perks.soft_reset * 10)) / 100, ); } const lost = Math.max(0, prev - gameState.combo); if (lost) { for (let i = 0; i < lost && i < 8; i++) { setTimeout(() => sounds.comboDecrease(), i * 100); } if (typeof x !== "undefined" && typeof y !== "undefined") { gameState.flashes.push({ type: "text", text: "-" + lost, time: gameState.levelTime, color: "red", x: x, y: y, duration: 150, size: gameState.puckHeight, }); } } return lost; } export function decreaseCombo( 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); if (lost) { sounds.comboDecrease(); if (typeof x !== "undefined" && typeof y !== "undefined") { gameState.flashes.push({ type: "text", text: "-" + lost, time: gameState.levelTime, color: "red", x: x, y: y, duration: 300, size: gameState.puckHeight, }); } } } export function spawnExplosion( gameState: GameState, count: number, x: number, y: number, color: string, duration = 150, size = gameState.coinSize, ) { if (!!isOptionOn("basic")) return; if (gameState.flashes.length > gameState.MAX_PARTICLES) { // Avoid freezing when lots of explosion happen at once count = 1; } for (let i = 0; i < count; i++) { gameState.flashes.push({ type: "particle", time: gameState.levelTime, size, x: x + ((Math.random() - 0.5) * gameState.brickWidth) / 2, y: y + ((Math.random() - 0.5) * gameState.brickWidth) / 2, vx: (Math.random() - 0.5) * 30, vy: (Math.random() - 0.5) * 30, color, duration, ethereal: false, }); } } export function explodeBrick( gameState: GameState, index: number, ball: Ball, isExplosion: boolean, ) { const color = gameState.bricks[index]; if (!color) return; if (color === "black") { delete gameState.bricks[index]; const x = brickCenterX(gameState, index), y = brickCenterY(gameState, index); sounds.explode(ball.x); const col = index % gameState.gridSize; const row = Math.floor(index / gameState.gridSize); const size = 1 + gameState.perks.bigger_explosions; // 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 if ( gameState.bricks[i] !== "black" && gameState.perks.sturdy_bricks > Math.random() * 5 ) continue; explodeBrick(gameState, i, ball, true); } } } // Blow nearby coins gameState.coins.forEach((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; c.vy += ((dy / d2) * 10 * size) / c.weight; }); gameState.lastExplosion = Date.now(); gameState.flashes.push({ type: "ball", duration: 150, time: gameState.levelTime, size: gameState.brickWidth * 2, color: "white", x, y, }); spawnExplosion( gameState, 7 * (1 + gameState.perks.bigger_explosions), x, y, "white", 150, gameState.coinSize, ); ball.hitSinceBounce++; gameState.runStatistics.bricks_broken++; } else if (color) { // Even if it bounces we don't want to count that as a miss ball.hitSinceBounce++; // Flashing is take care of by the tick loop const x = brickCenterX(gameState, index), y = brickCenterY(gameState, index); gameState.bricks[index] = ""; // coins = coins.filter((c) => !c.destroyed); let coinsToSpawn = gameState.combo; if (gameState.perks.sturdy_bricks) { // +10% per level coinsToSpawn += Math.ceil( ((10 + gameState.perks.sturdy_bricks) / 10) * coinsToSpawn, ); } gameState.levelSpawnedCoins += coinsToSpawn; gameState.runStatistics.coins_spawned += coinsToSpawn; gameState.runStatistics.bricks_broken++; const maxCoins = gameState.MAX_COINS * (isOptionOn("basic") ? 0.5 : 1); const spawnableCoins = gameState.coins.length > gameState.MAX_COINS ? 1 : Math.floor(maxCoins - gameState.coins.length) / 3; 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; } coinsToSpawn -= points; const cx = x + (Math.random() - 0.5) * (gameState.brickWidth - gameState.coinSize), cy = y + (Math.random() - 0.5) * (gameState.brickWidth - gameState.coinSize); gameState.coins.push({ points, size: gameState.coinSize, //-Math.floor(Math.log2(points)), color: gameState.perks.metamorphosis ? color : "gold", x: cx, y: cy, previousX: cx, previousY: cy, // Use previous speed because the ball has already bounced vx: ball.previousVX * (0.5 + Math.random()), vy: ball.previousVY * (0.5 + Math.random()), sx: 0, sy: 0, a: Math.random() * Math.PI * 2, sa: Math.random() - 0.5, weight: 0.8 + Math.random() * 0.2, }); } gameState.combo += Math.max( 0, 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, ); if (!isExplosion) { // color change if ( (gameState.perks.picky_eater || gameState.perks.pierce_color) && color !