breakout71/dist/index.html

4223 lines
232 KiB
HTML

<!doctype html>
<html lang="en">
<head><script src="/editor.1350aee5.js"></script>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Breakout 71</title>
<meta name="description" content="A breakout game with roguelite mechanics. Break bricks, catch coins, pick upgrades, repeat. Play for free on mobile and desktop.">
<link rel="manifest" href="/PWA/manifest.webmanifest">
<style>* {
box-sizing: border-box;
font-family: Courier New, Courier, Lucida Sans Typewriter, Lucida Typewriter, monospace;
}
body {
width: 100vw;
height: 100vh;
height: calc(var(--vh, 1vh) * 100);
color: #fff;
background-size: 120px 120px;
background-color: var(--background1);
--background1: #030c23;
--background2: #03112a;
margin: 0;
padding: 0;
overflow: hidden;
}
#game {
height: 100vh;
height: calc(var(--vh, 1vh) * 100);
width: 100vw;
position: fixed;
top: 0;
left: 0;
}
#score, #menu {
z-index: 1;
appearance: none;
font: inherit;
color: #fff;
text-shadow: 0 0 4px #000c;
background: none;
border: none;
min-width: 40px;
min-height: 40px;
padding: 10px;
line-height: 20px;
position: absolute;
top: 0;
}
#score:hover, #menu:hover, #score:focus, #menu:focus {
cursor: pointer;
background: #0000004d;
}
#score {
color: #fff;
transition: color .3s;
right: 0;
}
#score.active {
color: gold;
transition: color 10ms;
}
#menu {
left: 0;
}
#FPSDisplay {
z-index: 1;
white-space: nowrap;
pointer-events: none;
user-select: none;
opacity: .8;
color: #fff;
transform-origin: 0 0;
padding: 0;
line-height: 20px;
position: fixed;
bottom: 0;
left: 0;
transform: rotate(-90deg);
}
body.has-alert-open {
height: auto;
overflow: visible;
}
body:not(.has-alert-open) #popup {
display: none;
}
#popup {
display: flex;
overflow: auto;
}
#popup:before {
z-index: 10;
content: "";
background: #000000e6;
display: block;
position: fixed;
inset: 0;
}
#popup > div {
z-index: 11;
transform-origin: center;
flex-direction: column;
align-items: stretch;
width: 100%;
max-width: 450px;
margin: auto;
padding: 20px 10px;
display: flex;
position: relative;
}
#popup > div > * {
margin: 0;
padding: 0;
}
#popup > div > h2, #popup > div > p {
margin-bottom: 20px;
}
#popup > div > section {
flex-direction: column;
align-items: stretch;
margin-top: 20px;
display: flex;
}
#popup > div > section button {
font: inherit;
color: #fff;
cursor: pointer;
text-align: left;
background: #000c;
border: 1px solid #fff;
gap: 10px;
margin-top: -1px;
padding: 10px;
display: flex;
}
#popup > div > section button:not([disabled]):hover, #popup > div > section button:not([disabled]):focus {
z-index: 1;
border-color: #f1d33b;
position: relative;
}
#popup > div > section button[disabled] {
opacity: .5;
filter: saturate(0);
pointer-events: none;
}
#popup > div > section button > div {
flex-grow: 1;
}
#popup > div > section button > div > em {
opacity: .8;
display: block;
}
#popup > div > section button.grey-out-unless-hovered:not(:hover) {
opacity: .6;
}
#popup > div > section button.grey-out-unless-hovered:not(:hover) img {
filter: saturate(0);
}
#popup.actionsAsGrid > div {
max-width: none;
}
#popup.actionsAsGrid > div section {
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
display: grid;
}
#popup button#close-modale {
color: #fff;
cursor: pointer;
z-index: 12;
background: none;
border: none;
width: 60px;
height: 60px;
position: absolute;
top: 0;
right: 0;
overflow: hidden;
}
#popup button#close-modale:before {
content: "+";
font-size: 80px;
display: inline-block;
position: absolute;
top: 34px;
left: 26px;
transform: translate(-50%, -50%)rotate(45deg);
}
#popup button#close-modale:hover {
background: #000;
font-weight: bold;
}
#popup .textAfterButtons {
color: #ffffff94;
}
#popup a[href] {
color: inherit;
}
#popup a[href]:hover, #popup a[href]:focus {
color: #fff;
}
.progress {
color: #fff;
text-align: center;
background: #1c1c2f;
border-radius: 5px;
padding: 5px 10px;
display: block;
position: relative;
overflow: hidden;
box-shadow: inset 3px 3px 5px #00000080;
}
.progress > .progress_bar_part {
transform-origin: 0 0;
z-index: 1;
background: #4049ca;
animation: 1s ease-out both grow;
display: block;
position: absolute;
inset: 0;
box-shadow: inset 3px 3px 5px #00000080;
}
.progress > span {
z-index: 2;
display: block;
position: relative;
}
@keyframes grow {
0% {
transform: scale(0, 1);
}
}
#level-recording-container {
text-align: center;
max-width: 400px;
margin: 40px;
}
#level-recording-container video {
max-width: 100%;
height: auto;
}
#level-recording-container a {
display: block;
}
#level-recording-container a video {
border-radius: 10px;
outline: 1px solid #fff;
margin: 20px auto;
display: block;
box-shadow: 2px 2px 5px #000;
}
.histogram {
align-items: stretch;
gap: 10px;
margin: 10px 0 40px;
display: flex;
}
.histogram > span {
flex-direction: column;
flex-grow: 1;
justify-content: flex-end;
width: 10px;
display: flex;
position: relative;
}
.histogram > span.active > span {
background: #4049ca;
}
.histogram > span > span {
background: #1c1c2f;
border-radius: 5px;
width: 100%;
min-height: 1px;
display: block;
}
.histogram > span > span > span {
pointer-events: none;
white-space: nowrap;
transform-origin: 0 100%;
text-align: center;
font-size: 13px;
display: block;
position: absolute;
bottom: -20px;
left: 50%;
transform: translate(-50%);
}
.histogram > span:not(:hover):not(.active) > span > span {
opacity: 0;
}
h2.histogram-title {
color: #3b3f75;
font-size: 18px;
}
h2.histogram-title strong {
color: #4049ca;
}
</style>
<link rel="icon" href="data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20height%3D%22500%22%20width%3D%22500%22%3E%0A%3Crect%20x%3D%220%22%20y%3D%220%22%20width%3D%22300%22%20height%3D%22100%22%20fill%3D%22%236262EA%22%3E%3C%2Frect%3E%0A%3Crect%20x%3D%22200%22%20y%3D%22100%22%20width%3D%22100%22%20height%3D%22100%22%20fill%3D%22%236262EA%22%3E%3C%2Frect%3E%0A%3Crect%20x%3D%22100%22%20y%3D%22200%22%20width%3D%22100%22%20height%3D%22200%22%20fill%3D%22%236262EA%22%3E%3C%2Frect%3E%0A%3Crect%20x%3D%22200%22%20y%3D%22200%22%20width%3D%22100%22%20height%3D%22100%22%20fill%3D%22%235DA3EA%22%3E%3C%2Frect%3E%0A%3Crect%20x%3D%22300%22%20y%3D%22100%22%20width%3D%22100%22%20height%3D%22300%22%20fill%3D%22%235DA3EA%22%3E%3C%2Frect%3E%0A%3Crect%20x%3D%22200%22%20y%3D%22400%22%20width%3D%22300%22%20height%3D%22100%22%20fill%3D%22%235DA3EA%22%3E%3C%2Frect%3E%0A%3C%2Fsvg%3E">
</head>
<body>
<button id="menu"><span id="menuLabel">menu</span></button>
<button id="score"></button>
<div id="FPSDisplay"></div>
<canvas id="game"></canvas>
<div id="popup">
<button id="close-modale"></button>
</div>
<script>// modules are defined as an array
// [ module function, map of requires ]
//
// map of requires is short require name -> numeric require
//
// anything defined in a previous bundle is accessed via the
// orig method which is the require for previous bundles
(function (modules, entry, mainEntry, parcelRequireName, globalName) {
/* eslint-disable no-undef */
var globalObject =
typeof globalThis !== 'undefined'
? globalThis
: typeof self !== 'undefined'
? self
: typeof window !== 'undefined'
? window
: typeof global !== 'undefined'
? global
: {};
/* eslint-enable no-undef */
// Save the require from previous bundle to this closure if any
var previousRequire =
typeof globalObject[parcelRequireName] === 'function' &&
globalObject[parcelRequireName];
var cache = previousRequire.cache || {};
// Do not use `require` to prevent Webpack from trying to bundle this call
var nodeRequire =
typeof module !== 'undefined' &&
typeof module.require === 'function' &&
module.require.bind(module);
function newRequire(name, jumped) {
if (!cache[name]) {
if (!modules[name]) {
// if we cannot find the module within our internal map or
// cache jump to the current global require ie. the last bundle
// that was added to the page.
var currentRequire =
typeof globalObject[parcelRequireName] === 'function' &&
globalObject[parcelRequireName];
if (!jumped && currentRequire) {
return currentRequire(name, true);
}
// If there are other bundles on this page the require from the
// previous one is saved to 'previousRequire'. Repeat this as
// many times as there are bundles until the module is found or
// we exhaust the require chain.
if (previousRequire) {
return previousRequire(name, true);
}
// Try the node require function if it exists.
if (nodeRequire && typeof name === 'string') {
return nodeRequire(name);
}
var err = new Error("Cannot find module '" + name + "'");
err.code = 'MODULE_NOT_FOUND';
throw err;
}
localRequire.resolve = resolve;
localRequire.cache = {};
var module = (cache[name] = new newRequire.Module(name));
modules[name][0].call(
module.exports,
localRequire,
module,
module.exports,
globalObject
);
}
return cache[name].exports;
function localRequire(x) {
var res = localRequire.resolve(x);
return res === false ? {} : newRequire(res);
}
function resolve(x) {
var id = modules[name][1][x];
return id != null ? id : x;
}
}
function Module(moduleName) {
this.id = moduleName;
this.bundle = newRequire;
this.exports = {};
}
newRequire.isParcelRequire = true;
newRequire.Module = Module;
newRequire.modules = modules;
newRequire.cache = cache;
newRequire.parent = previousRequire;
newRequire.register = function (id, exports) {
modules[id] = [
function (require, module) {
module.exports = exports;
},
{},
];
};
Object.defineProperty(newRequire, 'root', {
get: function () {
return globalObject[parcelRequireName];
},
});
globalObject[parcelRequireName] = newRequire;
for (var i = 0; i < entry.length; i++) {
newRequire(entry[i]);
}
if (mainEntry) {
// Expose entry point to Node, AMD or browser globals
// Based on https://github.com/ForbesLindesay/umd/blob/master/template.js
var mainExports = newRequire(mainEntry);
// CommonJS
if (typeof exports === 'object' && typeof module !== 'undefined') {
module.exports = mainExports;
// RequireJS
} else if (typeof define === 'function' && define.amd) {
define(function () {
return mainExports;
});
// <script>
} else if (globalName) {
this[globalName] = mainExports;
}
}
})({"gVqJ6":[function(require,module,exports,__globalThis) {
require("5e6e73082bdd189e")(require("e4e486661babe6bc").getBundleURL('bgzJG') + "editor.1350aee5.js");
},{"5e6e73082bdd189e":"61B45","e4e486661babe6bc":"lgJ39"}],"61B45":[function(require,module,exports,__globalThis) {
"use strict";
var cacheLoader = require("ca2a84f7fa4a3bb0");
module.exports = cacheLoader(function(bundle) {
return new Promise(function(resolve, reject) {
// Don't insert the same script twice (e.g. if it was already in the HTML)
var existingScripts = document.getElementsByTagName('script');
if ([].concat(existingScripts).some(function(script) {
return script.src === bundle;
})) {
resolve();
return;
}
var preloadLink = document.createElement('link');
preloadLink.href = bundle;
preloadLink.rel = 'preload';
preloadLink.as = 'script';
document.head.appendChild(preloadLink);
var script = document.createElement('script');
script.async = true;
script.type = 'text/javascript';
script.src = bundle;
script.onerror = function(e) {
var error = new TypeError("Failed to fetch dynamically imported module: ".concat(bundle, ". Error: ").concat(e.message));
script.onerror = script.onload = null;
script.remove();
reject(error);
};
script.onload = function() {
script.onerror = script.onload = null;
resolve();
};
document.getElementsByTagName('head')[0].appendChild(script);
});
});
},{"ca2a84f7fa4a3bb0":"j49pS"}],"j49pS":[function(require,module,exports,__globalThis) {
"use strict";
var cachedBundles = {};
var cachedPreloads = {};
var cachedPrefetches = {};
function getCache(type) {
switch(type){
case 'preload':
return cachedPreloads;
case 'prefetch':
return cachedPrefetches;
default:
return cachedBundles;
}
}
module.exports = function(loader, type) {
return function(bundle) {
var cache = getCache(type);
if (cache[bundle]) return cache[bundle];
return cache[bundle] = loader.apply(null, arguments).catch(function(e) {
delete cache[bundle];
throw e;
});
};
};
},{}],"lgJ39":[function(require,module,exports,__globalThis) {
"use strict";
var bundleURL = {};
function getBundleURLCached(id) {
var value = bundleURL[id];
if (!value) {
value = getBundleURL();
bundleURL[id] = value;
}
return value;
}
function getBundleURL() {
try {
throw new Error();
} catch (err) {
var matches = ('' + err.stack).match(/(https?|file|ftp|(chrome|moz|safari-web)-extension):\/\/[^)\n]+/g);
if (matches) // The first two stack frames will be this function and getBundleURLCached.
// Use the 3rd one, which will be a runtime in the original bundle.
return getBaseURL(matches[2]);
}
return '/';
}
function getBaseURL(url) {
return ('' + url).replace(/^((?:https?|file|ftp|(chrome|moz|safari-web)-extension):\/\/.+)\/[^/]+$/, '$1') + '/';
}
// TODO: Replace uses with `new URL(url).origin` when ie11 is no longer supported.
function getOrigin(url) {
var matches = ('' + url).match(/(https?|file|ftp|(chrome|moz|safari-web)-extension):\/\/[^/]+/);
if (!matches) throw new Error('Origin not found');
return matches[0];
}
exports.getBundleURL = getBundleURLCached;
exports.getBaseURL = getBaseURL;
exports.getOrigin = getOrigin;
},{}],"67XFf":[function(require,module,exports,__globalThis) {
var _gameTs = require("./game.ts");
},{"./game.ts":"edeGs"}],"edeGs":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "play", ()=>play);
parcelHelpers.export(exports, "pause", ()=>pause);
parcelHelpers.export(exports, "fitSize", ()=>fitSize);
parcelHelpers.export(exports, "openUpgradesPicker", ()=>openUpgradesPicker);
parcelHelpers.export(exports, "brickIndex", ()=>brickIndex);
parcelHelpers.export(exports, "hasBrick", ()=>hasBrick);
parcelHelpers.export(exports, "hitsSomething", ()=>hitsSomething);
parcelHelpers.export(exports, "tick", ()=>tick);
parcelHelpers.export(exports, "confirmRestart", ()=>confirmRestart);
parcelHelpers.export(exports, "toggleFullScreen", ()=>toggleFullScreen);
parcelHelpers.export(exports, "setKeyPressed", ()=>setKeyPressed);
parcelHelpers.export(exports, "gameState", ()=>gameState);
parcelHelpers.export(exports, "restart", ()=>restart);
var _loadGameData = require("./loadGameData");
var _sounds = require("./sounds");
var _gameUtils = require("./game_utils");
var _swLoader = require("./PWA/sw_loader");
var _i18N = require("./i18n/i18n");
var _settings = require("./settings");
var _gameStateMutators = require("./gameStateMutators");
var _render = require("./render");
var _recording = require("./recording");
var _newGameState = require("./newGameState");
var _asyncAlert = require("./asyncAlert");
var _options = require("./options");
var _getLevelBackground = require("./getLevelBackground");
function play() {
if (gameState.running) return;
gameState.running = true;
gameState.ballStickToPuck = false;
(0, _recording.startRecordingGame)(gameState);
(0, _sounds.getAudioContext)()?.resume();
(0, _recording.resumeRecording)();
// document.body.classList[gameState.running ? 'add' : 'remove']('running')
}
function pause(playerAskedForPause) {
if (!gameState.running) return;
if (gameState.pauseTimeout) return;
gameState.pauseTimeout = setTimeout(()=>{
gameState.running = false;
setTimeout(()=>{
if (!gameState.running) (0, _sounds.getAudioContext)()?.suspend();
}, 1000);
(0, _recording.pauseRecording)();
gameState.pauseTimeout = null;
// document.body.className = gameState.running ? " running " : " paused ";
(0, _render.scoreDisplay).className = "";
gameState.needsRender = true;
}, Math.min(Math.max(0, gameState.pauseUsesDuringRun - 5) * 50, 500));
if (playerAskedForPause) // Pausing many times in a run will make pause slower
gameState.pauseUsesDuringRun++;
if (document.exitPointerLock) document.exitPointerLock();
}
const fitSize = ()=>{
const past_off = gameState.offsetXRoundedDown, past_width = gameState.gameZoneWidthRoundedUp, past_heigh = gameState.gameZoneHeight;
const { width, height } = (0, _render.gameCanvas).getBoundingClientRect();
gameState.canvasWidth = width;
gameState.canvasHeight = height;
(0, _render.gameCanvas).width = width;
(0, _render.gameCanvas).height = height;
(0, _render.ctx).fillStyle = (0, _gameUtils.currentLevelInfo)(gameState)?.color || "black";
(0, _render.ctx).globalAlpha = 1;
(0, _render.ctx).fillRect(0, 0, width, height);
(0, _render.backgroundCanvas).width = width;
(0, _render.backgroundCanvas).height = height;
gameState.gameZoneHeight = (0, _options.isOptionOn)("mobile-mode") ? height * 80 / 100 : height;
const baseWidth = Math.round(Math.min(gameState.canvasWidth, gameState.gameZoneHeight * 0.73));
gameState.brickWidth = Math.floor(baseWidth / gameState.gridSize / 2) * 2;
gameState.gameZoneWidth = gameState.brickWidth * gameState.gridSize;
gameState.offsetX = Math.floor((gameState.canvasWidth - gameState.gameZoneWidth) / 2);
gameState.offsetXRoundedDown = gameState.offsetX;
if (gameState.offsetX < gameState.ballSize) gameState.offsetXRoundedDown = 0;
gameState.gameZoneWidthRoundedUp = width - 2 * gameState.offsetXRoundedDown;
(0, _render.backgroundCanvas).title = "resized";
// Ensure puck stays within bounds
(0, _gameStateMutators.setMousePos)(gameState, gameState.puckPosition);
function mapXY(item) {
item.x = gameState.offsetXRoundedDown + (item.x - past_off) / past_width * gameState.gameZoneWidthRoundedUp;
item.y = item.y / past_heigh * gameState.gameZoneHeight;
}
function mapXYPastCoord(coin) {
coin.x = gameState.offsetXRoundedDown + (coin.x - past_off) / past_width * gameState.gameZoneWidthRoundedUp;
coin.y = coin.y / past_heigh * gameState.gameZoneHeight;
coin.previousX = coin.x;
coin.previousY = coin.y;
}
gameState.balls.forEach(mapXYPastCoord);
(0, _gameStateMutators.forEachLiveOne)(gameState.coins, mapXYPastCoord);
(0, _gameStateMutators.forEachLiveOne)(gameState.particles, mapXY);
(0, _gameStateMutators.forEachLiveOne)(gameState.texts, mapXY);
(0, _gameStateMutators.forEachLiveOne)(gameState.lights, mapXY);
pause(true);
// For safari mobile https://css-tricks.com/the-trick-to-viewport-units-on-mobile/
document.documentElement.style.setProperty("--vh", `${window.innerHeight * 0.01}px`);
};
window.addEventListener("resize", fitSize);
window.addEventListener("fullscreenchange", fitSize);
setInterval(()=>{
// Sometimes, the page changes size without triggering the event (when switching to fullscreen, closing debug panel...)
const { width, height } = (0, _render.gameCanvas).getBoundingClientRect();
if (width !== gameState.canvasWidth || height !== gameState.canvasHeight) fitSize();
}, 1000);
async function openUpgradesPicker(gameState) {
const catchRate = (gameState.score - gameState.levelStartScore) / (gameState.levelSpawnedCoins || 1);
let repeats = 1;
let choices = 3;
let timeGain = "", catchGain = "", wallHitsGain = "", missesGain = "";
if (gameState.levelWallBounces == 0) {
repeats++;
choices++;
wallHitsGain = (0, _i18N.t)("level_up.plus_one_upgrade");
} else if (gameState.levelWallBounces < 5) {
choices++;
wallHitsGain = (0, _i18N.t)("level_up.plus_one_choice");
}
if (gameState.levelTime < 30000) {
repeats++;
choices++;
timeGain = (0, _i18N.t)("level_up.plus_one_upgrade");
} else if (gameState.levelTime < 60000) {
choices++;
timeGain = (0, _i18N.t)("level_up.plus_one_choice");
}
if (catchRate === 1) {
repeats++;
choices++;
catchGain = (0, _i18N.t)("level_up.plus_one_upgrade");
} else if (catchRate > 0.9) {
choices++;
catchGain = (0, _i18N.t)("level_up.plus_one_choice");
}
if (gameState.levelMisses === 0) {
repeats++;
choices++;
missesGain = (0, _i18N.t)("level_up.plus_one_upgrade");
} else if (gameState.levelMisses <= 3) {
choices++;
missesGain = (0, _i18N.t)("level_up.plus_one_choice");
}
while(repeats--){
const actions = (0, _gameStateMutators.pickRandomUpgrades)(gameState, choices + gameState.perks.one_more_choice - gameState.perks.instant_upgrade);
if (!actions.length) break;
let textAfterButtons = `
<p>${(0, _i18N.t)("level_up.after_buttons", {
level: gameState.currentLevel + 1,
max: (0, _gameUtils.max_levels)(gameState)
})} </p>
<p>${(0, _gameUtils.pickedUpgradesHTMl)(gameState)}</p>
<div id="level-recording-container"></div>
`;
const compliment = timeGain && catchGain && missesGain && wallHitsGain && (0, _i18N.t)("level_up.compliment_perfect") || (timeGain || catchGain || missesGain || wallHitsGain) && (0, _i18N.t)("level_up.compliment_good") || (0, _i18N.t)("level_up.compliment_advice");
const upgradeId = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("level_up.pick_upgrade_title") + (repeats ? " (" + (repeats + 1) + ")" : ""),
actions,
text: `<p>${(0, _i18N.t)("level_up.before_buttons", {
score: gameState.score - gameState.levelStartScore,
catchGain,
levelSpawnedCoins: gameState.levelSpawnedCoins,
time: Math.round(gameState.levelTime / 1000),
timeGain,
levelMisses: gameState.levelMisses,
missesGain,
levelWallBounces: gameState.levelWallBounces,
wallHitsGain,
compliment
})}
</p>`,
allowClose: false,
textAfterButtons
});
gameState.perks[upgradeId]++;
if (upgradeId === "instant_upgrade") repeats += 2;
gameState.runStatistics.upgrades_picked++;
}
}
(0, _render.gameCanvas).addEventListener("mouseup", (e)=>{
if (e.button !== 0) return;
if (gameState.running) pause(true);
else {
play();
if ((0, _options.isOptionOn)("pointerLock") && (0, _render.gameCanvas).requestPointerLock) (0, _render.gameCanvas).requestPointerLock().then();
}
});
(0, _render.gameCanvas).addEventListener("mousemove", (e)=>{
if (document.pointerLockElement === (0, _render.gameCanvas)) (0, _gameStateMutators.setMousePos)(gameState, gameState.puckPosition + e.movementX);
else (0, _gameStateMutators.setMousePos)(gameState, e.x);
});
(0, _render.gameCanvas).addEventListener("touchstart", (e)=>{
e.preventDefault();
if (!e.touches?.length) return;
(0, _gameStateMutators.setMousePos)(gameState, e.touches[0].pageX);
(0, _gameStateMutators.normalizeGameState)(gameState);
play();
});
(0, _render.gameCanvas).addEventListener("touchend", (e)=>{
e.preventDefault();
pause(true);
});
(0, _render.gameCanvas).addEventListener("touchcancel", (e)=>{
e.preventDefault();
pause(true);
});
(0, _render.gameCanvas).addEventListener("touchmove", (e)=>{
if (!e.touches?.length) return;
(0, _gameStateMutators.setMousePos)(gameState, e.touches[0].pageX);
});
function brickIndex(x, y) {
return (0, _gameUtils.getRowColIndex)(gameState, Math.floor(y / gameState.brickWidth), Math.floor((x - gameState.offsetX) / gameState.brickWidth));
}
function hasBrick(index) {
if (gameState.bricks[index]) return index;
}
function hitsSomething(x, y, radius) {
return hasBrick(brickIndex(x - radius, y - radius)) ?? hasBrick(brickIndex(x + radius, y - radius)) ?? hasBrick(brickIndex(x + radius, y + radius)) ?? hasBrick(brickIndex(x - radius, y + radius));
}
function tick() {
const currentTick = performance.now();
const timeDeltaMs = currentTick - gameState.lastTick;
gameState.lastTick = currentTick;
const frames = Math.min(4, timeDeltaMs / (1000 / 60));
if (gameState.keyboardPuckSpeed) (0, _gameStateMutators.setMousePos)(gameState, gameState.puckPosition + gameState.keyboardPuckSpeed);
(0, _gameStateMutators.normalizeGameState)(gameState);
if (gameState.running) {
gameState.levelTime += timeDeltaMs;
gameState.runStatistics.runTime += timeDeltaMs;
(0, _gameStateMutators.gameStateTick)(gameState, frames);
}
if (gameState.running || gameState.needsRender) {
gameState.needsRender = false;
(0, _render.render)(gameState);
}
if (gameState.running) (0, _recording.recordOneFrame)(gameState);
if ((0, _options.isOptionOn)("sound")) (0, _sounds.playPendingSounds)(gameState);
requestAnimationFrame(tick);
FPSCounter++;
}
let FPSCounter = 0;
let FPSDisplay = document.getElementById('FPSDisplay');
setInterval(()=>{
if ((0, _options.isOptionOn)('show_fps')) FPSDisplay.innerText = FPSCounter + ' FPS ' + (0, _gameStateMutators.liveCount)(gameState.coins) + ' COINS ' + ((0, _gameStateMutators.liveCount)(gameState.particles) + (0, _gameStateMutators.liveCount)(gameState.texts) + (0, _gameStateMutators.liveCount)(gameState.lights)) + ' PARTICLES ';
else FPSDisplay.innerText = '';
FPSCounter = 0;
}, 1000);
window.addEventListener("visibilitychange", ()=>{
if (document.hidden) pause(true);
});
(0, _render.scoreDisplay).addEventListener("click", (e)=>{
e.preventDefault();
if (!(0, _asyncAlert.alertsOpen)) openScorePanel();
});
document.addEventListener("visibilitychange", ()=>{
if (document.hidden) pause(true);
});
async function openScorePanel() {
pause(true);
const cb = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("score_panel.title", {
score: gameState.score,
level: gameState.currentLevel + 1,
max: (0, _gameUtils.max_levels)(gameState)
}),
text: `
${gameState.isCreativeModeRun ? `<p>${(0, _i18N.t)("score_panel.test_run")}</p>` : ""}
<p>${(0, _i18N.t)("score_panel.upgrades_picked")}</p>
<p>${(0, _gameUtils.pickedUpgradesHTMl)(gameState)}</p>
`,
allowClose: true
});
}
document.getElementById("menu").addEventListener("click", (e)=>{
e.preventDefault();
if (!(0, _asyncAlert.alertsOpen)) openMainMenu();
});
async function openMainMenu() {
pause(true);
const creativeModeThreshold = Math.max(...(0, _loadGameData.upgrades).map((u)=>u.threshold));
const actions = [
{
text: (0, _i18N.t)("main_menu.settings_title"),
help: (0, _i18N.t)("main_menu.settings_help"),
icon: (0, _loadGameData.icons)['icon:settings'],
value () {
openSettingsMenu();
}
},
{
icon: (0, _loadGameData.icons)['icon:unlocks'],
text: (0, _i18N.t)("main_menu.unlocks"),
help: (0, _i18N.t)("main_menu.unlocks_help"),
value () {
openUnlocksList();
}
},
{
icon: (0, _loadGameData.icons)['icon:sandbox'],
text: (0, _i18N.t)("sandbox.title"),
help: (0, _settings.getTotalScore)() < creativeModeThreshold ? (0, _i18N.t)("sandbox.unlocks_at", {
score: creativeModeThreshold
}) : (0, _i18N.t)("sandbox.help"),
disabled: (0, _settings.getTotalScore)() < creativeModeThreshold,
async value () {
let creativeModePerks = (0, _settings.getSettingValue)("creativeModePerks", {}), choice;
while(choice = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("sandbox.title"),
text: (0, _i18N.t)("sandbox.instructions"),
actionsAsGrid: true,
actions: [
...(0, _loadGameData.upgrades).map((u)=>({
icon: u.icon,
text: u.name,
help: (creativeModePerks[u.id] || 0) + "/" + u.max,
value: u,
className: creativeModePerks[u.id] ? "" : "grey-out-unless-hovered"
})),
{
text: (0, _i18N.t)("sandbox.start"),
value: "start",
icon: (0, _loadGameData.icons)['icon:continue']
}
]
})){
if (choice === "start") {
restart({
perks: creativeModePerks
});
break;
} else if (choice) {
creativeModePerks[choice.id] = ((creativeModePerks[choice.id] || 0) + 1) % (choice.max + 1);
(0, _settings.setSettingValue)("creativeModePerks", creativeModePerks);
}
}
}
},
{
icon: (0, _loadGameData.icons)['icon:restart'],
text: (0, _i18N.t)("score_panel.restart"),
help: (0, _i18N.t)("score_panel.restart_help"),
value: ()=>{
restart({
levelToAvoid: (0, _gameUtils.currentLevelInfo)(gameState).name
});
}
},
{
icon: (0, _loadGameData.icons)['icon:continue'],
text: (0, _i18N.t)("main_menu.resume"),
help: (0, _i18N.t)("main_menu.resume_help"),
value () {}
}
];
const cb = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("main_menu.title"),
text: ``,
allowClose: true,
actions,
textAfterButtons: (0, _i18N.t)("main_menu.footer_html", {
appVersion: (0, _loadGameData.appVersion)
})
});
if (cb) {
cb();
gameState.needsRender = true;
}
}
async function openSettingsMenu() {
pause(true);
const actions = [];
for (const key of Object.keys((0, _options.options)))if ((0, _options.options)[key]) actions.push({
icon: (0, _options.isOptionOn)(key) ? (0, _loadGameData.icons)["icon:checkmark_checked"] : (0, _loadGameData.icons)["icon:checkmark_unchecked"],
text: (0, _options.options)[key].name,
help: (0, _options.options)[key].help,
value: ()=>{
(0, _options.toggleOption)(key);
if (key === "mobile-mode") fitSize();
openSettingsMenu();
}
});
if (document.fullscreenEnabled || document.webkitFullscreenEnabled) {
if (document.fullscreenElement !== null) actions.push({
text: (0, _i18N.t)("main_menu.fullscreen_exit"),
help: (0, _i18N.t)("main_menu.fullscreen_exit_help"),
icon: (0, _loadGameData.icons)["icon:exit_fullscreen"],
value () {
toggleFullScreen();
openSettingsMenu();
}
});
else actions.push({
text: (0, _i18N.t)("main_menu.fullscreen"),
help: (0, _i18N.t)("main_menu.fullscreen_help"),
icon: (0, _loadGameData.icons)["icon:fullscreen"],
value () {
toggleFullScreen();
openSettingsMenu();
}
});
}
actions.push({
text: (0, _i18N.t)("main_menu.reset"),
help: (0, _i18N.t)("main_menu.reset_help"),
async value () {
if (await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("main_menu.reset"),
text: (0, _i18N.t)("main_menu.reset_instruction"),
actions: [
{
text: (0, _i18N.t)("main_menu.reset_confirm"),
value: true
},
{
text: (0, _i18N.t)("main_menu.reset_cancel"),
value: false
}
],
allowClose: true
})) {
localStorage.clear();
window.location.reload();
}
}
});
actions.push({
text: (0, _i18N.t)("main_menu.download_save_file"),
help: (0, _i18N.t)("main_menu.download_save_file_help"),
async value () {
const localStorageContent = {};
for(let i = 0; i < localStorage.length; i++){
const key = localStorage.key(i);
const value = localStorage.getItem(key);
// Store the key-value pair in the object
localStorageContent[key] = value;
}
const signedPayload = JSON.stringify(localStorageContent);
const dlLink = document.createElement("a");
dlLink.setAttribute("href", "data:application/json;base64," + btoa(JSON.stringify({
fileType: "B71-save-file",
appVersion: (0, _loadGameData.appVersion),
signedPayload,
key: (0, _getLevelBackground.hashCode)("Security by obscurity, but really the game is oss so eh" + signedPayload)
})));
dlLink.setAttribute("download", "b71-save-" + new Date().toISOString().slice(0, 19).replace(/[^0-9]+/gi, "-") + ".b71");
document.body.appendChild(dlLink);
dlLink.click();
setTimeout(()=>document.body.removeChild(dlLink), 1000);
}
});
actions.push({
text: (0, _i18N.t)("main_menu.load_save_file"),
help: (0, _i18N.t)("main_menu.load_save_file_help"),
async value () {
if (!document.getElementById("save_file_picker")) {
let input = document.createElement("input");
input.setAttribute("type", "file");
input.setAttribute("id", "save_file_picker");
input.setAttribute("accept", ".b71,.json");
input.style.position = "absolute";
input.style.left = "-1000px";
input.addEventListener("change", async (e)=>{
try {
const file = input && input.files?.item(0);
if (file) {
const content = await new Promise((resolve, reject)=>{
const reader = new FileReader();
reader.onload = function() {
resolve(reader.result?.toString() || "");
};
reader.onerror = function() {
reject(reader.error);
};
// Read the file as a text string
reader.readAsText(file);
});
const { fileType, appVersion: fileVersion, signedPayload, key } = JSON.parse(content);
if (fileType !== "B71-save-file") throw new Error("Not a B71 save file");
if (fileVersion > (0, _loadGameData.appVersion)) throw new Error("Please update your app first, this file is for version " + fileVersion + " or newer.");
if (key !== (0, _getLevelBackground.hashCode)("Security by obscurity, but really the game is oss so eh" + signedPayload)) throw new Error("Key does not match content.");
const localStorageContent = JSON.parse(signedPayload);
localStorage.clear();
for(let key in localStorageContent)localStorage.setItem(key, localStorageContent[key]);
await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("main_menu.save_file_loaded"),
text: (0, _i18N.t)("main_menu.save_file_loaded_help"),
actions: [
{
text: (0, _i18N.t)("main_menu.save_file_loaded_ok")
}
]
});
window.location.reload();
}
} catch (e) {
await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("main_menu.save_file_error"),
text: e.message,
actions: [
{
text: (0, _i18N.t)("main_menu.save_file_loaded_ok")
}
]
});
}
input.value = "";
});
document.body.appendChild(input);
}
document.getElementById("save_file_picker")?.click();
}
});
actions.push({
text: (0, _i18N.t)("main_menu.language"),
help: (0, _i18N.t)("main_menu.language_help"),
async value () {
const pick = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("main_menu.language"),
text: (0, _i18N.t)("main_menu.language_help"),
actions: [
{
text: "English",
value: "en"
},
{
text: "Fran\xe7ais",
value: "fr"
}
],
allowClose: true
});
if (pick && pick !== (0, _i18N.getCurrentLang)() && await confirmRestart()) {
(0, _settings.setSettingValue)("lang", pick);
window.location.reload();
}
}
});
actions.push({
text: (0, _i18N.t)("main_menu.max_coins", {
max: (0, _settings.getCurrentMaxCoins)()
}),
help: (0, _i18N.t)("main_menu.max_coins_help"),
async value () {
(0, _settings.cycleMaxCoins)();
await openSettingsMenu();
}
});
actions.push({
text: (0, _i18N.t)("main_menu.max_particles", {
max: (0, _settings.getCurrentMaxParticles)()
}),
help: (0, _i18N.t)("main_menu.max_particles_help"),
async value () {
(0, _settings.cycleMaxParticles)();
await openSettingsMenu();
}
});
actions.push({
text: (0, _i18N.t)("main_menu.resume"),
help: (0, _i18N.t)("main_menu.resume_help"),
value () {}
});
const cb = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("main_menu.settings_title"),
text: (0, _i18N.t)("main_menu.settings_help"),
allowClose: true,
actions
});
if (cb) {
cb();
gameState.needsRender = true;
}
}
async function openUnlocksList() {
const ts = (0, _settings.getTotalScore)();
const actions = [
...(0, _loadGameData.upgrades).sort((a, b)=>a.threshold - b.threshold).map(({ name, id, threshold, icon, fullHelp })=>({
text: name,
help: ts >= threshold ? fullHelp : (0, _i18N.t)("unlocks.unlocks_at", {
threshold
}),
disabled: ts < threshold,
value: {
perks: {
[id]: 1
}
},
icon
})),
...(0, _loadGameData.allLevels).sort((a, b)=>a.threshold - b.threshold).map((l)=>{
const available = ts >= l.threshold;
return {
text: l.name,
help: available ? (0, _i18N.t)("unlocks.level_description", {
size: l.size,
bricks: l.bricks.filter((i)=>i).length
}) : (0, _i18N.t)("unlocks.unlocks_at", {
threshold: l.threshold
}),
disabled: !available,
value: {
level: l.name
},
icon: (0, _loadGameData.icons)[l.name]
};
})
];
const percentUnlock = Math.round(actions.filter((a)=>!a.disabled).length / actions.length * 100);
const tryOn = await (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("unlocks.title", {
percentUnlock
}),
text: `<p>${(0, _i18N.t)("unlocks.intro", {
ts
})}
${percentUnlock < 100 ? (0, _i18N.t)("unlocks.greyed_out_help") : ""}</p>
`,
textAfterButtons: `<p>
Your high score is ${gameState.highScore}.