== gameState.ballsColor && color ) { if (gameState.perks.picky_eater) { resetCombo(gameState, ball.x, ball.y); } sounds.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, 150, 15, ); }); } } else { sounds.comboIncreaseMaybe(gameState.combo, ball.x, 1); } } gameState.flashes.push({ type: "ball", duration: 40, time: gameState.levelTime, size: gameState.brickWidth, color: color, x, y, }); spawnExplosion( gameState, 5 + Math.min(gameState.combo, 30), x, y, color, 150, gameState.coinSize / 2, ); } if (!gameState.bricks[index] && color !== "black") { ball.hitItem?.push({ index, color, }); } } export function dontOfferTooSoon(gameState: GameState, id: PerkId) { 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) .slice(0, count) .sort((a, b) => (a.id > b.id ? 1 : -1)); 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), })); } export function addToScore(gameState: GameState, coin: Coin) { coin.destroyed = true; gameState.score += coin.points; gameState.lastScoreIncrease = gameState.levelTime; addToTotalScore(gameState, coin.points); if (gameState.score > gameState.highScore && !gameState.isCreativeModeRun) { gameState.highScore = gameState.score; localStorage.setItem("breakout-3-hs", gameState.score.toString()); } if (!isOptionOn("basic")) { gameState.flashes.push({ type: "particle", duration: 100 + Math.random() * 50, time: gameState.levelTime, size: gameState.coinSize / 2, color: coin.color, x: coin.previousX, y: coin.previousY, vx: (gameState.canvasWidth - coin.x) / 100, vy: -coin.y / 100, ethereal: true, }); } if (Date.now() - gameState.lastPlayedCoinGrab > 16) { gameState.lastPlayedCoinGrab = Date.now(); sounds.coinCatch(coin.x); } gameState.runStatistics.score += coin.points; } export function setLevel(gameState: GameState, l: number) { stopRecording(); pause(false); if (l > 0) { openUpgradesPicker(gameState); } gameState.currentLevel = l; gameState.levelTime = 0; gameState.levelWallBounces = 0; gameState.autoCleanUses = 0; gameState.lastTickDown = gameState.levelTime; gameState.levelStartScore = gameState.score; gameState.levelSpawnedCoins = 0; gameState.levelMisses = 0; gameState.runStatistics.levelsPlayed++; resetCombo(gameState, undefined, undefined); resetBalls(gameState); const lvl = currentLevelInfo(gameState); if (lvl.size !== gameState.gridSize) { gameState.gridSize = lvl.size; fitSize(); } gameState.coins = []; gameState.bricks = [...lvl.bricks]; gameState.flashes = []; // 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; } export function rainbowColor(): colorString { return `hsl(${(Math.round(gameState.levelTime / 4) * 2) % 360},100%,70%)`; } export function repulse( 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 / 2; 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; gameState.flashes.push({ type: "particle", duration: 100, time: gameState.levelTime, size: gameState.coinSize / 2, color: rainbowColor(), ethereal: true, x: a.x, y: a.y, vx: -dx * speed + a.vx + (Math.random() - 0.5) * rand, vy: -dy * speed + a.vy + (Math.random() - 0.5) * rand, }); if ( impactsBToo && typeof b.vx !== "undefined" && typeof b.vy !== "undefined" ) { gameState.flashes.push({ type: "particle", duration: 100, time: gameState.levelTime, size: gameState.coinSize / 2, color: rainbowColor(), ethereal: true, x: b.x, y: b.y, vx: dx * speed + b.vx + (Math.random() - 0.5) * rand, vy: dy * speed + b.vy + (Math.random() - 0.5) * rand, }); } } 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 * 0.5; 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 speed = 10; const rand = 2; gameState.flashes.push({ type: "particle", duration: 100, time: gameState.levelTime, size: gameState.coinSize / 2, color: rainbowColor(), ethereal: true, x: a.x, y: a.y, vx: dx * speed + a.vx + (Math.random() - 0.5) * rand, vy: dy * speed + a.vy + (Math.random() - 0.5) * rand, }); gameState.flashes.push({ type: "particle", duration: 100, time: gameState.levelTime, size: gameState.coinSize / 2, color: rainbowColor(), ethereal: true, x: b.x, y: b.y, vx: -dx * speed + b.vx + (Math.random() - 0.5) * rand, vy: -dy * speed + b.vy + (Math.random() - 0.5) * rand, }); } export function gameStateTick( gameState: GameState, // How many frames to compute at once, can go above 1 to compensate lag frames = 1, ) { gameState.runStatistics.max_combo = Math.max( gameState.runStatistics.max_combo, gameState.combo, ); gameState.coins = gameState.coins.filter((coin) => !coin.destroyed); gameState.balls = gameState.balls.filter((ball) => !ball.destroyed); const remainingBricks = gameState.bricks.filter( (b) => b && b !