Click an item above to start a run with it.
</p>`,
actions,
allowClose: true
});
if (tryOn) {
if (await confirmRestart()) restart(tryOn);
}
}
async function confirmRestart() {
if (!gameState.currentLevel) return true;
return (0, _asyncAlert.asyncAlert)({
title: (0, _i18N.t)("confirmRestart.title"),
text: (0, _i18N.t)("confirmRestart.text"),
actions: [
{
value: true,
text: (0, _i18N.t)("confirmRestart.yes")
},
{
value: false,
text: (0, _i18N.t)("confirmRestart.no")
}
]
});
}
function toggleFullScreen() {
try {
if (document.fullscreenElement !== null) {
if (document.exitFullscreen) document.exitFullscreen();
else if (document.webkitCancelFullScreen) document.webkitCancelFullScreen();
} else {
const docel = document.documentElement;
if (docel.requestFullscreen) docel.requestFullscreen();
else if (docel.webkitRequestFullscreen) docel.webkitRequestFullscreen();
}
} catch (e) {
console.warn(e);
}
}
const pressed = {
ArrowLeft: 0,
ArrowRight: 0,
Shift: 0
};
function setKeyPressed(key, on) {
pressed[key] = on;
gameState.keyboardPuckSpeed = (pressed.ArrowRight - pressed.ArrowLeft) * (1 + pressed.Shift * 2) * gameState.gameZoneWidth / 50;
}
document.addEventListener("keydown", (e)=>{
if (e.key.toLowerCase() === "f" && !e.ctrlKey && !e.metaKey) toggleFullScreen();
else if (e.key in pressed) setKeyPressed(e.key, 1);
if (e.key === " " && !(0, _asyncAlert.alertsOpen)) {
if (gameState.running) pause(true);
else play();
} else return;
e.preventDefault();
});
document.addEventListener("keyup", async (e)=>{
const focused = document.querySelector("button:focus");
if (e.key in pressed) setKeyPressed(e.key, 0);
else if (e.key === "ArrowDown" && focused?.nextElementSibling?.tagName === "BUTTON") focused?.nextElementSibling?.focus();
else if (e.key === "ArrowUp" && focused?.previousElementSibling?.tagName === "BUTTON") focused?.previousElementSibling?.focus();
else if (e.key === "Escape" && (0, _asyncAlert.closeModal)) (0, _asyncAlert.closeModal)();
else if (e.key === "Escape" && gameState.running) pause(true);
else if (e.key.toLowerCase() === "m" && !(0, _asyncAlert.alertsOpen)) openMainMenu().then();
else if (e.key.toLowerCase() === "s" && !(0, _asyncAlert.alertsOpen)) openScorePanel().then();
else if (e.key.toLowerCase() === "r" && !(0, _asyncAlert.alertsOpen)) {
if (await confirmRestart()) restart({
levelToAvoid: (0, _gameUtils.currentLevelInfo)(gameState).name
});
} else return;
e.preventDefault();
});
const gameState = (0, _newGameState.newGameState)({});
function restart(params) {
Object.assign(gameState, (0, _newGameState.newGameState)(params));
(0, _recording.pauseRecording)();
(0, _gameStateMutators.setLevel)(gameState, 0);
}
restart({});
fitSize();
tick();
},{"./loadGameData":"l1B4x","./sounds":"dQKPV","./game_utils":"cEeac","./PWA/sw_loader":"2n0gK","./i18n/i18n":"eNPRm","./settings":"5blfu","./gameStateMutators":"9ZeQl","./render":"9AS2t","./recording":"godmD","./newGameState":"aQN6X","./asyncAlert":"rSqLY","./options":"d5NoS","./getLevelBackground":"7OIPf","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"l1B4x":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "appVersion", ()=>appVersion);
parcelHelpers.export(exports, "icons", ()=>icons);
parcelHelpers.export(exports, "allLevels", ()=>allLevels);
parcelHelpers.export(exports, "upgrades", ()=>upgrades);
var _paletteJson = require("./data/palette.json");
var _paletteJsonDefault = parcelHelpers.interopDefault(_paletteJson);
var _levelsJson = require("./data/levels.json");
var _levelsJsonDefault = parcelHelpers.interopDefault(_levelsJson);
var _versionJson = require("./data/version.json");
var _versionJsonDefault = parcelHelpers.interopDefault(_versionJson);
var _upgrades = require("./upgrades");
var _getLevelBackground = require("./getLevelBackground");
var _levelIcon = require("./levelIcon");
const palette = (0, _paletteJsonDefault.default);
const rawLevelsList = (0, _levelsJsonDefault.default);
const appVersion = (0, _versionJsonDefault.default);
const icons = {};
const allLevels = rawLevelsList.map((level)=>{
const bricks = level.bricks.split("").map((c)=>palette[c]).slice(0, level.size * level.size);
const icon = (0, _levelIcon.levelIconHTML)(bricks, level.size, level.color);
icons[level.name] = icon;
return {
...level,
bricks,
icon,
svg: (0, _getLevelBackground.getLevelBackground)(level)
};
}).filter((l)=>!l.name.startsWith("icon:")).map((l, li)=>({
...l,
threshold: li < 8 ? 0 : Math.round(Math.min(Math.pow(10, 1 + (li + l.size) / 30) * 10, 5000) * li),
sortKey: (Math.random() + 3) / 3.5 * l.bricks.filter((i)=>i).length
}));
const upgrades = (0, _upgrades.rawUpgrades).map((u)=>({
...u,
icon: icons["icon:" + u.id]
}));
},{"./data/palette.json":"ktRBU","./data/levels.json":"8JSUc","./data/version.json":"iyP6E","./upgrades":"1u3Dx","./getLevelBackground":"7OIPf","./levelIcon":"6rQoT","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"iyP6E":[function(require,module,exports,__globalThis) {
module.exports = JSON.parse("\"29044319\"");
},{}],"1u3Dx":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "rawUpgrades", ()=>rawUpgrades);
var _i18N = require("./i18n/i18n");
const rawUpgrades = [
{
requires: "",
rejects: "",
threshold: 0,
giftable: false,
id: "extra_life",
max: 3,
name: (0, _i18N.t)("upgrades.extra_life.name"),
help: (lvl)=>lvl === 1 ? (0, _i18N.t)("upgrades.extra_life.help") : (0, _i18N.t)("upgrades.extra_life.help_plural", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.extra_life.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
id: "streak_shots",
giftable: true,
max: 1,
name: (0, _i18N.t)("upgrades.streak_shots.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.streak_shots.help", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.streak_shots.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
id: "base_combo",
giftable: true,
max: 7,
name: (0, _i18N.t)("upgrades.base_combo.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.base_combo.help", {
coins: 1 + lvl * 3
}),
fullHelp: (0, _i18N.t)("upgrades.base_combo.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
giftable: false,
id: "slow_down",
max: 2,
name: (0, _i18N.t)("upgrades.slow_down.name"),
help: ()=>(0, _i18N.t)("upgrades.slow_down.help"),
fullHelp: (0, _i18N.t)("upgrades.slow_down.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
giftable: false,
id: "bigger_puck",
max: 2,
name: (0, _i18N.t)("upgrades.bigger_puck.name"),
help: ()=>(0, _i18N.t)("upgrades.bigger_puck.help"),
fullHelp: (0, _i18N.t)("upgrades.bigger_puck.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
giftable: false,
id: "viscosity",
max: 3,
name: (0, _i18N.t)("upgrades.viscosity.name"),
help: ()=>(0, _i18N.t)("upgrades.viscosity.help"),
fullHelp: (0, _i18N.t)("upgrades.viscosity.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
id: "left_is_lava",
giftable: true,
max: 1,
name: (0, _i18N.t)("upgrades.left_is_lava.name"),
help: ()=>(0, _i18N.t)("upgrades.left_is_lava.help"),
fullHelp: (0, _i18N.t)("upgrades.left_is_lava.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
id: "right_is_lava",
giftable: true,
max: 1,
name: (0, _i18N.t)("upgrades.right_is_lava.name"),
help: ()=>(0, _i18N.t)("upgrades.right_is_lava.help"),
fullHelp: (0, _i18N.t)("upgrades.right_is_lava.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
id: "top_is_lava",
giftable: true,
max: 1,
name: (0, _i18N.t)("upgrades.top_is_lava.name"),
help: ()=>(0, _i18N.t)("upgrades.top_is_lava.help"),
fullHelp: (0, _i18N.t)("upgrades.top_is_lava.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 0,
giftable: false,
id: "skip_last",
max: 7,
name: (0, _i18N.t)("upgrades.skip_last.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.skip_last.help") : (0, _i18N.t)("upgrades.skip_last.help_plural", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.skip_last.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 500,
id: "telekinesis",
giftable: true,
max: 2,
name: (0, _i18N.t)("upgrades.telekinesis.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.telekinesis.help") : (0, _i18N.t)("upgrades.telekinesis.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.telekinesis.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 1000,
giftable: false,
id: "coin_magnet",
max: 3,
name: (0, _i18N.t)("upgrades.coin_magnet.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.coin_magnet.help") : (0, _i18N.t)("upgrades.coin_magnet.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.coin_magnet.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 1500,
id: "multiball",
giftable: true,
max: 6,
name: (0, _i18N.t)("upgrades.multiball.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.multiball.help", {
count: lvl + 1
}),
fullHelp: (0, _i18N.t)("upgrades.multiball.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 2000,
giftable: false,
id: "smaller_puck",
max: 2,
name: (0, _i18N.t)("upgrades.smaller_puck.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.smaller_puck.help") : (0, _i18N.t)("upgrades.smaller_puck.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.smaller_puck.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 3000,
id: "pierce",
giftable: true,
max: 3,
name: (0, _i18N.t)("upgrades.pierce.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.pierce.help", {
count: 3 * lvl
}),
fullHelp: (0, _i18N.t)("upgrades.pierce.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 4000,
id: "picky_eater",
giftable: true,
max: 1,
name: (0, _i18N.t)("upgrades.picky_eater.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.picky_eater.help"),
fullHelp: (0, _i18N.t)("upgrades.picky_eater.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 5000,
giftable: false,
id: "metamorphosis",
max: 1,
name: (0, _i18N.t)("upgrades.metamorphosis.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.metamorphosis.help"),
fullHelp: (0, _i18N.t)("upgrades.metamorphosis.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 6000,
id: "compound_interest",
giftable: true,
max: 1,
name: (0, _i18N.t)("upgrades.compound_interest.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.compound_interest.help"),
fullHelp: (0, _i18N.t)("upgrades.compound_interest.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 7000,
id: "hot_start",
giftable: true,
max: 3,
name: (0, _i18N.t)("upgrades.hot_start.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.hot_start.help", {
start: lvl * 15 + 1,
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.hot_start.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 9000,
id: "sapper",
giftable: true,
max: 7,
name: (0, _i18N.t)("upgrades.sapper.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.sapper.help") : (0, _i18N.t)("upgrades.sapper.help_plural", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.sapper.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 11000,
id: "bigger_explosions",
giftable: false,
max: 1,
name: (0, _i18N.t)("upgrades.bigger_explosions.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.bigger_explosions.help"),
fullHelp: (0, _i18N.t)("upgrades.bigger_explosions.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 13000,
giftable: false,
id: "extra_levels",
max: 3,
name: (0, _i18N.t)("upgrades.extra_levels.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.extra_levels.help", {
count: lvl + 7
}),
fullHelp: (0, _i18N.t)("upgrades.extra_levels.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 15000,
giftable: false,
id: "pierce_color",
max: 1,
name: (0, _i18N.t)("upgrades.pierce_color.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.pierce_color.help"),
fullHelp: (0, _i18N.t)("upgrades.pierce_color.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 18000,
giftable: false,
id: "soft_reset",
max: 9,
name: (0, _i18N.t)("upgrades.soft_reset.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.soft_reset.help", {
percent: 10 * lvl
}),
fullHelp: (0, _i18N.t)("upgrades.soft_reset.fullHelp")
},
{
requires: "multiball",
threshold: 21000,
giftable: false,
id: "ball_repulse_ball",
max: 3,
name: (0, _i18N.t)("upgrades.ball_repulse_ball.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.ball_repulse_ball.help") : (0, _i18N.t)("upgrades.ball_repulse_ball.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.ball_repulse_ball.fullHelp")
},
{
requires: "multiball",
threshold: 25000,
giftable: false,
id: "ball_attract_ball",
max: 3,
name: (0, _i18N.t)("upgrades.ball_attract_ball.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.ball_attract_ball.help") : (0, _i18N.t)("upgrades.ball_attract_ball.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.ball_attract_ball.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 30000,
giftable: false,
id: "puck_repulse_ball",
max: 2,
name: (0, _i18N.t)("upgrades.puck_repulse_ball.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.puck_repulse_ball.help") : (0, _i18N.t)("upgrades.puck_repulse_ball.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.puck_repulse_ball.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 35000,
giftable: false,
id: "wind",
max: 3,
name: (0, _i18N.t)("upgrades.wind.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.wind.help") : (0, _i18N.t)("upgrades.wind.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.wind.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 40000,
giftable: false,
id: "sturdy_bricks",
max: 4,
name: (0, _i18N.t)("upgrades.sturdy_bricks.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.sturdy_bricks.help") : (0, _i18N.t)("upgrades.sturdy_bricks.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.sturdy_bricks.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 45000,
giftable: false,
id: "respawn",
max: 4,
name: (0, _i18N.t)("upgrades.respawn.name"),
help: (lvl)=>lvl == 1 ? (0, _i18N.t)("upgrades.respawn.help") : (0, _i18N.t)("upgrades.respawn.help_plural"),
fullHelp: (0, _i18N.t)("upgrades.respawn.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 50000,
giftable: false,
id: "one_more_choice",
max: 3,
name: (0, _i18N.t)("upgrades.one_more_choice.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.one_more_choice.help"),
fullHelp: (0, _i18N.t)("upgrades.one_more_choice.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 55000,
giftable: false,
id: "instant_upgrade",
max: 2,
name: (0, _i18N.t)("upgrades.instant_upgrade.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.instant_upgrade.help"),
fullHelp: (0, _i18N.t)("upgrades.instant_upgrade.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 60000,
giftable: false,
id: "concave_puck",
max: 1,
name: (0, _i18N.t)("upgrades.concave_puck.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.concave_puck.help"),
fullHelp: (0, _i18N.t)("upgrades.concave_puck.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 65000,
giftable: false,
id: "helium",
max: 1,
name: (0, _i18N.t)("upgrades.helium.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.helium.help"),
fullHelp: (0, _i18N.t)("upgrades.helium.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 70000,
giftable: false,
id: "asceticism",
max: 1,
name: (0, _i18N.t)("upgrades.asceticism.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.asceticism.help"),
fullHelp: (0, _i18N.t)("upgrades.asceticism.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 75000,
giftable: false,
id: "unbounded",
max: 1,
name: (0, _i18N.t)("upgrades.unbounded.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.unbounded.help"),
fullHelp: (0, _i18N.t)("upgrades.unbounded.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 80000,
giftable: false,
id: "shunt",
max: 3,
name: (0, _i18N.t)("upgrades.shunt.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.shunt.help", {
percent: lvl * 20
}),
fullHelp: (0, _i18N.t)("upgrades.shunt.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 85000,
giftable: false,
id: "yoyo",
max: 2,
name: (0, _i18N.t)("upgrades.yoyo.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.yoyo.help"),
fullHelp: (0, _i18N.t)("upgrades.yoyo.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 90000,
giftable: false,
id: "nbricks",
max: 3,
name: (0, _i18N.t)("upgrades.nbricks.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.nbricks.help", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.nbricks.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 95000,
giftable: false,
id: "etherealcoins",
max: 1,
name: (0, _i18N.t)("upgrades.etherealcoins.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.etherealcoins.help"),
fullHelp: (0, _i18N.t)("upgrades.etherealcoins.fullHelp")
},
{
requires: "multiball",
threshold: 100000,
giftable: false,
id: "shocks",
max: 1,
name: (0, _i18N.t)("upgrades.shocks.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.shocks.help"),
fullHelp: (0, _i18N.t)("upgrades.shocks.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 105000,
giftable: false,
id: "zen",
max: 1,
name: (0, _i18N.t)("upgrades.zen.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.zen.help"),
fullHelp: (0, _i18N.t)("upgrades.zen.fullHelp")
},
{
requires: "extra_life",
threshold: 110000,
giftable: false,
id: "sacrifice",
max: 1,
name: (0, _i18N.t)("upgrades.sacrifice.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.sacrifice.help"),
fullHelp: (0, _i18N.t)("upgrades.sacrifice.fullHelp")
},
{
requires: "",
threshold: 115000,
giftable: false,
id: "trampoline",
max: 1,
name: (0, _i18N.t)("upgrades.trampoline.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.trampoline.help", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.trampoline.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 120000,
giftable: false,
id: "ghost_coins",
max: 1,
name: (0, _i18N.t)("upgrades.ghost_coins.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.ghost_coins.help", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.ghost_coins.fullHelp")
},
{
requires: "",
threshold: 125000,
giftable: false,
id: "forgiving",
max: 1,
name: (0, _i18N.t)("upgrades.forgiving.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.forgiving.help"),
fullHelp: (0, _i18N.t)("upgrades.forgiving.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 130000,
giftable: false,
id: "ball_attracts_coins",
max: 3,
name: (0, _i18N.t)("upgrades.ball_attracts_coins.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.ball_attracts_coins.help"),
fullHelp: (0, _i18N.t)("upgrades.ball_attracts_coins.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 135000,
giftable: false,
id: "reach",
max: 1,
name: (0, _i18N.t)("upgrades.reach.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.reach.help", {
lvl
}),
fullHelp: (0, _i18N.t)("upgrades.reach.fullHelp")
},
{
requires: "",
rejects: "",
threshold: 140000,
giftable: false,
id: "passive_income",
max: 1,
name: (0, _i18N.t)("upgrades.passive_income.name"),
help: (lvl)=>(0, _i18N.t)("upgrades.passive_income.help"),
fullHelp: (0, _i18N.t)("upgrades.passive_income.fullHelp")
}
];
},{"./i18n/i18n":"eNPRm","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"eNPRm":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "getCurrentLang", ()=>getCurrentLang);
parcelHelpers.export(exports, "t", ()=>t);
var _frJson = require("./fr.json");
var _frJsonDefault = parcelHelpers.interopDefault(_frJson);
var _enJson = require("./en.json");
var _enJsonDefault = parcelHelpers.interopDefault(_enJson);
var _settings = require("../settings");
const languages = {
fr: (0, _frJsonDefault.default),
en: (0, _enJsonDefault.default)
};
function getCurrentLang() {
return (0, _settings.getSettingValue)("lang", getFirstBrowserLanguage());
}
function t(key, params = {}) {
const lang = getCurrentLang();
let template = languages[lang]?.[key] || languages.en[key];
for(let key in params)template = template.split("{{" + key + "}}").join(`${params[key]}`);
return template;
}
function getFirstBrowserLanguage() {
const preferred_languages = [
...navigator.languages,
navigator.language,
"en"
].filter((i)=>i).map((i)=>i.slice(0, 2).toLowerCase());
const supported = Object.keys(languages);
return preferred_languages.find((k)=>supported.includes(k)) || "en";
}
},{"./fr.json":"b97sx","./en.json":"uYc9N","../settings":"5blfu","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"b97sx":[function(require,module,exports,__globalThis) {
module.exports = JSON.parse('{"confirmRestart.no":"Annuler ,continuer ma partie en cours","confirmRestart.text":"Vous \xeates sur le point de commencer une nouvelle partie, est-ce vraiment ce que vous vouliez ?","confirmRestart.title":"D\xe9marrer une nouvelle partie ?","confirmRestart.yes":"Commencer une nouvelle partie","gameOver.cumulative_total":"Votre score total cumul\xe9 est pass\xe9 de {{startTs}} \xe0 {{endTs}}.","gameOver.lost.summary":"Vous avez fait tomber la balle apr\xe8s avoir attrap\xe9 {{score}} pi\xe8ces.","gameOver.lost.title":"Balle perdue","gameOver.next_unlock":"Marquez {{points}} points suppl\xe9mentaires pour d\xe9bloquer la prochaine am\xe9lioration ou le prochain niveau.","gameOver.restart":"Nouvelle partie","gameOver.stats.balls_lost":"Balles perdues","gameOver.stats.bricks_broken":"Briques cass\xe9es","gameOver.stats.bricks_per_minute":"Briques cass\xe9es par minute","gameOver.stats.catch_rate":"Pi\xe8ces attrap\xe9es","gameOver.stats.combo_avg":"Combo moyen","gameOver.stats.combo_max":"Combo maximum","gameOver.stats.duration_per_level":"Dur\xe9e par niveau","gameOver.stats.hit_rate":"Pr\xe9cision","gameOver.stats.intro":"Vous trouverez ci-dessous les statistiques de cette partie compar\xe9es \xe0 vos {{count}} meilleures parties.","gameOver.stats.level_reached":"Niveau atteint","gameOver.stats.total_score":"Score total","gameOver.stats.upgrades_applied":"Mises \xe0 jour appliqu\xe9es","gameOver.test_run":"Cette partie de test et son score ne sont pas enregistr\xe9s.","gameOver.unlocked_count":"Vous avez d\xe9bloqu\xe9 {{count}} objet(s) :","gameOver.upgrades_picked":"Am\xe9lioration actives en fin de partie","gameOver.win.summary":"Vous avez nettoy\xe9 tous les niveaux pour cette partie, en attrapant {{score}} pi\xe8ces au total.","gameOver.win.title":"Partie termin\xe9e","level_up.after_buttons":"Vous venez de terminer le niveau {{level}}/{{max}} et vous avez choisi ces am\xe9liorations jusqu\'\xe0 pr\xe9sent :","level_up.before_buttons":"Vous avez attrap\xe9 {{score}} pi\xe8ces {{catchGain}} sur {{levelSpawnedCoins}} en {{time}} secondes {{timeGain}}.\\n\\nVous avez rat\xe9 les briques {{levelMisses}} fois {{missesGain}} et touch\xe9 les bords de la zone de jeu {{levelWallBounces}} fois {{wallHitsGain}}.\\n\\n{{compliment}}","level_up.compliment_advice":"Essayez d\'attraper toutes les pi\xe8ces, de ne jamais rater les briques, de ne pas toucher les murs ou de terminer le niveau en moins de 30 secondes pour obtenir des choix suppl\xe9mentaires et des am\xe9liorations.","level_up.compliment_good":"Bravo !","level_up.compliment_perfect":"Impressionnant, continuez comme \xe7a !","level_up.pick_upgrade_title":"Choisir une am\xe9lioration","level_up.plus_one_choice":"(+1 choix)","level_up.plus_one_upgrade":"(+1 am\xe9lioration et +1 choix)","level_up.unlocked_level":" (Niveau)","level_up.unlocked_perk":" (Am\xe9lioration)","level_up.upgrade_perk_to_level":" niveau {{level}}","main_menu.basic":"Graphismes simplifi\xe9s","main_menu.basic_help":"Meilleures performances.","main_menu.download_save_file":"Sauvegarder mes progr\xe8s","main_menu.download_save_file_help":"Obtenir un fichier de sauvegarde","main_menu.footer_html":" <p> \\n<span>Programm\xe9 en France par <a href=\\"https://lecaro.me\\">Renan LE CARO</a>.</span>\\n<a href=\\"https://paypal.me/renanlecaro\\" target=\\"_blank\\">Donner</a>\\n<a href=\\"https://discord.gg/DZSPqyJkwP\\" target=\\"_blank\\">Discord</a>\\n<a href=\\"https://f-droid.org/en/packages/me.lecaro.breakout/\\" target=\\"_blank\\">F-Droid</a>\\n<a href=\\"https://play.google.com/store/apps/details?id=me.lecaro.breakout\\" target=\\"_blank\\">Google Play</a>\\n<a href=\\"https://renanlecaro.itch.io/breakout71\\" target=\\"_blank\\">itch.io</a>\\n<a href=\\"https://gitlab.com/lecarore/breakout71\\" target=\\"_blank\\">Gitlab</a>\\n<a href=\\"https://breakout.lecaro.me/\\" target=\\"_blank\\">Version web</a>\\n<a href=\\"https://news.ycombinator.com/item?id=43183131\\" target=\\"_blank\\">HackerNews</a>\\n<a href=\\"https://breakout.lecaro.me/privacy.html\\" target=\\"_blank\\">Politique de confidentialit\xe9</a> \\n<span>v.{{appVersion}}</span>\\n</p>","main_menu.fullscreen":"Plein \xe9cran","main_menu.fullscreen_exit":"Quitter le plein \xe9cran","main_menu.fullscreen_exit_help":"Ne fonctionne pas toujours","main_menu.fullscreen_help":"Ne fonctionne pas toujours","main_menu.kid":"Mode enfants","main_menu.kid_help":"Balle plus lente","main_menu.language":"Langue","main_menu.language_help":"Changer la langue d\'affichage","main_menu.load_save_file":"Charger une sauvegarde","main_menu.load_save_file_help":"Depuis un fichier ","main_menu.max_coins":"{{max}} pi\xe8ces affich\xe9es maximum","main_menu.max_coins_help":"Visuel uniquement, pas d\'impact sur le score","main_menu.max_particles":" {{max}} particules maximum","main_menu.max_particles_help":"Limite le nombre de particules affich\xe9es \xe0 l\'\xe9cran pour les effets visuels","main_menu.mobile":"Mode mobile","main_menu.mobile_help":"Laisse un espace sous le palet.","main_menu.pointer_lock":"Verrouillage du pointeur","main_menu.pointer_lock_help":"Cache aussi le curseur de la souris.","main_menu.record":"Enregistrer des vid\xe9os de jeu","main_menu.record_download":"T\xe9l\xe9charger la vid\xe9o ({{size}} MB)","main_menu.record_help":"Obtenez une vid\xe9o de chaque niveau.","main_menu.reset":"R\xe9initialiser le jeu","main_menu.reset_cancel":"Non","main_menu.reset_confirm":"Oui","main_menu.reset_help":"Effacer les scores et statistiques","main_menu.reset_instruction":"Vous perdrez tous les progr\xe8s que vous avez faits dans le jeu, \xeates-vous s\xfbr ?","main_menu.resume":"Retourner \xe0 la partie","main_menu.resume_help":"Continuer la partie en cours","main_menu.save_file_error":"Erreur lors du chargement du fichier de sauvegarde","main_menu.save_file_loaded":"Sauvegarde charg\xe9e","main_menu.save_file_loaded_help":"L\'appli va red\xe9marrer","main_menu.save_file_loaded_ok":"Ok","main_menu.settings_help":"Adaptez le jeu \xe0 vos besoins","main_menu.settings_title":"Param\xe8tre","main_menu.show_fps":"Compteur de FPS","main_menu.show_fps_help":"Surveiller la perf du jeu","main_menu.sounds":"Sons du jeu","main_menu.sounds_help":"Ralentis certains t\xe9l\xe9phones.","main_menu.title":"Breakout 71","main_menu.unlocks":"Am\xe9liorations et niveaux","main_menu.unlocks_help":"Essayez les \xe9l\xe9ments d\xe9bloqu\xe9s","play.close_modale_window_tooltip":"Fermer","play.current_lvl":"Niveau {{level}}/{{max}}","play.menu_label":"Menu","play.missed_ball":"rat\xe9","play.mobile_press_to_play":"Gardez le doigt ici pour jouer","sandbox.help":"Tester n\'importe quelle combinaison d\'am\xe9liorations","sandbox.instructions":"S\xe9lectionnez les am\xe9lioration ci-dessous et appuyez sur \\"D\xe9marrer la partie de test\\" pour les tester. Les scores et les statistiques ne seront pas enregistr\xe9s.","sandbox.start":"D\xe9marrer la partie de test","sandbox.title":"Mode bac \xe0 sable","sandbox.unlocks_at":"D\xe9verrouill\xe9 \xe0 partir d\'un score total de {{score}}","score_panel.restart":"Red\xe9marrer","score_panel.restart_help":"Commencer une nouvelle partie","score_panel.resume":"Continuer la partie","score_panel.resume_help":"Fermer cette fen\xeatre pour retourner au jeu","score_panel.test_run":"Il s\'agit d\'une partie d\'essai, le score n\'est pas enregistr\xe9.","score_panel.title":"{{score}} points au niveau {{level}}/{{max}} ","score_panel.upgrades_picked":"Am\xe9liorations choisies jusqu\'\xe0 pr\xe9sent :","unlocks.greyed_out_help":"Les \xe9l\xe9ments gris\xe9es peuvent \xeatre d\xe9bloqu\xe9es en augmentant votre score total. Le score total augmente \xe0 chaque fois que vous marquez des points dans le jeu.","unlocks.intro":"Votre score total est de {{ts}}. Vous trouverez ci-dessous toutes les am\xe9liorations et tous les niveaux que le jeu peut offrir.","unlocks.level_description":"Un niveau {{size}}x{{size}} avec {{bricks}} briques","unlocks.title":"Vous avez d\xe9bloqu\xe9 {{percentUnlock}}% du jeu.","unlocks.unlocks_at":"D\xe9verrouill\xe9 au score total {{threshold}}.","upgrades.asceticism.fullHelp":"Il faudra trouver un moyen de stocker les pi\xe8ces pendant que le combo grandis. ","upgrades.asceticism.help":"+1 combo par brique cass\xe9e, RAZ quand une pi\xe8ce est attrap\xe9e","upgrades.asceticism.name":"Asc\xe9tisme","upgrades.ball_attract_ball.fullHelp":"Les balles qui sont \xe9loign\xe9es de plus d\'une demi-largeur d\'\xe9cran commencent \xe0 s\'attirer. La force d\'attraction est plus forte lorsque les balles sont plus \xe9loign\xe9es l\'une de l\'autre. Des particules arc-en-ciel voleront pour symboliser la force d\'attraction. Cet avantage n\'est offert que si vous avez d\xe9j\xe0 plus d\'une balle en jeu.","upgrades.ball_attract_ball.help":"Les balles attirent les balles","upgrades.ball_attract_ball.help_plural":"Force d\'attraction plus forte","upgrades.ball_attract_ball.name":"Gravit\xe9","upgrades.ball_attracts_coins.fullHelp":"Ne me demandez pas pourquoi \xe7a va que dans une sens. ","upgrades.ball_attracts_coins.help":"Les balles attirent les pi\xe8ces","upgrades.ball_attracts_coins.name":"Balles de fortune","upgrades.ball_repulse_ball.fullHelp":"Les balles qui se trouvent \xe0 moins d\'une demi-largeur d\'\xe9cran commencent \xe0 se repousser les unes les autres. La force de r\xe9pulsion est plus forte si elles sont proches l\'une de l\'autre. Des particules seront affich\xe9es pour symboliser l\'application de cette force. Cet avantage n\'est offert que si vous avez d\xe9j\xe0 plus d\'une balle.","upgrades.ball_repulse_ball.help":"Les balles repoussent les balles","upgrades.ball_repulse_ball.help_plural":"Force de r\xe9pulsion plus forte","upgrades.ball_repulse_ball.name":"Vol en formation","upgrades.base_combo.fullHelp":"Votre combo (nombre de pi\xe8ces par brique) commence normalement \xe0 1 au d\xe9but du niveau et revient \xe0 1 lorsque vous rebondissez sans rien toucher. Avec cette caract\xe9ristique, le combo commence 3 points plus haut, ce qui fait que vous obtiendrez toujours au moins 4 pi\xe8ces par brique. Lorsque votre combo est r\xe9initialis\xe9, il revient \xe0 4 et non \xe0 1. Votre balle scintillera un peu pour indiquer que son combo est sup\xe9rieur \xe0 1.","upgrades.base_combo.help":"Le combo commence \xe0 {{coins}}.","upgrades.base_combo.name":"Combo +3","upgrades.bigger_explosions.fullHelp":"L\'explosion par d\xe9faut efface un carr\xe9 de 3x3 briques, avec cette am\xe9lioration un carr\xe9 de 5x5. Le vent soufflant les pi\xe8ces est \xe9galement beaucoup plus fort. L\'\xe9cran clignotera un peu apr\xe8s chaque explosion (sauf en mode graphismes basiques).","upgrades.bigger_explosions.help":"Explosions plus violentes","upgrades.bigger_explosions.name":"Kaboom","upgrades.bigger_puck.fullHelp":"Un grand palet permet de ne jamais rater la balle et d\'attraper plus de pi\xe8ces, ainsi que d\'orienter pr\xe9cis\xe9ment les rebonds (l\'angle de la balle ne d\xe9pend que de l\'endroit o\xf9 elle touche le palet). Cependant, un grand palet est plus difficile \xe0 utiliser sur les c\xf4t\xe9s du niveau.","upgrades.bigger_puck.help":"Attrapez facilement plus de pi\xe8ces.","upgrades.bigger_puck.name":"Palet plus grand","upgrades.coin_magnet.fullHelp":"Dirige les pi\xe8ces vers le palet. L\'effet est plus fort si la pi\xe8ce est d\xe9j\xe0 proche du palet. Attraper 90 % ou 100 % des pi\xe8ces apporte des bonus sp\xe9ciaux dans le jeu. Une autre fa\xe7on d\'attraper plus de pi\xe8ces est de frapper les briques par le bas. La vitesse et la direction de la balle ont un impact sur la vitesse des pi\xe8ces produites.","upgrades.coin_magnet.help":"Le palet attire les pi\xe8ces","upgrades.coin_magnet.help_plural":"Effet plus marqu\xe9 sur les pi\xe8ces","upgrades.coin_magnet.name":"Aimant pour pi\xe8ces","upgrades.compound_interest.fullHelp":"Votre combo augmentera d\'une unit\xe9 \xe0 chaque fois que vous casserez une brique, g\xe9n\xe9rant de plus en plus de pi\xe8ces \xe0 chaque fois que vous casserez une brique. Veillez cependant \xe0 attraper chacune de ces pi\xe8ces avec votre palet, car toute pi\xe8ce perdue remettra votre combo \xe0 z\xe9ro. \\n \\nSi votre combinaison est sup\xe9rieure au minimum, une ligne rouge s\'affichera au bas de la zone de jeu pour vous le rappeler que les pi\xe8ces ne doivent pas aller \xe0 cet endroit.\\n\\nCet avantage se combine avec d\'autres avantages de combo, le combo augmentera plus rapidement mais se r\xe9initialisera plus souvent.","upgrades.compound_interest.help":"+1 combo par brique cass\xe9e, remise \xe0 z\xe9ro quand une pi\xe8ce est perdu","upgrades.compound_interest.name":"Int\xe9r\xeats","upgrades.concave_puck.fullHelp":" Les balles d\xe9marrent verticalement en d\xe9but de niveau, et rebondi sur le palet de mani\xe8re plus verticale et invers\xe9e.","upgrades.concave_puck.help":"Aide \xe0 \xe9viter les bords.","upgrades.concave_puck.name":"Palet concave","upgrades.etherealcoins.fullHelp":"Il faudrait vous assurer que les pi\xe8ces tomberont bien quand m\xeame \xe0 un moment","upgrades.etherealcoins.help":"Les pi\xe8ces ne subissent plus la gravit\xe9","upgrades.etherealcoins.name":"Monnaie spatiale ","upgrades.extra_levels.fullHelp":"La partie dure normalement 7 niveaux, apr\xe8s quoi le jeu est termin\xe9 et le score que vous avez atteint est votre score de partie.\\n\\nChoisir cette am\xe9lioration vous permet de prolonger la partie d\'un niveau. Les derniers niveaux sont souvent ceux o\xf9 vous faites le plus de points, la diff\xe9rence peut donc \xeatre spectaculaire.","upgrades.extra_levels.help":"Jouer {{count}} niveaux au lieu de 7","upgrades.extra_levels.name":"+1 niveau","upgrades.extra_life.fullHelp":"Normalement, vous n\'avez qu\'une seule balle par manche, et la manche est termin\xe9e d\xe8s que vous la laissez tomber.\\nCette comp\xe9tence ajoute une barre blanche en bas de l\'\xe9cran qui sauvera une balle une fois, et se brisera au cours du processus.\\nVous pouvez prendre plusieurs vies d\'avances, elle seront utilis\xe9es \xe0 chaque fois qu\'une balle est sur le point d\'\xeatre perdue. ","upgrades.extra_life.help":"La balle rebondit une fois avant d\'\xeatre perdue.","upgrades.extra_life.help_plural":"La balle rebondit {{lvl}} fois avant d\'\xeatre perdue.","upgrades.extra_life.name":"+1 vie","upgrades.forgiving.fullHelp":" La premi\xe8re brique rat\xe9e par niveau ne co\xfbte rien, la suivante 10%, 20%, etc.","upgrades.forgiving.help":"Rater les briques fait perdre un portion progressivement plu importante du combo","upgrades.forgiving.name":"L\'erreur est humaine","upgrades.ghost_coins.fullHelp":"Ce n\'est pas une bug, c\'est une fonctionnalit\xe9","upgrades.ghost_coins.help":"Les pi\xe8ces traversent les briques","upgrades.ghost_coins.name":"Pi\xe8ces fant\xf4me","upgrades.helium.fullHelp":"Les pi\xe8ces attendront d\'\xeatre sous le palet pour tomber. ","upgrades.helium.help":"Les pi\xe8ce flottent au lieu de tomber autours du palet","upgrades.helium.name":"Helium","upgrades.hot_start.fullHelp":"Au d\xe9but de chaque niveau, votre combo commencera \xe0 +15 points, mais \xe0 chaque seconde, il sera diminu\xe9 d\'un point. Cela signifie que les 15 premi\xe8res secondes d\'un niveau produiront beaucoup plus de pi\xe8ces que les suivantes.