== "black", ).length; if ( gameState.levelTime > gameState.lastTickDown + 1000 && gameState.perks.hot_start ) { 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++; } if (!remainingBricks && !gameState.coins.length) { 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) { let playedCoinBounce = false; const coinRadius = Math.round(gameState.coinSize / 2); gameState.coins.forEach((coin) => { if (coin.destroyed) return; if (gameState.perks.coin_magnet) { const attractionX = ((frames * (gameState.puckPosition - coin.x)) / (100 + Math.pow(coin.y - gameState.gameZoneHeight, 2) + Math.pow(coin.x - gameState.puckPosition, 2))) * gameState.perks.coin_magnet * 100; coin.vx += attractionX; coin.sa -= attractionX / 10; } const ratio = 1 - (gameState.perks.viscosity * 0.03 + 0.005) * frames; coin.vy *= ratio; coin.vx *= ratio; 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 coin.vy += frames * coin.weight * 0.8; const speed = Math.abs(coin.sx) + Math.abs(coin.sx); const hitBorder = bordersHitCheck(coin, coin.size / 2, frames); 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 gameState.puckHeight ) { addToScore(gameState, coin); } else if (coin.y > gameState.canvasHeight + coinRadius) { coin.destroyed = true; if (gameState.perks.compound_interest) { resetCombo(gameState, coin.x, coin.y); } } const hitBrick = coinBrickHitCheck(coin); if (gameState.perks.metamorphosis && typeof hitBrick !== "undefined") { if ( gameState.bricks[hitBrick] && coin.color !== gameState.bricks[hitBrick] && gameState.bricks[hitBrick] !== "black" && !coin.coloredABrick ) { gameState.bricks[hitBrick] = coin.color; coin.coloredABrick = true; sounds.colorChange(coin.x, 0.3); } } if (typeof hitBrick !== "undefined" || hitBorder) { coin.vx *= 0.8; coin.vy *= 0.8; coin.sa *= 0.9; if (speed > 20 && !playedCoinBounce) { playedCoinBounce = true; sounds.coinBounce(coin.x, 0.2); } if (Math.abs(coin.vy) < 3) { coin.vy = 0; } } }); gameState.balls.forEach((ball) => ballTick(gameState, ball, frames)); 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) { gameState.flashes.push({ type: "particle", duration: 150, ethereal: true, time: gameState.levelTime, size: gameState.coinSize / 2, color: rainbowColor(), x: gameState.offsetXRoundedDown + Math.random() * gameState.gameZoneWidthRoundedUp, y: Math.random() * gameState.gameZoneHeight, vx: windD * 8, vy: 0, }); } } } gameState.flashes.forEach((flash) => { if (flash.type === "particle") { flash.x += flash.vx * frames; flash.y += flash.vy * frames; if (!flash.ethereal) { flash.vy += 0.5; if (hasBrick(brickIndex(flash.x, flash.y))) { flash.destroyed = true; } } } }); } if (gameState.combo > baseCombo(gameState)) { // The red should still be visible on a white bg const baseParticle = !isOptionOn("basic") && (gameState.combo - baseCombo(gameState)) * Math.random() > 5 && gameState.running && { type: "particle" as const, duration: 100 * (Math.random() + 1), time: gameState.levelTime, size: gameState.coinSize / 2, color: "red", ethereal: true, }; if (gameState.perks.top_is_lava) { baseParticle && gameState.flashes.push({ ...baseParticle, x: gameState.offsetXRoundedDown + Math.random() * gameState.gameZoneWidthRoundedUp, y: 0, vx: (Math.random() - 0.5) * 10, vy: 5, }); } if (gameState.perks.left_is_lava && baseParticle) { gameState.flashes.push({ ...baseParticle, x: gameState.offsetXRoundedDown, y: Math.random() * gameState.gameZoneHeight, vx: 5, vy: (Math.random() - 0.5) * 10, }); } if (gameState.perks.right_is_lava && baseParticle) { gameState.flashes.push({ ...baseParticle, x: gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp, y: Math.random() * gameState.gameZoneHeight, vx: -5, vy: (Math.random() - 0.5) * 10, }); } 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 ); baseParticle && gameState.flashes.push({ ...baseParticle, x, y: gameState.gameZoneHeight, vx: (Math.random() - 0.5) * 10, vy: -5, }); } if (gameState.perks.streak_shots) { const pos = 0.5 - Math.random(); baseParticle && gameState.flashes.push({ ...baseParticle, duration: 100, x: gameState.puckPosition + gameState.puckWidth * pos, y: gameState.gameZoneHeight - gameState.puckHeight, vx: pos * 10, vy: -5, }); } } } export function ballTick(gameState: GameState, ball: Ball, delta: 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 (isTelekinesisActive(gameState, ball)) { speedLimitDampener += 3; ball.vx += ((gameState.puckPosition - ball.x) / 1000) * delta * gameState.perks.telekinesis; } 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, ); } if ( gameState.perks.respawn && ball.hitItem?.length > 1 && !isOptionOn("basic") ) { for ( let i = 0; i < ball.hitItem?.length - 1 && i < gameState.perks.respawn; i++ ) { const { index, color } = ball.hitItem[i]; if (gameState.bricks[index] || color === "black") continue; const vertical = Math.random() > 0.5; const dx = Math.random() > 0.5 ? 1 : -1; const dy = Math.random() > 0.5 ? 1 : -1; gameState.flashes.push({ type: "particle", duration: 250, ethereal: true, time: gameState.levelTime, size: gameState.coinSize / 2, color, x: brickCenterX(gameState, index) + (dx * gameState.brickWidth) / 2, y: brickCenterY(gameState, index) + (dy * gameState.brickWidth) / 2, vx: vertical ? 0 : -dx * gameState.baseSpeed, vy: vertical ? -dy * gameState.baseSpeed : 0, }); } } const borderHitCode = bordersHitCheck(ball, gameState.ballSize / 2, delta); if (borderHitCode) { 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); } sounds.wallBeep(ball.x); 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.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 ? -0.5 : 1), ); ball.vx = speed * Math.cos(angle); ball.vy = speed * Math.sin(angle); sounds.wallBeep(ball.x); } else { ball.vy *= -1; gameState.perks.extra_life = Math.max(0, gameState.perks.extra_life - 1); sounds.lifeLost(ball.x); if (!isOptionOn("basic")) { for (let i = 0; i < 10; i++) gameState.flashes.push({ type: "particle", ethereal: false, color: "red", destroyed: false, duration: 150, size: gameState.coinSize / 2, time: gameState.levelTime, x: ball.x, y: ball.y, vx: Math.random() * gameState.baseSpeed * 3, vy: gameState.baseSpeed * 3, }); } } if (gameState.perks.streak_shots) { resetCombo(gameState, ball.x, ball.y); } if (gameState.perks.respawn) { ball.hitItem .slice(0, -1) .slice(0, gameState.perks.respawn) .forEach(({ index, color }) => { if (!gameState.bricks[index] && color !== "black") gameState.bricks[index] = color; }); } ball.hitItem = []; if (!ball.hitSinceBounce) { gameState.runStatistics.misses++; gameState.levelMisses++; resetCombo(gameState, ball.x, ball.y); gameState.flashes.push({ type: "text", text: t("play.missed_ball"), duration: 500, time: gameState.levelTime, size: gameState.puckHeight * 1.5, color: "red", x: gameState.puckPosition, y: gameState.gameZoneHeight - gameState.puckHeight * 2, }); } gameState.runStatistics.puck_bounces++; ball.hitSinceBounce = 0; ball.sapperUses = 0; ball.piercedSinceBounce = 0; } if ( ball.y > gameState.gameZoneHeight + gameState.ballSize / 2 && gameState.running ) { ball.destroyed = true; gameState.runStatistics.balls_lost++; if (!gameState.balls.find((b) => !b.destroyed)) { 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; let sturdyBounce = hitBrick && gameState.bricks[hitBrick] !== "black" && gameState.perks.sturdy_bricks && gameState.perks.sturdy_bricks > Math.random() * 5; let pierce = false; if (sturdyBounce || typeof hitBrick === "undefined") { // cannot pierce } else if (shouldPierceByColor(vhit, hhit, chit)) { pierce = true; } else if (ball.piercedSinceBounce < gameState.perks.pierce * 3) { pierce = true; ball.piercedSinceBounce++; } 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 (sturdyBounce) { sounds.wallBeep(x); return; } if (typeof hitBrick !== "undefined") { const initialBrickColor = gameState.bricks[hitBrick]; 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] ) { gameState.bricks[hitBrick] = "black"; ball.sapperUses++; } } if (!isOptionOn("basic")) { ball.sparks += (delta * (gameState.combo - 1)) / 30; if (ball.sparks > 1) { gameState.flashes.push({ type: "particle", duration: 100 * ball.sparks, time: gameState.levelTime, size: gameState.coinSize / 2, color: gameState.ballsColor, x: ball.x, y: ball.y, vx: (Math.random() - 0.5) * gameState.baseSpeed, vy: (Math.random() - 0.5) * gameState.baseSpeed, ethereal: false, }); ball.sparks = 0; } } }