\\nVous devez vous assurer de terminer le niveau rapidement. L\'effet se cumule avec d\'autres avantages li\xe9s au combo, ce qui vous permet d\'augmenter le combo apr\xe8s les 15 secondes, mais il continuera \xe0 diminuer chaque seconde. Chaque fois que vous reprenez la comp\xe9tence, l\'effet est encore plus prononc\xe9.","upgrades.hot_start.help":"Combo \xe0 {{start}}, -{{lvl}} combo par seconde","upgrades.hot_start.name":"D\xe9marrage \xe0 chaud","upgrades.instant_upgrade.fullHelp":"Choisissez imm\xe9diatement deux am\xe9liorations, afin d\'en obtenir une gratuite et une autre pour rembourser celle utilis\xe9e pour obtenir cet avantage. Chaque fois que vous choisirez des am\xe9liorations dans le menu suivant, vous aurez moins de choix.","upgrades.instant_upgrade.help":"-1 choix jusqu\'\xe0 la fin de la course.","upgrades.instant_upgrade.name":"+2 am\xe9liorations maintenant","upgrades.left_is_lava.fullHelp":"Chaque fois que vous cassez une brique, votre combo augmente d\'une unit\xe9, ce qui vous permet d\'obtenir une pi\xe8ce de plus \xe0 chaque fois que vous cassez une brique.\\n\\nCependant, votre combinaison se r\xe9initialise d\xe8s que votre balle touche le c\xf4t\xe9 gauche.\\n\\nD\xe8s que votre combo augmente, le c\xf4t\xe9 gauche devient rouge pour vous rappeler que vous devez \xe9viter de le frapper.\\n\\nL\'effet se cumule avec d\'autres avantages de combo, le combo augmente plus rapidement avec plus d\'am\xe9liorations, mais il se r\xe9initialise \xe9galement si l\'une ou l\'autre des conditions de r\xe9initialisation est remplie. ","upgrades.left_is_lava.help":"Plus de pi\xe8ces si vous ne touchez pas le c\xf4t\xe9 gauche.","upgrades.left_is_lava.name":"\xc9viter le c\xf4t\xe9 gauche","upgrades.metamorphosis.fullHelp":"Avec cette am\xe9lioration, les pi\xe8ces seront de la couleur de la brique d\'o\xf9 elles proviennent et coloreront la premi\xe8re brique qu\'elles toucheront. \\n\\nLes pi\xe8ces apparaissent \xe0 la vitesse de la balle qui les a cass\xe9es, ce qui signifie que vous pouvez viser un peu dans la direction des briques que vous voulez \\"peindre\\".","upgrades.metamorphosis.help":"Les pi\xe8ces de monnaie tachent les briques qu\'elles touchent","upgrades.metamorphosis.name":"M\xe9tamorphose","upgrades.multiball.fullHelp":"D\xe8s que vous laissez tomber la balle dans Breakout 71, vous perdez. \\n\\nAvec cet avantage, vous obtenez deux balles, et vous pouvez donc vous permettre d\'en perdre une.\\n\\nLes balles perdues reviennent au niveau suivant. \\n\\nLe fait d\'avoir plus d\'une balle permet d\'obtenir d\'autres avantages et, bien s\xfbr, de franchir le niveau plus rapidement.","upgrades.multiball.help":"Chaque niveau commence avec {{count}} balles.","upgrades.multiball.name":"+1 balle","upgrades.nbricks.fullHelp":"Si votre balle rebondis sans casser une brique, \xe7a compte quand m\xeame comme une frappe. Les briques d\xe9truites par des explosions ne comptent pas.","upgrades.nbricks.help":"Frappez exactement {{lvl}} briques par rebond pour +{{lvl}} combo, sinon RAZ","upgrades.nbricks.name":"Pr\xe9l\xe8vement","upgrades.one_more_choice.fullHelp":"Chaque menu d\'am\xe9lioration comportera une option suppl\xe9mentaire. Cela n\'augmente pas le nombre d\'am\xe9liorations que vous pouvez choisir, mais vous aide \xe0 cr\xe9er le profile id\xe9al. ","upgrades.one_more_choice.help":"Les niveaux suivants offriront une option suppl\xe9mentaire dans la liste d\'am\xe9liorations.","upgrades.one_more_choice.name":"+1 choix jusqu\'\xe0 la fin de la course","upgrades.passive_income.fullHelp":"Certaines am\xe9lioration font bouger les balles sans avoir besoin de mettre le palet en mouvement.","upgrades.passive_income.help":"+1 combo par brique cass\xe9e, RAZ quand le palet bouge","upgrades.passive_income.name":"Revenu passif","upgrades.picky_eater.fullHelp":"Chaque fois que vous cassez une brique de la m\xeame couleur que votre balle, votre combo augmente d\'une unit\xe9.\\n\\nS\'il s\'agit d\'une couleur diff\xe9rente, la balle adopte cette nouvelle couleur, mais la combinaison est r\xe9initialis\xe9e.\\n\\nLes briques de la mauvaise couleur sont entour\xe9es en rouge.\\n\\nSi vous avez plus d\'une balle, elles changent toutes de couleur lorsque l\'une d\'entre elles touche une brique.","upgrades.picky_eater.help":"Plus de pi\xe8ces si vous cassez les briques couleur par couleur.","upgrades.picky_eater.name":"Mangeur par couleur","upgrades.pierce.fullHelp":"Normalement , la balle rebondit d\xe8s qu\'elle touche une brique. Avec cette caract\xe9ristique, elle continuera sa trajectoire jusqu\'\xe0 3 briques cass\xe9es.\\n\\nApr\xe8s cela, elle rebondira sur la quatri\xe8me brique et vous devez toucher le palet pour remettre le compteur \xe0 z\xe9ro.","upgrades.pierce.help":"La balle perce {{count}} briques apr\xe8s chaque rebond sur le palet","upgrades.pierce.name":"Balle per\xe7ante","upgrades.pierce_color.fullHelp":"Chaque fois qu\'une balle touche une brique de la m\xeame couleur, elle la traverse sans encombre.\\nLorsqu\'elle atteint une brique de couleur diff\xe9rente, elle la casse, prend sa couleur et rebondit.","upgrades.pierce_color.help":"Les balles transpercent les briques de leur couleur","upgrades.pierce_color.name":"Perceur de couleur","upgrades.puck_repulse_ball.fullHelp":"Lorsqu\'une balle s\'approche du palet, elle commence \xe0 ralentir, voire \xe0 rebondir sans toucher le palet. Beaucoup de choses sont li\xe9es \xe0 un passage par le palet dans le jeu, donc \xe7a pourrait ouvrir des possibilit\xe9s. ","upgrades.puck_repulse_ball.help":"Le palet repousse les balles","upgrades.puck_repulse_ball.help_plural":"La force de r\xe9pulsion est plus grande","upgrades.puck_repulse_ball.name":"Atterrissage en douceur","upgrades.reach.fullHelp":"Essayez de bloquer la balle au dessus des briques pour plus de combo","upgrades.reach.help":"+{{lvl}} combo / brique, la plus basse d\'une colonne RAZ le combo","upgrades.reach.name":"Attaque a\xe9rienne","upgrades.respawn.fullHelp":"Apr\xe8s avoir cass\xe9 deux briques ou plus, lorsque la balle touche le palet, la premi\xe8re brique est remise en place, \xe0 condition que l\'espace soit libre et que la brique ne soit pas une bombe.\\n\\nDes effets de particules vous indiqueront o\xf9 les briques appara\xeetront. \\n\\nEn montant en niveau, vous pouvez faire r\xe9appara\xeetre jusqu\'\xe0 4 briques \xe0 la fois, mais il doit toujours y en avoir au moins une qui reste d\xe9truite.","upgrades.respawn.help":"Certaines briques r\xe9apparaissent apr\xe8s avoir \xe9t\xe9 d\xe9truites.","upgrades.respawn.help_plural":"Plus de briques peuvent r\xe9appara\xeetre","upgrades.respawn.name":"R\xe9apparition ","upgrades.right_is_lava.fullHelp":"Chaque fois que vous cassez une brique, votre combo augmente d\'une unit\xe9, ce qui vous permet d\'obtenir une pi\xe8ce de plus \xe0 chaque fois que vous cassez les briques suivantes.\\n\\nCependant, votre combinaison se r\xe9initialise d\xe8s que votre balle touche le c\xf4t\xe9 droit de la zone de jeu.\\n\\nD\xe8s que votre combo augmente, le c\xf4t\xe9 droit devient rouge pour vous rappeler que vous devez \xe9viter de le frapper.\\n\\nL\'effet se cumule avec d\'autres avantages de combo, le combo augmente plus rapidement avec plus d\'am\xe9liorations, mais il se r\xe9initialise \xe9galement si l\'une des conditions de r\xe9initialisation est remplie.","upgrades.right_is_lava.help":"Plus de pi\xe8ces si vous ne touchez pas le c\xf4t\xe9 droit.","upgrades.right_is_lava.name":"\xc9viter le c\xf4t\xe9 droit","upgrades.sacrifice.fullHelp":"Ceci n\'est pas toujours repr\xe9sentable visuellement","upgrades.sacrifice.help":"Perdre une vie double la valeur de toutes les pi\xe8ces \xe0 l\'\xe9cran","upgrades.sacrifice.name":"Sacrifice","upgrades.sapper.fullHelp":"Au lieu de dispara\xeetre, la premi\xe8re brique cass\xe9e est remplac\xe9e par une bombe. Faire rebondir la balle sur le palet r\xe9arme l\'effet. En montant en niveau, vous pourrez placer plus de bombes. N\'oubliez pas que les bombes ont un impact sur la vitesse des pi\xe8ces \xe0 proximit\xe9. Trop d\'explosions peuvent rendre difficile la r\xe9cup\xe9ration des fruits de votre dur labeur.","upgrades.sapper.help":"La premi\xe8re brique cass\xe9e devient une bombe.","upgrades.sapper.help_plural":"Les premi\xe8res briques {{lvl}} cass\xe9es deviennent des bombes.","upgrades.sapper.name":"Sapeur","upgrades.shocks.fullHelp":"Un peu comme jouer au billard avec des grenades","upgrades.shocks.help":"Collision explosive entre balles","upgrades.shocks.name":"Choc","upgrades.shunt.fullHelp":"D\xe9marrage \xe0 chaud sera simplement ajout\xe9 au combo actuel","upgrades.shunt.help":"Garer {{percent}}% du combo au changement de niveau ","upgrades.shunt.name":"Shunt","upgrades.skip_last.fullHelp":"Vous devez casser toutes les briques pour passer au niveau suivant. \\n\\nCependant, il peut \xeatre difficile d\'obtenir les derni\xe8res briques.\\n\\nTerminer un niveau plus t\xf4t permet d\'obtenir des choix suppl\xe9mentaires lors de la mise \xe0 niveau. \\n\\nNe jamais manquer de briques est \xe9galement tr\xe8s avantageux.\\n\\nDonc, si vous avez du mal \xe0 casser les derni\xe8res briques, obtenir cet avantage plusieurs fois peut vous aider.","upgrades.skip_last.help":"La derni\xe8re brique s\'autod\xe9truit.","upgrades.skip_last.help_plural":"Les {{lvl}} derni\xe8res briques restantes s\'autod\xe9truiront","upgrades.skip_last.name":"Nettoyage facile","upgrades.slow_down.fullHelp":"La balle d\xe9marre relativement lentement, mais \xe0 chaque niveau de votre course, elle d\xe9marre un peu plus vite, et elle acc\xe9l\xe8re \xe9galement si vous passez beaucoup de temps dans un niveau.\\n\\nCet avantage rend la balle plus facile \xe0 g\xe9rer. \\n\\nVous pouvez l\'obtenir au d\xe9but de chaque course en activant le mode enfant dans le menu.","upgrades.slow_down.help":"La balle se d\xe9place plus lentement","upgrades.slow_down.name":"Balle lente","upgrades.smaller_puck.fullHelp":"Le palet est donc plus petit, ce qui, en th\xe9orie, facilite certains tirs en coin, mais augmente surtout la difficult\xe9.\\n\\nC\'est pourquoi vous b\xe9n\xe9ficiez \xe9galement d\'un bonus de +5 pi\xe8ces par brique pour toutes les briques que vous casserez apr\xe8s avoir choisi cette option.","upgrades.smaller_puck.help":"Donne aussi +5 combo","upgrades.smaller_puck.help_plural":"Palet encore plus petit et combinaison de base plus \xe9lev\xe9e","upgrades.smaller_puck.name":"Palet plus petit","upgrades.soft_reset.fullHelp":"Limite l\'impact d\'une r\xe9initialisation du combo.","upgrades.soft_reset.help":"La remise \xe0 z\xe9ro du combo conserve {{percent}}% des points","upgrades.soft_reset.name":"R\xe9initialisation progressive","upgrades.streak_shots.fullHelp":"Chaque fois que vous cassez une brique, votre combo (nombre de pi\xe8ces par brique) augmente d\'une unit\xe9. Cependant, d\xe8s que la balle touche votre palet, le combo est remis \xe0 sa valeur par d\xe9faut, et vous n\'obtiendrez qu\'une seule pi\xe8ce par brique.\\n\\nUne fois que votre combinaison d\xe9passe la valeur de base, votre palet devient rouge pour vous rappeler que le fait de le toucher avec la balle d\xe9truira votre combinaison.\\n\\nCela peut se cumuler avec d\'autres avantages li\xe9s au combo, le combo augmentera plus rapidement mais se r\xe9initialisera plus facilement car n\'importe laquelle des conditions suffit \xe0 le r\xe9initialiser.","upgrades.streak_shots.help":"Plus de pi\xe8ces si vous cassez plusieurs briques \xe0 la fois.","upgrades.streak_shots.name":"S\xe9quence de destruction","upgrades.sturdy_bricks.fullHelp":"Avec le niveau 1 de cette comp\xe9tence, la balle a 20 % de chances de rebondir sans casser les briques, mais g\xe9n\xe8re 10% de pi\xe8ces en plus lorsqu\'elle en casse une.\\n\\nCe +10% n\'est pas indiqu\xe9 dans le nombre de combos. Au niveau 4, la balle a 80 % de chances de rebondir et rapporte 40 % de pi\xe8ces en plus.","upgrades.sturdy_bricks.help":"Les briques r\xe9sistent parfois aux coups mais font tomber plus de pi\xe8ces.","upgrades.sturdy_bricks.help_plural":"Les briques r\xe9sistent davantage et font tomber plus de pi\xe8ces","upgrades.sturdy_bricks.name":"Briques solides","upgrades.telekinesis.fullHelp":"D\xe8s que la balle touche votre palet, vous pouvez la diriger vers la gauche ou la droite en d\xe9pla\xe7ant votre palet.\\n\\nL\'effet s\'arr\xeate lorsque la balle touche une brique et se r\xe9initialise la prochaine fois qu\'elle touche le palet. Il ne fait rien non plus lorsque la balle descend apr\xe8s avoir rebondi au sommet.","upgrades.telekinesis.help":"Contr\xf4ler la trajectoire de la balle","upgrades.telekinesis.help_plural":"Effet plus fort sur la balle","upgrades.telekinesis.name":"T\xe9l\xe9kin\xe9sie","upgrades.top_is_lava.fullHelp":"Chaque fois que vous cassez une brique, votre combo augmente d\'une unit\xe9. Cependant, votre combo sera r\xe9initialis\xe9 d\xe8s que votre balle atteindra le haut de l\'\xe9cran.\\n\\nLorsque votre combo est sup\xe9rieur au minimum, une barre rouge appara\xeet en haut de l\'\xe9cran pour vous rappeler que vous devez \xe9viter de la frapper.\\n\\nCet effet s\'ajoute aux autres avantages du combo.","upgrades.top_is_lava.help":"Plus de pi\xe8ces si vous ne touchez pas le haut de la zone de jeu","upgrades.top_is_lava.name":"Icare ","upgrades.trampoline.fullHelp":"Une des rares am\xe9liorations \xe0 ne pas avoir de condition de remise \xe0 z\xe9ro","upgrades.trampoline.help":"+{{lvl}} combo \xe0 chaque rebond d\'une balle sur le palet,-{{lvl}} combo \xe0 chaque rebond au plafond","upgrades.trampoline.name":"Trampoline","upgrades.unbounded.fullHelp":"J\'esp\xe8re que vous avez pr\xe9vu un moyen de r\xe9cup\xe9rer vos balles","upgrades.unbounded.help":"+1 combo par brique, plus de cot\xe9s","upgrades.unbounded.name":"Lib\xe9r\xe9e, d\xe9livr\xe9e","upgrades.viscosity.fullHelp":"Les pi\xe8ces acc\xe9l\xe8rent normalement avec la gravit\xe9 et les explosions pour atteindre des vitesses assez \xe9lev\xe9es. \\n\\nCette comp\xe9tence les ralentit constamment, comme si elles se trouvaient dans une sorte de liquide visqueux.\\n\\nCela permet de les attraper plus facilement et se combine bien avec les am\xe9liorations qui influencent le mouvement de la pi\xe8ce.","upgrades.viscosity.help":"Chute plus lente des pi\xe8ces","upgrades.viscosity.name":"Fluide visqueux ","upgrades.wind.fullHelp":"Le vent d\xe9pend de l\'endroit o\xf9 se trouve le palet, s\'il est au centre de l\'\xe9cran, il ne se passe rien, s\'il est \xe0 gauche, il soufflera vers la gauche, s\'il est \xe0 droite de l\'\xe9cran, il soufflera vers la droite.\\n\\nLe vent affecte \xe0 la fois les balles et les pi\xe8ces.","upgrades.wind.help":"La position du palet cr\xe9e du vent","upgrades.wind.help_plural":"Force du vent plus importante","upgrades.wind.name":"Vive le vent","upgrades.yoyo.fullHelp":"C\'est l\'inverse de T\xe9l\xe9kin\xe9sie","upgrades.yoyo.help":"La balle descend vers le palet","upgrades.yoyo.name":"Yo-yo","upgrades.zen.fullHelp":"C\'est quand m\xeame un jeu non violent \xe0 la base","upgrades.zen.help":"+1 combo par brique, jusqu\'\xe0 ce qu\'il y ait une explosion","upgrades.zen.name":"Zen"}');
},{}],"uYc9N":[function(require,module,exports,__globalThis) {
module.exports = JSON.parse("{\"confirmRestart.no\":\"Cancel\",\"confirmRestart.text\":\"You're about to start a new run, is that really what you wanted ?\",\"confirmRestart.title\":\"Start a new run ?\",\"confirmRestart.yes\":\"Restart game\",\"gameOver.cumulative_total\":\"Your total cumulative score went from {{startTs}} to {{endTs}}.\",\"gameOver.lost.summary\":\"You dropped the ball after catching {{score}} coins.\",\"gameOver.lost.title\":\"Game Over\",\"gameOver.next_unlock\":\"Score {{points}} more points to reach the next unlock\",\"gameOver.restart\":\"Start a new run\",\"gameOver.stats.balls_lost\":\"Balls lost\",\"gameOver.stats.bricks_broken\":\"Bricks broken\",\"gameOver.stats.bricks_per_minute\":\"Bricks broken per minute\",\"gameOver.stats.catch_rate\":\"Catch rate\",\"gameOver.stats.combo_avg\":\"Average combo\",\"gameOver.stats.combo_max\":\"Max combo\",\"gameOver.stats.duration_per_level\":\"Duration per level\",\"gameOver.stats.hit_rate\":\"Hit rate\",\"gameOver.stats.intro\":\"Find below your run statistics compared to your {{count}} best runs.\",\"gameOver.stats.level_reached\":\"Level reached\",\"gameOver.stats.total_score\":\"Total score\",\"gameOver.stats.upgrades_applied\":\"Upgrades applied\",\"gameOver.test_run\":\"This test run and its score are not being recorded\",\"gameOver.unlocked_count\":\"You unlocked {{count}} item(s) :\",\"gameOver.upgrades_picked\":\"Upgrades active at the end of the run\",\"gameOver.win.summary\":\"You cleared all levels for this run, catching {{score}} coins in total.\",\"gameOver.win.title\":\"Run finished\",\"level_up.after_buttons\":\"You just finished level {{level}}/{{max}} and picked those upgrades so far :\",\"level_up.before_buttons\":\"You caught {{score}} coins {{catchGain}} out of {{levelSpawnedCoins}} in {{time}} seconds {{timeGain}}.\\n\\nYou missed {{levelMisses}} times {{missesGain}} and hit the walls or ceiling {{levelWallBounces}} times{{wallHitsGain}}.\\n\\n{{compliment}}\",\"level_up.compliment_advice\":\"Try to catch all coins, never miss the bricks, never hit the walls/ceiling or clear the level under 30s to gain additional choices and upgrades.\",\"level_up.compliment_good\":\"Well done !\",\"level_up.compliment_perfect\":\"Impressive, keep it up !\",\"level_up.pick_upgrade_title\":\"Pick an upgrade\",\"level_up.plus_one_choice\":\"(+1 choice)\",\"level_up.plus_one_upgrade\":\"(+1 upgrade and choice)\",\"level_up.unlocked_level\":\" (Level)\",\"level_up.unlocked_perk\":\" (Perk)\",\"level_up.upgrade_perk_to_level\":\" lvl {{level}}\",\"main_menu.basic\":\"Basic graphics\",\"main_menu.basic_help\":\"Better performance.\",\"main_menu.download_save_file\":\"Download score and stats\",\"main_menu.download_save_file_help\":\"Get a save file\",\"main_menu.footer_html\":\"<p> \\n<span>Made in France by <a href=\\\"https://lecaro.me\\\">Renan LE CARO</a>.</span> \\n<a href=\\\"https://paypal.me/renanlecaro\\\" target=\\\"_blank\\\">Donate</a>\\n<a href=\\\"https://discord.gg/DZSPqyJkwP\\\" target=\\\"_blank\\\">Discord</a>\\n<a href=\\\"https://f-droid.org/en/packages/me.lecaro.breakout/\\\" target=\\\"_blank\\\">F-Droid</a>\\n<a href=\\\"https://play.google.com/store/apps/details?id=me.lecaro.breakout\\\" target=\\\"_blank\\\">Google Play</a>\\n<a href=\\\"https://renanlecaro.itch.io/breakout71\\\" target=\\\"_blank\\\">itch.io</a> \\n<a href=\\\"https://gitlab.com/lecarore/breakout71\\\" target=\\\"_blank\\\">Gitlab</a>\\n<a href=\\\"https://breakout.lecaro.me/\\\" target=\\\"_blank\\\">Web version</a>\\n<a href=\\\"https://news.ycombinator.com/item?id=43183131\\\" target=\\\"_blank\\\">HackerNews</a>\\n<a href=\\\"https://breakout.lecaro.me/privacy.html\\\" target=\\\"_blank\\\">Privacy Policy</a>\\n<span>v.{{appVersion}}</span>\\n</p>\\n\",\"main_menu.fullscreen\":\"Fullscreen\",\"main_menu.fullscreen_exit\":\"Exit Fullscreen\",\"main_menu.fullscreen_exit_help\":\"Might not work on some machines\",\"main_menu.fullscreen_help\":\"Might not work on some machines\",\"main_menu.kid\":\"Kids mode\",\"main_menu.kid_help\":\"Start future runs with \\\"slower ball\\\".\",\"main_menu.language\":\"Language\",\"main_menu.language_help\":\"Choose the game's language\",\"main_menu.load_save_file\":\"Load save file\",\"main_menu.load_save_file_help\":\"Select a save file on your device\",\"main_menu.max_coins\":\" {{max}} coins on screen maximum\",\"main_menu.max_coins_help\":\"Cosmetic only, no effect on score\",\"main_menu.max_particles\":\" {{max}} particles maximum\",\"main_menu.max_particles_help\":\"Limits the number of particles show on screen for visual effect. \",\"main_menu.mobile\":\"Mobile mode\",\"main_menu.mobile_help\":\"Leaves space under the puck.\",\"main_menu.pointer_lock\":\"Mouse pointer lock\",\"main_menu.pointer_lock_help\":\"Locks and hides the mouse cursor.\",\"main_menu.record\":\"Record gameplay videos\",\"main_menu.record_download\":\"Download video ({{size}} MB)\",\"main_menu.record_help\":\"Get a video of each level.\",\"main_menu.reset\":\"Reset Game\",\"main_menu.reset_cancel\":\"No\",\"main_menu.reset_confirm\":\"Yes\",\"main_menu.reset_help\":\"Erase high score and statistics\",\"main_menu.reset_instruction\":\"You will loose all progress you made in the game, are you sure ?\",\"main_menu.resume\":\"Resume\",\"main_menu.resume_help\":\"Return to your run\",\"main_menu.save_file_error\":\"Error loading save file\",\"main_menu.save_file_loaded\":\"Save file loaded\",\"main_menu.save_file_loaded_help\":\"The app will now reload to apply your save\",\"main_menu.save_file_loaded_ok\":\"Ok\",\"main_menu.settings_help\":\"Tailor the game play to your needs and taste\",\"main_menu.settings_title\":\"Settings\",\"main_menu.show_fps\":\"FPS counter\",\"main_menu.show_fps_help\":\"Monitor the app's performance\",\"main_menu.sounds\":\"Game sounds\",\"main_menu.sounds_help\":\"Can slow down some phones.\",\"main_menu.title\":\"Breakout 71\",\"main_menu.unlocks\":\"Starting perk\",\"main_menu.unlocks_help\":\"Try perks and levels you unlocked\",\"play.close_modale_window_tooltip\":\"close \",\"play.current_lvl\":\"L{{level}}/{{max}}\",\"play.menu_label\":\"menu\",\"play.missed_ball\":\"miss\",\"play.mobile_press_to_play\":\"Press and hold here to play\",\"sandbox.help\":\"Test any perk combination\",\"sandbox.instructions\":\"Select perks below and press \\\"start run\\\" to try them out in a test run. Scores and stats are not recorded.\",\"sandbox.start\":\"Start test run\",\"sandbox.title\":\"Sandbox mode\",\"sandbox.unlocks_at\":\"Unlocks at total score {{score}}\",\"score_panel.restart\":\"Restart\",\"score_panel.restart_help\":\"Start a brand new run\",\"score_panel.resume\":\"Resume\",\"score_panel.resume_help\":\"Return to your run\",\"score_panel.test_run\":\"This is a test run, score is not recorded permanently\",\"score_panel.title\":\"{{score}} points at level {{level}}/{{max}} \",\"score_panel.upgrades_picked\":\"Upgrades picked so far : \",\"unlocks.greyed_out_help\":\"The greyed out ones can be unlocked by increasing your total score. The total score increases every time you score in game.\",\"unlocks.intro\":\"Your total score is {{ts}}. Below are all the upgrades and levels the games has to offer.\",\"unlocks.level_description\":\"A {{size}}x{{size}} level with {{bricks}} bricks\",\"unlocks.title\":\"You unlocked {{percentUnlock}}% of the game.\",\"unlocks.unlocks_at\":\"Unlocks at total score {{threshold}}.\",\"upgrades.asceticism.fullHelp\":\"You'll need to store the coins somewhere while your combo climbs. \",\"upgrades.asceticism.help\":\"+1 combo / brick, com resets on coin catch\",\"upgrades.asceticism.name\":\"Asceticism\",\"upgrades.ball_attract_ball.fullHelp\":\"Balls that are more than half a screen width away will start attracting each other. \\n\\nThe attraction force is stronger when they are furthest away from each other.\\n\\nRainbow particles will fly to symbolize the attraction force. This perk is only offered if you have more than one ball already.\",\"upgrades.ball_attract_ball.help\":\"Balls attract balls\",\"upgrades.ball_attract_ball.help_plural\":\"Stronger attraction force\",\"upgrades.ball_attract_ball.name\":\"Gravity\",\"upgrades.ball_attracts_coins.fullHelp\":\"Don't ask me how that works\",\"upgrades.ball_attracts_coins.help\":\"Balls attract coins\",\"upgrades.ball_attracts_coins.name\":\"Fortunate ball\",\"upgrades.ball_repulse_ball.fullHelp\":\"Balls that are less than half a screen width away will start repulsing each other. The repulsion force is stronger if they are close to each other. Particles will jet out to symbolize this force being applied. This perk is only offered if you have more than one ball already.\",\"upgrades.ball_repulse_ball.help\":\"Balls repulse balls\",\"upgrades.ball_repulse_ball.help_plural\":\"Stronger repulsion force\",\"upgrades.ball_repulse_ball.name\":\"Personal space\",\"upgrades.base_combo.fullHelp\":\"Your combo (number of coins per bricks) normally starts at 1 at the beginning of the level, and resets to one when you bounce around without hitting anything. With this perk, the combo starts 3 points higher, so you'll always get at least 4 coins per brick. Whenever your combo reset, it will go back to 4 and not 1. Your ball will glitter a bit to indicate that its combo is higher than one.\",\"upgrades.base_combo.help\":\"Combo starts at {{coins}}.\",\"upgrades.base_combo.name\":\"+3 base combo\",\"upgrades.bigger_explosions.fullHelp\":\"The default explosion clears a 3x3 square, with this it becomes a 5x5 square, and the blow on the coins is also significantly stronger. The screen will flash after each explosion (except in basic mode)\",\"upgrades.bigger_explosions.help\":\"Bigger explosions\",\"upgrades.bigger_explosions.name\":\"Kaboom\",\"upgrades.bigger_puck.fullHelp\":\"A bigger puck makes it easier to never miss the ball and to catch more coins, and also to precisely angle the bounces (the ball's angle only depends on where it hits the puck). \\n However, a large puck is harder to use around the sides of the level, and will make it sometimes unavoidable to miss (not hit anything) which comes with downsides. \",\"upgrades.bigger_puck.help\":\"Easily catch more coins.\",\"upgrades.bigger_puck.name\":\"Bigger puck\",\"upgrades.coin_magnet.fullHelp\":\"Directs the coins to the puck. The effect is stronger if the coin is close to it already. Catching 90% or 100% of coins bring special bonuses in the game. \\n\\nAnother way to catch more coins is to hit bricks from the bottom. The ball's speed and direction impacts the spawned coin's velocity. \",\"upgrades.coin_magnet.help\":\"Puck attracts coins\",\"upgrades.coin_magnet.help_plural\":\"Stronger effect on the coins\",\"upgrades.coin_magnet.name\":\"Coins magnet\",\"upgrades.compound_interest.fullHelp\":\"Your combo will grow by one every time you break a brick, spawning more and more coin with every brick you break. \\n\\nBe sure however to catch every one of those coins with your puck, as any lost coin will reset your combo. \\n\\nOnce your combo is above the minimum, the bottom of the play area will have a red line to remind you that coins should not go there.\\n\\nThis perk combines with other combo perks, the combo will rise faster but reset more easily.\",\"upgrades.compound_interest.help\":\"+1 combo per brick broken, resets on coin lost\",\"upgrades.compound_interest.name\":\"Compound interest\",\"upgrades.concave_puck.fullHelp\":\"Balls starts the level going straight up, and bounces with less angle.\",\"upgrades.concave_puck.help\":\" Helps with aiming straight up\",\"upgrades.concave_puck.name\":\"Concave puck\",\"upgrades.etherealcoins.fullHelp\":\"You'll have to make sure that the coins fall down somehow\",\"upgrades.etherealcoins.help\":\"Coins are no longer affected by gravity\",\"upgrades.etherealcoins.name\":\"Coins, in Space\",\"upgrades.extra_levels.fullHelp\":\"The default run can last a max of 7 levels, after which the game is over and whatever score you reached is your run score. \\n\\nEach level of this perk lets you go one level higher. The last levels are often the ones where you make the most score, so the difference can be dramatic.\",\"upgrades.extra_levels.help\":\"Play {{count}} levels instead of 7\",\"upgrades.extra_levels.name\":\"+1 level\",\"upgrades.extra_life.fullHelp\":\"Normally, you have one ball per run, and the run is over as soon as you drop it.\\n\\nThis perk adds a white bar at the bottom of the screen that will save a ball once, and break in the process. \\n\\nYou'll loose one level of that perk every time a ball bounces at the bottom of the screen.\",\"upgrades.extra_life.help\":\"The ball will bounce once on the bottom line before being lost.\",\"upgrades.extra_life.help_plural\":\"The ball will bounce on the bottom {{lvl}} times before being lost.\",\"upgrades.extra_life.name\":\"+1 life\",\"upgrades.forgiving.fullHelp\":\"The first miss per level is free, then 10% of the combo, then 20% .. \",\"upgrades.forgiving.help\":\"Missing breaks reduces combo progressively instead of all at once.\",\"upgrades.forgiving.name\":\"Forgiving\",\"upgrades.ghost_coins.fullHelp\":\"It's not a bug, it's a feature ! \",\"upgrades.ghost_coins.help\":\"Coins pass through bricks\",\"upgrades.ghost_coins.name\":\"Ghost coins\",\"upgrades.helium.fullHelp\":\"This affects the coins and will let the float up until you are ready to pick them up.\",\"upgrades.helium.help\":\"Gravity reversed left and right of puck\",\"upgrades.helium.name\":\"Helium\",\"upgrades.hot_start.fullHelp\":\"At the start of every level, your combo will start at +15 points, but then every second it will be decreased by one.\\n\\nThis means the first 15 seconds in a level will spawn many more coins than the following ones, and you should make sure that you clear the level quickly. \\n\\nThe effect stacks with other combo related perks, so you might be able to raise the combo after the 15s timeout, but it will keep ticking down. \\n\\nEvery time you take the perk again, the effect will be more dramatic.\",\"upgrades.hot_start.help\":\"Start at combo {{start}}, -{{lvl}} combo per second\",\"upgrades.hot_start.name\":\"Hot start\",\"upgrades.instant_upgrade.fullHelp\":\"Immediately pick two upgrades, so that you get one free one and one to repay the one used to get this perk. Every further menu to pick upgrades will have fewer options to choose from.\",\"upgrades.instant_upgrade.help\":\"-1 choice until run end.\",\"upgrades.instant_upgrade.name\":\"+2 upgrades now\",\"upgrades.left_is_lava.fullHelp\":\"Whenever you break a brick, your combo will increase by one, so you'll get one more coin from all the next bricks you break.\\n\\nHowever, your combo will reset as soon as your ball hits the left side . \\n\\nAs soon as your combo rises, the left side becomes red to remind you that you should avoid hitting them. \\n\\nThe effect stacks with other combo perks, combo rises faster with more upgrades but will also reset if any of the reset conditions are met.\",\"upgrades.left_is_lava.help\":\"+1 combo per brick broken, resets on left side hit\",\"upgrades.left_is_lava.name\":\"Avoid left side\",\"upgrades.metamorphosis.fullHelp\":\"With this perk, coins will be of the color of the brick they come from, and will color the first brick they touch in the same color. Coins spawn with the speed of the ball that broke them, which means you can aim a bit in the direction of the bricks you want to \\\"paint\\\".\",\"upgrades.metamorphosis.help\":\"Coins stain the bricks they touch\",\"upgrades.metamorphosis.name\":\"Metamorphosis\",\"upgrades.multiball.fullHelp\":\"As soon as you drop the ball in Breakout 71, you loose. \\n\\nWith this perk, you get two balls, and so you can afford to lose one. \\n\\nThe lost balls come back on the next level. \\n\\nHaving more than one balls makes some further perks available, and of course clears the level faster.\",\"upgrades.multiball.help\":\"Start every levels with {{count}} balls.\",\"upgrades.multiball.name\":\"+1 ball\",\"upgrades.nbricks.fullHelp\":\"You don't necessarily need to destroy those bricks, but you need to hit them. Bricks destroyed by explosions don't count\",\"upgrades.nbricks.help\":\"Hit exactly {{lvl}} bricks per puck bounce for +{{lvl}} combo, otherwise it resets\",\"upgrades.nbricks.name\":\"Strict sample size\",\"upgrades.one_more_choice.fullHelp\":\"Every upgrade menu will have one more option. Doesn't increase the number of upgrades you can pick.\",\"upgrades.one_more_choice.help\":\"Further level ups will offer one more option in the list\",\"upgrades.one_more_choice.name\":\"+1 choice until run end\",\"upgrades.passive_income.fullHelp\":\"Some perks can help the balls do what you want without needing to do anything.\",\"upgrades.passive_income.help\":\"+1 combo / brick, combo resets when puck moves\",\"upgrades.passive_income.name\":\"Passive income\",\"upgrades.picky_eater.fullHelp\":\"Whenever you break a brick the same color as your ball, your combo increases by one. \\nIf it's a different color, the ball takes that new color, but the combo resets.\\nThe bricks with the right color will get a white border. \\nOnce you get a combo higher than your minimum, the bricks of the wrong color will get a red halo. \\nIf you have more than one ball, they all change color whenever one of them hits a brick.\",\"upgrades.picky_eater.help\":\"+1 combo per brick broken, resets on ball color change\",\"upgrades.picky_eater.name\":\"Picky eater\",\"upgrades.pierce.fullHelp\":\"The ball normally bounces as soon as it touches something. With this perk, it will continue its trajectory for up to 3 bricks broken. \\nAfter that, it will bounce on the 4th brick, and you'll need to touch the puck to reset the counter.\",\"upgrades.pierce.help\":\"Ball pierces {{count}} bricks after a puck bounce\",\"upgrades.pierce.name\":\"Piercing\",\"upgrades.pierce_color.fullHelp\":\"Whenever a ball hits a brick of the same color, it will just go through unimpeded. \\nOnce it reaches a brick of a different color, it will break it, take its color and bounce.\",\"upgrades.pierce_color.help\":\"Balls pierce bricks of their color\",\"upgrades.pierce_color.name\":\"Color pierce\",\"upgrades.puck_repulse_ball.fullHelp\":\"When a ball gets close to the puck, it will start slowing down, and even potentially bouncing without touching the puck.\",\"upgrades.puck_repulse_ball.help\":\"Puck repulses balls\",\"upgrades.puck_repulse_ball.help_plural\":\"Stronger repulsion force\",\"upgrades.puck_repulse_ball.name\":\"Soft landing\",\"upgrades.reach.fullHelp\":\"Try to lock the ball up to earn more combo\",\"upgrades.reach.help\":\"+{{lvl}} combo / bricks , lowest brick of a pile resets combo\",\"upgrades.reach.name\":\"Top down\",\"upgrades.respawn.fullHelp\":\"After breaking two or more bricks, when the ball hits the puck, the first brick will be put back in place, provided that space is free and the brick wasn't a bomb.\\n\\nSome particle effect will let you know where bricks will appear. Leveling this up lets you re-spawn up to 4 bricks at a time, but there should always be at least one destroyed.\",\"upgrades.respawn.help\":\"The first brick hit of two+ will re-spawn\",\"upgrades.respawn.help_plural\":\"More bricks can re-spawn\",\"upgrades.respawn.name\":\"Re-spawn\",\"upgrades.right_is_lava.fullHelp\":\"Whenever you break a brick, your combo will increase by one, so you'll get one more coin from all the next bricks you break.\\n\\nHowever, your combo will reset as soon as your ball hits the right side . \\n\\nAs soon as your combo rises, the right side becomes red to remind you that you should avoid hitting them\\n\\nThe effect stacks with other combo perks, combo rises faster with more upgrades but will also reset if any\\nof the reset conditions are met.\",\"upgrades.right_is_lava.help\":\"+1 combo per brick broken, resets on right side hit\",\"upgrades.right_is_lava.name\":\"Avoid right side\",\"upgrades.sacrifice.fullHelp\":\"This is made visual when possible, otherwise it's just going to update their score value\",\"upgrades.sacrifice.help\":\"Loosing a life doubles the value of each coin on screen\",\"upgrades.sacrifice.name\":\"Sacrifice\",\"upgrades.sapper.fullHelp\":\"Instead of just disappearing, the first brick you break will be replaced by a bomb brick. \\n\\nBouncing the ball on the puck re-arms the effect. \\n\\nLeveling-up this perk will allow you to place more bombs.\\n\\nRemember that bombs impact the velocity of nearby coins, so too many explosions could make it hard to catch the fruits of your hard work.\",\"upgrades.sapper.help\":\"The first brick broken becomes a bomb.\",\"upgrades.sapper.help_plural\":\"The first {{lvl}} bricks broken become bombs.\",\"upgrades.sapper.name\":\"Sapper\",\"upgrades.shocks.fullHelp\":\"That would spice up the game of pool\",\"upgrades.shocks.help\":\"Explosive balls collisions\",\"upgrades.shocks.name\":\"Shocks\",\"upgrades.shunt.fullHelp\":\"If you also have hot start, the hot start is just added to the current combo\",\"upgrades.shunt.help\":\"Keep {{percent}}% of your combo between levels\",\"upgrades.shunt.name\":\"Shunt\",\"upgrades.skip_last.fullHelp\":\"You need to break all bricks to go to the next level. However, it can be hard to get the last ones. \\n\\nClearing a level early brings extra choices when upgrading. Never missing the bricks is also very beneficial. \\n\\nSo if you find it difficult to break the last bricks, getting this perk a few time can help.\",\"upgrades.skip_last.help\":\"The last brick will explode.\",\"upgrades.skip_last.help_plural\":\"The last {{lvl}} bricks will explode.\",\"upgrades.skip_last.name\":\"Easy Cleanup\",\"upgrades.slow_down.fullHelp\":\"The ball starts relatively slow, but every level of your run it will start a bit faster. \\n\\nIt will also accelerate if you spend a lot of time in one level. \\n\\nThis perk makes it more manageable. \\n\\nYou can get it at the start every time by enabling kid mode in the menu.\",\"upgrades.slow_down.help\":\"Ball moves more slowly\",\"upgrades.slow_down.name\":\"Slower ball\",\"upgrades.smaller_puck.fullHelp\":\"This makes the puck smaller, which in theory makes some corner shots easier, but really just raises the difficulty.\\n\\nThat's why you also get a nice bonus of +5 coins per brick for all bricks you'll break after picking this. \",\"upgrades.smaller_puck.help\":\"Also gives +5 base combo\",\"upgrades.smaller_puck.help_plural\":\"Even smaller puck and higher base combo\",\"upgrades.smaller_puck.name\":\"Smaller puck\",\"upgrades.soft_reset.fullHelp\":\"Limit the impact of a combo reset.\",\"upgrades.soft_reset.help\":\"Combo resets keeps {{percent}}%\",\"upgrades.soft_reset.name\":\"Soft reset\",\"upgrades.streak_shots.fullHelp\":\"Every time you break a brick, your combo (number of coins per bricks) increases by one. \\n\\nHowever, as soon as the ball touches your puck, the combo is reset to its default value, and you'll just get one coin per brick.\\n\\nOnce your combo rises above the base value, your puck will become red to remind you that it will destroy your combo to touch it with the ball.\\n\\nThis can stack with other combo related perks, the combo will rise faster but reset more easily as any of the conditions is enough to reset it. \",\"upgrades.streak_shots.help\":\"More coins if you break many bricks at once.\",\"upgrades.streak_shots.name\":\"Single puck hit streak\",\"upgrades.sturdy_bricks.fullHelp\":\"With level one of this perk, the ball has a 20% chance to bounce harmlessly on bricks, \\n but generates 10% more coins when it does break one. \\n This +10% is not shown in the combo number. At level 4 the ball has 80% chance of bouncing and brings 40% more coins.\",\"upgrades.sturdy_bricks.help\":\"Bricks sometimes resist hits but drop more coins.\",\"upgrades.sturdy_bricks.help_plural\":\"Bricks resist more and drop more coins\",\"upgrades.sturdy_bricks.name\":\"Sturdy bricks\",\"upgrades.telekinesis.fullHelp\":\"Right after the ball hits your puck, you'll be able to direct it left and right by moving your puck. \\n\\n\\nThe effect stops when the ball hits a brick and resets the next time it touches the puck. It also does nothing when the ball is going downward after bouncing at the top.\",\"upgrades.telekinesis.help\":\"Puck controls the ball's trajectory\",\"upgrades.telekinesis.help_plural\":\"Stronger effect on the ball\",\"upgrades.telekinesis.name\":\"Telekinesis\",\"upgrades.top_is_lava.fullHelp\":\"Whenever you break a brick, your combo will increase by one. However, your combo will reset as soon as your ball hit the top of the screen. \\n\\nWhen your combo is above the minimum, a red bar will appear at the top to remind you that you should avoid hitting it. \\n\\nThe effect stacks with other combo perks.\",\"upgrades.top_is_lava.help\":\"More coins if you don't touch the top.\",\"upgrades.top_is_lava.name\":\"Sky is the limit\",\"upgrades.trampoline.fullHelp\":\"One of the rare combo upgrades that don't add a reset condition\",\"upgrades.trampoline.help\":\"+{{lvl}} combo per puck bounce,-{{lvl}} combo per ceiling bounce\",\"upgrades.trampoline.name\":\"Trampoline\",\"upgrades.unbounded.fullHelp\":\"I hope you've found a way to keep your ball on screen\",\"upgrades.unbounded.help\":\"+1 combo per brick, no more sides\",\"upgrades.unbounded.name\":\"Unbounded\",\"upgrades.viscosity.fullHelp\":\"Coins normally accelerate with gravity and explosions to pretty high speeds. \\n\\nThis perk constantly makes them slow down, as if they were in some sort of viscous liquid. \\n\\nThis makes catching them easier, and combines nicely with perks that influence the coin's movement.\",\"upgrades.viscosity.help\":\"Slower coin fall\",\"upgrades.viscosity.name\":\"Viscosity\",\"upgrades.wind.fullHelp\":\"The wind depends on where your puck is, if it's in the center of the screen nothing happens, if it's on the left it will blow left-wise, if it's on the right of the screen then it will blow right-wise. \\n\\nThe wind affects both the balls and coins.\",\"upgrades.wind.help\":\"Puck position creates wind\",\"upgrades.wind.help_plural\":\"Stronger wind force\",\"upgrades.wind.name\":\"Wind\",\"upgrades.yoyo.fullHelp\":\"It's the opposite of telekinesis\",\"upgrades.yoyo.help\":\"Ball falls toward puck\",\"upgrades.yoyo.name\":\"Yo-yo\",\"upgrades.zen.fullHelp\":\"After all, this is a non-violent game\",\"upgrades.zen.help\":\"+1 combo per bricks, reset when there's an explosion\",\"upgrades.zen.name\":\"Zen\"}");
},{}],"5blfu":[function(require,module,exports,__globalThis) {
// Settings
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "getSettingValue", ()=>getSettingValue);
parcelHelpers.export(exports, "setSettingValue", ()=>setSettingValue);
parcelHelpers.export(exports, "getTotalScore", ()=>getTotalScore);
parcelHelpers.export(exports, "addToTotalScore", ()=>addToTotalScore);
parcelHelpers.export(exports, "getCurrentMaxCoins", ()=>getCurrentMaxCoins);
parcelHelpers.export(exports, "getCurrentMaxParticles", ()=>getCurrentMaxParticles);
parcelHelpers.export(exports, "cycleMaxCoins", ()=>cycleMaxCoins);
parcelHelpers.export(exports, "cycleMaxParticles", ()=>cycleMaxParticles);
let cachedSettings = {};
function getSettingValue(key, defaultValue) {
if (typeof cachedSettings[key] == "undefined") try {
const ls = localStorage.getItem(key);
if (ls) cachedSettings[key] = JSON.parse(ls);
} catch (e) {
console.warn(e);
}
return cachedSettings[key] ?? defaultValue;
}
function setSettingValue(key, value) {
cachedSettings[key] = value;
try {
localStorage.setItem(key, JSON.stringify(value));
} catch (e) {
console.warn(e);
}
}
function getTotalScore() {
return getSettingValue("breakout_71_total_score", 0);
}
function addToTotalScore(gameState, points) {
if (gameState.isCreativeModeRun) return;
setSettingValue("breakout_71_total_score", getTotalScore() + points);
}
function getCurrentMaxCoins() {
return Math.pow(2, getSettingValue('max_coins', 1)) * 200;
}
function getCurrentMaxParticles() {
return Math.pow(2, getSettingValue('max_particles', 1)) * 200;
}
function cycleMaxCoins() {
setSettingValue('max_coins', (getSettingValue('max_coins', 1) + 1) % 6);
}
function cycleMaxParticles() {
setSettingValue('max_particles', (getSettingValue('max_particles', 1) + 1) % 6);
}
},{"@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 = 40;
const c = levelIconHTMLCanvas;
const ctx = levelIconHTMLCanvasCtx;
if (!ctx) return "";
c.width = size;
c.height = size;
if (color) {
ctx.fillStyle = color;
ctx.fillRect(0, 0, size, size);
} else 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 `<img alt="" width="${size}" height="${size}" src="${c.toDataURL()}"/>`;
}
},{"@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](Math.min(2, ex.vol), pixelsToPan(gameState, ex.x), gameState.combo);
ex.vol = 0;
}
}
}
const sounds = {
wallBeep: (vol, pan, combo)=>{
if (!(0, _options.isOptionOn)("sound")) return;
createSingleBounceSound(800, pan, vol);
},
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");
},
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");
const options = {
sound: {
default: true,
name: (0, _i18N.t)("main_menu.sounds"),
help: (0, _i18N.t)("main_menu.sounds_help")
},
"mobile-mode": {
default: window.innerHeight > window.innerWidth,
name: (0, _i18N.t)("main_menu.mobile"),
help: (0, _i18N.t)("main_menu.mobile_help")
},
basic: {
default: false,
name: (0, _i18N.t)("main_menu.basic"),
help: (0, _i18N.t)("main_menu.basic_help")
},
show_fps: {
default: false,
name: (0, _i18N.t)("main_menu.show_fps"),
help: (0, _i18N.t)("main_menu.show_fps_help")
},
pointerLock: {
default: false,
name: (0, _i18N.t)("main_menu.pointer_lock"),
help: (0, _i18N.t)("main_menu.pointer_lock_help")
},
easy: {
default: false,
name: (0, _i18N.t)("main_menu.kid"),
help: (0, _i18N.t)("main_menu.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)("main_menu.record"),
help: (0, _i18N.t)("main_menu.record_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"}],"cEeac":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "getMajorityValue", ()=>getMajorityValue);
parcelHelpers.export(exports, "sample", ()=>sample);
parcelHelpers.export(exports, "sumOfKeys", ()=>sumOfKeys);
parcelHelpers.export(exports, "makeEmptyPerksMap", ()=>makeEmptyPerksMap);
parcelHelpers.export(exports, "brickCenterX", ()=>brickCenterX);
parcelHelpers.export(exports, "brickCenterY", ()=>brickCenterY);
parcelHelpers.export(exports, "getRowColIndex", ()=>getRowColIndex);
parcelHelpers.export(exports, "getPossibleUpgrades", ()=>getPossibleUpgrades);
parcelHelpers.export(exports, "max_levels", ()=>max_levels);
parcelHelpers.export(exports, "pickedUpgradesHTMl", ()=>pickedUpgradesHTMl);
parcelHelpers.export(exports, "currentLevelInfo", ()=>currentLevelInfo);
parcelHelpers.export(exports, "isTelekinesisActive", ()=>isTelekinesisActive);
parcelHelpers.export(exports, "isYoyoActive", ()=>isYoyoActive);
parcelHelpers.export(exports, "findLast", ()=>findLast);
parcelHelpers.export(exports, "distance2", ()=>distance2);
parcelHelpers.export(exports, "distanceBetween", ()=>distanceBetween);
parcelHelpers.export(exports, "clamp", ()=>clamp);
parcelHelpers.export(exports, "defaultSounds", ()=>defaultSounds);
parcelHelpers.export(exports, "shouldPierceByColor", ()=>shouldPierceByColor);
parcelHelpers.export(exports, "countBricksAbove", ()=>countBricksAbove);
parcelHelpers.export(exports, "countBricksBelow", ()=>countBricksBelow);
var _loadGameData = require("./loadGameData");
function getMajorityValue(arr) {
const count = {};
arr.forEach((v)=>count[v] = (count[v] || 0) + 1);
// Object.values inline polyfill
const max = Math.max(...Object.keys(count).map((k)=>count[k]));
return sample(Object.keys(count).filter((k)=>count[k] == max));
}
function sample(arr) {
return arr[Math.floor(arr.length * Math.random())];
}
function sumOfKeys(obj) {
if (!obj) return 0;
return Object.values(obj)?.reduce((a, b)=>a + b, 0) || 0;
}
const makeEmptyPerksMap = (upgrades)=>{
const p = {};
upgrades.forEach((u)=>p[u.id] = 0);
return p;
};
function brickCenterX(gameState, index) {
return gameState.offsetX + (index % gameState.gridSize + 0.5) * gameState.brickWidth;
}
function brickCenterY(gameState, index) {
return (Math.floor(index / gameState.gridSize) + 0.5) * gameState.brickWidth;
}
function getRowColIndex(gameState, row, col) {
if (row < 0 || col < 0 || row >= gameState.gridSize || col >= gameState.gridSize) return -1;
return row * gameState.gridSize + col;
}
function getPossibleUpgrades(gameState) {
return (0, _loadGameData.upgrades).filter((u)=>gameState.totalScoreAtRunStart >= u.threshold).filter((u)=>!u?.requires || gameState.perks[u?.requires]);
}
function max_levels(gameState) {
return 7 + gameState.perks.extra_levels;
}
function pickedUpgradesHTMl(gameState) {
let list = "";
for (let u of (0, _loadGameData.upgrades))for(let i = 0; i < gameState.perks[u.id]; i++)list += (0, _loadGameData.icons)["icon:" + u.id] + " ";
return list;
}
function currentLevelInfo(gameState) {
return gameState.runLevels[gameState.currentLevel % gameState.runLevels.length];
}
function isTelekinesisActive(gameState, ball) {
return gameState.perks.telekinesis && ball.vy < 0;
}
function isYoyoActive(gameState, ball) {
return gameState.perks.yoyo && ball.vy > 0;
}
function findLast(arr, predicate) {
let i = arr.length;
while(--i)if (predicate(arr[i], i, arr)) return arr[i];
}
function distance2(a, b) {
return Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2);
}
function distanceBetween(a, b) {
return Math.sqrt(distance2(a, b));
}
function clamp(value, min, max) {
return Math.max(min, Math.min(value, max));
}
function defaultSounds() {
return {
aboutToPlaySound: {
wallBeep: {
vol: 0,
x: 0
},
comboIncreaseMaybe: {
vol: 0,
x: 0
},
comboDecrease: {
vol: 0,
x: 0
},
coinBounce: {
vol: 0,
x: 0
},
explode: {
vol: 0,
x: 0
},
lifeLost: {
vol: 0,
x: 0
},
coinCatch: {
vol: 0,
x: 0
},
colorChange: {
vol: 0,
x: 0
}
}
};
}
function shouldPierceByColor(gameState, vhit, hhit, chit) {
if (!gameState.perks.pierce_color) return false;
if (typeof vhit !== "undefined" && gameState.bricks[vhit] !== gameState.ballsColor) return false;
if (typeof hhit !== "undefined" && gameState.bricks[hhit] !== gameState.ballsColor) return false;
if (typeof chit !== "undefined" && gameState.bricks[chit] !== gameState.ballsColor) return false;
return true;
}
function countBricksAbove(gameState, index) {
const col = index % gameState.gridSize;
const row = Math.floor(index / gameState.gridSize);
let count = 0;
for(let y = 0; y < row; y++)if (gameState.bricks[col + y * gameState.gridSize]) count++;
return count;
}
function countBricksBelow(gameState, index) {
const col = index % gameState.gridSize;
const row = Math.floor(index / gameState.gridSize);
let count = 0;
for(let y = row + 1; y < gameState.gridSize; y++)if (gameState.bricks[col + y * gameState.gridSize]) count++;
return count;
}
},{"./loadGameData":"l1B4x","@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")) {
// @ts-ignore
const url = new URL(require("b04459cc43e56e8c"));
navigator.serviceWorker.register(url);
}
},{"b04459cc43e56e8c":"jblPb","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"jblPb":[function(require,module,exports,__globalThis) {
module.exports = require("a15a43021d40e52d").getBundleURL('bgzJG') + "sw-b71.41cdff1b.js";
},{"a15a43021d40e52d":"lgJ39"}],"9ZeQl":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "setMousePos", ()=>setMousePos);
parcelHelpers.export(exports, "resetBalls", ()=>resetBalls);
parcelHelpers.export(exports, "putBallsAtPuck", ()=>putBallsAtPuck);
parcelHelpers.export(exports, "normalizeGameState", ()=>normalizeGameState);
parcelHelpers.export(exports, "baseCombo", ()=>baseCombo);
parcelHelpers.export(exports, "resetCombo", ()=>resetCombo);
parcelHelpers.export(exports, "decreaseCombo", ()=>decreaseCombo);
parcelHelpers.export(exports, "spawnExplosion", ()=>spawnExplosion);
parcelHelpers.export(exports, "explosionAt", ()=>explosionAt);
parcelHelpers.export(exports, "explodeBrick", ()=>explodeBrick);
parcelHelpers.export(exports, "dontOfferTooSoon", ()=>dontOfferTooSoon);
parcelHelpers.export(exports, "pickRandomUpgrades", ()=>pickRandomUpgrades);
parcelHelpers.export(exports, "schedulGameSound", ()=>schedulGameSound);
parcelHelpers.export(exports, "addToScore", ()=>addToScore);
parcelHelpers.export(exports, "setLevel", ()=>setLevel);
parcelHelpers.export(exports, "rainbowColor", ()=>rainbowColor);
parcelHelpers.export(exports, "repulse", ()=>repulse);
parcelHelpers.export(exports, "attract", ()=>attract);
parcelHelpers.export(exports, "coinBrickHitCheck", ()=>coinBrickHitCheck);
parcelHelpers.export(exports, "bordersHitCheck", ()=>bordersHitCheck);
parcelHelpers.export(exports, "gameStateTick", ()=>gameStateTick);
parcelHelpers.export(exports, "ballTick", ()=>ballTick);
parcelHelpers.export(exports, "append", ()=>append);
parcelHelpers.export(exports, "destroy", ()=>destroy);
parcelHelpers.export(exports, "liveCount", ()=>liveCount);
parcelHelpers.export(exports, "empty", ()=>empty);
parcelHelpers.export(exports, "forEachLiveOne", ()=>forEachLiveOne);
var _gameUtils = require("./game_utils");
var _i18N = require("./i18n/i18n");
var _loadGameData = require("./loadGameData");
var _settings = require("./settings");
var _render = require("./render");
var _gameOver = require("./gameOver");
var _game = require("./game");
var _recording = require("./recording");
var _options = require("./options");
function setMousePos(gameState, x) {
// Sets the puck position, and updates the ball position if they are supposed to follow it
if (gameState.running && gameState.levelTime > 500 && gameState.perks.passive_income && Math.abs(x - gameState.puckPosition) > 3) resetCombo(gameState, x, gameState.gameZoneHeight - gameState.puckHeight);
gameState.puckPosition = x;
gameState.needsRender = true;
}
function getBallDefaultVx(gameState) {
return (gameState.perks.concave_puck ? 0 : 1) * (Math.random() > 0.5 ? gameState.baseSpeed : -gameState.baseSpeed);
}
function resetBalls(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 = (0, _gameUtils.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,
piercedSinceBounce: 0,
hitSinceBounce: 0,
brokenSinceBounce: 0,
hitItem: [],
sapperUses: 0
});
}
gameState.ballStickToPuck = true;
}
function putBallsAtPuck(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.brokenSinceBounce = 0;
ball.piercedSinceBounce = 0;
});
}
function normalizeGameState(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 / 30000 - 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.ballStickToPuck) putBallsAtPuck(gameState);
}
function baseCombo(gameState) {
return 1 + gameState.perks.base_combo * 3 + gameState.perks.smaller_puck * 5;
}
function resetCombo(gameState, x, y) {
const prev = gameState.combo;
gameState.combo = baseCombo(gameState);
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(()=>schedulGameSound(gameState, "comboDecrease", x, 1), i * 100);
if (typeof x !== "undefined" && typeof y !== "undefined") makeText(gameState, x, y, "red", "-" + lost, 20, 150);
}
return lost;
}
function decreaseCombo(gameState, by, x, y) {
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, "red", "-" + lost, 20, 300);
}
}
function spawnExplosion(gameState, count, x, y, color) {
if (!!(0, _options.isOptionOn)("basic")) return;
if (liveCount(gameState.particles) > (0, _settings.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);
}
function explosionAt(gameState, index, x, y, ball) {
const size = 1 + gameState.perks.bigger_explosions;
schedulGameSound(gameState, "explode", ball.x, 1);
if (index !== -1) {
if (gameState.bricks[index] == "black") delete gameState.bricks[index];
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 = (0, _gameUtils.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
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;
c.vy += dy / d2 * 10 * size / c.weight;
});
gameState.lastExplosion = Date.now();
makeLight(gameState, x, y, "white", gameState.brickWidth * 2, 150);
spawnExplosion(gameState, 7 * (1 + gameState.perks.bigger_explosions), x, y, "white");
gameState.runStatistics.bricks_broken++;
if (gameState.perks.zen) resetCombo(gameState, x, y);
}
function explodeBrick(gameState, index, ball, isExplosion) {
const color = gameState.bricks[index];
if (!color) return;
if (color === "black") {
const x = (0, _gameUtils.brickCenterX)(gameState, index), y = (0, _gameUtils.brickCenterY)(gameState, index);
explosionAt(gameState, index, x, y, ball);
} 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 = (0, _gameUtils.brickCenterX)(gameState, index), y = (0, _gameUtils.brickCenterY)(gameState, index);
gameState.bricks[index] = "";
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 = (0, _settings.getCurrentMaxCoins)() * ((0, _options.isOptionOn)("basic") ? 0.5 : 1);
const spawnableCoins = liveCount(gameState.coins) > (0, _settings.getCurrentMaxCoins)() ? 1 : Math.floor(maxCoins - liveCount(gameState.coins)) / 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);
makeCoin(gameState, cx, cy, ball.previousVX * (0.5 + Math.random()), ball.previousVY * (0.5 + Math.random()), gameState.perks.metamorphosis ? color : "gold", points);
}
gameState.combo += 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 + gameState.perks.zen + gameState.perks.passive_income + gameState.perks.nbricks + gameState.perks.unbounded;
if (gameState.perks.reach) {
if ((0, _gameUtils.countBricksAbove)(gameState, index) && !(0, _gameUtils.countBricksBelow)(gameState, index)) resetCombo(gameState, x, y);
else gameState.combo += gameState.perks.reach;
}
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);
schedulGameSound(gameState, "colorChange", ball.x, 0.8);
gameState.lastExplosion = gameState.levelTime;
gameState.ballsColor = color;
if (!(0, _options.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.bricks[index] && color !== "black") ball.hitItem?.push({
index,
color
});
}
function dontOfferTooSoon(gameState, id) {
gameState.lastOffered[id] = Math.round(Date.now() / 1000);
}
function pickRandomUpgrades(gameState, count) {
let list = (0, _gameUtils.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] ? (0, _i18N.t)("level_up.upgrade_perk_to_level", {
level: gameState.perks[u.id] + 1
}) : ""),
icon: (0, _loadGameData.icons)["icon:" + u.id],
value: u.id,
help: u.help(gameState.perks[u.id] + 1)
}));
}
function schedulGameSound(gameState, sound, x, vol) {
if (!vol) return;
x ??= gameState.offsetX + gameState.gameZoneWidth / 2;
const ex = gameState.aboutToPlaySound[sound];
ex.x = (x * vol + ex.x * ex.vol) / (vol + ex.vol);
ex.vol += vol;
}
function addToScore(gameState, coin) {
gameState.score += coin.points;
gameState.lastScoreIncrease = gameState.levelTime;
(0, _settings.addToTotalScore)(gameState, coin.points);
if (gameState.score > gameState.highScore && !gameState.isCreativeModeRun) {
gameState.highScore = gameState.score;
localStorage.setItem("breakout-3-hs", gameState.score.toString());
}
if (!(0, _options.isOptionOn)("basic")) makeParticle(gameState, coin.previousX, coin.previousY, (gameState.canvasWidth - coin.x) / 100, -coin.y / 100, coin.color, true, gameState.coinSize / 2, 100 + Math.random() * 50);
if (Date.now() - gameState.lastPlayedCoinGrab > 16) {
gameState.lastPlayedCoinGrab = Date.now();
schedulGameSound(gameState, "coinCatch", coin.x, 1);
}
gameState.runStatistics.score += coin.points;
if (gameState.perks.asceticism) resetCombo(gameState, coin.x, coin.y);
}
async function setLevel(gameState, l) {
// Here to alleviate double upgrades issues
if (gameState.upgradesOfferedFor >= l) {
debugger;
return console.warn("Extra upgrade request ignored ");
}
gameState.upgradesOfferedFor = l;
(0, _game.pause)(false);
(0, _recording.stopRecording)();
if (l > 0) await (0, _game.openUpgradesPicker)(gameState);
gameState.currentLevel = l;
gameState.levelTime = 0;
gameState.winAt = 0;
gameState.levelWallBounces = 0;
gameState.autoCleanUses = 0;
gameState.lastTickDown = gameState.levelTime;
gameState.levelStartScore = gameState.score;
gameState.levelSpawnedCoins = 0;
gameState.levelMisses = 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) * 20 * gameState.perks.shunt / 100));
gameState.combo += gameState.perks.hot_start * 15;
const lvl = (0, _gameUtils.currentLevelInfo)(gameState);
if (lvl.size !== gameState.gridSize) {
gameState.gridSize = lvl.size;
(0, _game.fitSize)();
}
empty(gameState.coins);
empty(gameState.particles);
empty(gameState.lights);
empty(gameState.texts);
gameState.bricks = [
...lvl.bricks
];
// 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)
(0, _render.background).src = "data:image/svg+xml;UTF8," + lvl.svg;
}
function rainbowColor() {
return `hsl(${Math.round((0, _game.gameState).levelTime / 4) * 2 % 360},100%,70%)`;
}
function repulse(gameState, a, b, power, impactsBToo) {
const distance = (0, _gameUtils.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;
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, 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);
}
function attract(gameState, a, b, power) {
const distance = (0, _gameUtils.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 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);
}
function coinBrickHitCheck(gameState, coin) {
if (gameState.perks.ghost_coins) return undefined;
// Make ball/coin bonce, and return bricks that were hit
const radius = coin.size / 2;
const { x, y, previousX, previousY } = coin;
const vhit = (0, _game.hitsSomething)(previousX, y, radius);
const hhit = (0, _game.hitsSomething)(x, previousY, radius);
const chit = typeof vhit == "undefined" && typeof hhit == "undefined" && (0, _game.hitsSomething)(x, y, radius) || undefined;
if (typeof vhit !== "undefined" || typeof chit !== "undefined") {
coin.y = coin.previousY;
coin.vy *= -1;
// Roll on corners
const leftHit = gameState.bricks[(0, _game.brickIndex)(x - radius, y + radius)];
const rightHit = gameState.bricks[(0, _game.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;
}
return vhit ?? hhit ?? chit;
}
function bordersHitCheck(gameState, coin, radius, delta) {
if (coin.destroyed) return;
coin.previousX = coin.x;
coin.previousY = coin.y;
coin.x += coin.vx * delta;
coin.y += coin.vy * delta;
coin.sx ||= 0;
coin.sy ||= 0;
coin.sx += coin.previousX - coin.x;
coin.sy += coin.previousY - coin.y;
coin.sx *= 0.9;
coin.sy *= 0.9;
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;
if (coin.x < gameState.offsetXRoundedDown + radius && !gameState.perks.unbounded) {
coin.x = gameState.offsetXRoundedDown + radius + (gameState.offsetXRoundedDown + radius - coin.x);
coin.vx *= -1;
hhit = 1;
}
if (coin.y < radius) {
coin.y = radius + (radius - coin.y);
coin.vy *= -1;
vhit = 1;
}
if (coin.x > gameState.canvasWidth - gameState.offsetXRoundedDown - radius && !gameState.perks.unbounded) {
coin.x = gameState.canvasWidth - gameState.offsetXRoundedDown - radius - (coin.x - (gameState.canvasWidth - gameState.offsetXRoundedDown - radius));
coin.vx *= -1;
hhit = 1;
}
return hhit + vhit * 2;
}
function gameStateTick(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.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++;
}
const hasPendingBricks = gameState.perks.respawn && gameState.balls.find((b)=>b.hitItem.length > 1);
if (gameState.running && !remainingBricks && !hasPendingBricks) {
if (!gameState.winAt) gameState.winAt = gameState.levelTime + 5000;
} else gameState.winAt = 0;
if (// Delayed win when coins are still flying
gameState.winAt && gameState.levelTime > gameState.winAt || // instant win condition
gameState.running && gameState.levelTime && !remainingBricks && !liveCount(gameState.coins)) {
if (gameState.currentLevel + 1 < (0, _gameUtils.max_levels)(gameState)) {
if (gameState.running) setLevel(gameState, gameState.currentLevel + 1);
} else (0, _gameOver.gameOver)((0, _i18N.t)("gameOver.win.title"), (0, _i18N.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.forEach((ball)=>{
const d2 = (0, _gameUtils.distance2)(ball, coin);
coin.vx += (ball.x - coin.x) / d2 * 30 * gameState.perks.ball_attracts_coins;
coin.vy += (ball.y - coin.y) / d2 * 30 * gameState.perks.ball_attracts_coins;
});
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
if (!gameState.perks.etherealcoins) {
const flip = gameState.perks.helium > 0 && Math.abs(coin.x - gameState.puckPosition) * 2 > gameState.puckWidth + coin.size;
coin.vy += frames * coin.weight * 0.8 * (flip ? -1 : 1);
if (flip && !(0, _options.isOptionOn)("basic") && Math.random() < 0.1) makeParticle(gameState, coin.x, coin.y, 0, gameState.baseSpeed, rainbowColor(), true, 5, 250);
}
const speed = Math.abs(coin.sx) + Math.abs(coin.sx);
const hitBorder = bordersHitCheck(gameState, 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);
destroy(gameState.coins, coinIndex);
} else if (coin.y > gameState.canvasHeight + coinRadius) {
destroy(gameState.coins, coinIndex);
if (gameState.perks.compound_interest) resetCombo(gameState, coin.x, coin.y);
} else if (gameState.perks.unbounded && (coin.x < -gameState.gameZoneWidth / 2 || coin.x > gameState.canvasWidth + gameState.gameZoneWidth / 2)) // Out of bound on sides
destroy(gameState.coins, coinIndex);
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.coloredABrick) {
gameState.bricks[hitBrick] = coin.color;
coin.coloredABrick = true;
schedulGameSound(gameState, "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) schedulGameSound(gameState, "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.shocks) gameState.balls.forEach((a, ai)=>gameState.balls.forEach((b, bi)=>{
if (ai < bi && !a.destroyed && !b.destroyed && (0, _gameUtils.distance2)(a, b) < gameState.ballSize * gameState.ballSize) {
let tempVx = a.vx;
let tempVy = a.vy;
a.vx = b.vx;
a.vy = b.vy;
b.vx = tempVx;
b.vy = tempVy;
let x = (a.x + b.x) / 2;
let y = (a.y + b.y) / 2;
const limit = gameState.baseSpeed;
a.vx += (0, _gameUtils.clamp)(a.x - x, -limit, limit) + (Math.random() - 0.5) * limit / 3;
a.vy += (0, _gameUtils.clamp)(a.y - y, -limit, limit) + (Math.random() - 0.5) * limit / 3;
b.vx += (0, _gameUtils.clamp)(b.x - x, -limit, limit) + (Math.random() - 0.5) * limit / 3;
b.vy += (0, _gameUtils.clamp)(b.y - y, -limit, limit) + (Math.random() - 0.5) * limit / 3;
let index = (0, _game.brickIndex)(x, y);
explosionAt(gameState, index, x, y, a);
}
}));
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;
if ((0, _game.hasBrick)((0, _game.brickIndex)(flash.x, flash.y))) destroy(gameState.particles, index);
}
});
}
if (gameState.combo > baseCombo(gameState) && !(0, _options.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) makeParticle(gameState, gameState.offsetXRoundedDown + Math.random() * gameState.gameZoneWidthRoundedUp, 0, (Math.random() - 0.5) * 10, 5, "red", true, gameState.coinSize / 2, 100 * (Math.random() + 1));
if (gameState.perks.left_is_lava) makeParticle(gameState, gameState.offsetXRoundedDown, Math.random() * gameState.gameZoneHeight, 5, (Math.random() - 0.5) * 10, "red", true, gameState.coinSize / 2, 100 * (Math.random() + 1));
if (gameState.perks.right_is_lava) makeParticle(gameState, gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp, Math.random() * gameState.gameZoneHeight, -5, (Math.random() - 0.5) * 10, "red", 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, "red", 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, "red", true, gameState.coinSize / 2, 100 * (Math.random() + 1));
}
}
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);
});
}
function ballTick(gameState, ball, delta) {
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 ((0, _gameUtils.isTelekinesisActive)(gameState, ball)) {
speedLimitDampener += 3;
ball.vx += (gameState.puckPosition - ball.x) / 1000 * delta * gameState.perks.telekinesis;
}
if ((0, _gameUtils.isYoyoActive)(gameState, ball)) {
speedLimitDampener += 3;
ball.vx += (gameState.puckPosition - ball.x) / 1000 * delta * gameState.perks.yoyo;
}
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 && !(0, _options.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;
makeParticle(gameState, (0, _gameUtils.brickCenterX)(gameState, index) + dx * gameState.brickWidth / 2, (0, _gameUtils.brickCenterY)(gameState, index) + dy * gameState.brickWidth / 2, vertical ? 0 : -dx * gameState.baseSpeed, vertical ? -dy * gameState.baseSpeed : 0, color, true, gameState.coinSize / 2, 250);
}
const borderHitCode = bordersHitCheck(gameState, 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);
if (gameState.perks.trampoline && borderHitCode >= 2) 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.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);
schedulGameSound(gameState, "wallBeep", ball.x, 1);
} else {
ball.vy *= -1;
gameState.perks.extra_life -= 1;
if (gameState.perks.extra_life < 0) gameState.perks.extra_life = 0;
else if (gameState.perks.sacrifice) {
if (liveCount(gameState.coins) < (0, _settings.getCurrentMaxCoins)() / 2) {
// true duplication
let remaining = liveCount(gameState.coins);
forEachLiveOne(gameState.coins, (source, index)=>{
if (!remaining) return;
append(gameState.coins, (copy)=>{
copy.points = source.points;
copy.color = source.color;
copy.x = source.x;
copy.y = source.y;
copy.size = source.size;
copy.previousX = source.previousX;
copy.previousY = source.previousY;
copy.vx = -source.vx;
copy.vy = -source.vy;
copy.sx = source.sx;
copy.sy = source.sy;
copy.a = source.a;
copy.sa = -source.sa;
copy.weight = source.weight;
copy.coloredABrick = source.coloredABrick;
});
remaining--;
});
} else forEachLiveOne(gameState.coins, (source, index)=>{
source.points *= 2;
});
}
schedulGameSound(gameState, "lifeLost", ball.x, 1);
if (!(0, _options.isOptionOn)("basic")) for(let i = 0; i < 10; i++)makeParticle(gameState, ball.x, ball.y, Math.random() * gameState.baseSpeed * 3, gameState.baseSpeed * 3, "red", false, gameState.coinSize / 2, 150);
}
if (gameState.perks.streak_shots) resetCombo(gameState, ball.x, ball.y);
if (gameState.perks.trampoline) gameState.combo += gameState.perks.trampoline;
if (gameState.perks.nbricks && gameState.perks.nbricks !== ball.brokenSinceBounce) 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++;
if (gameState.perks.forgiving) {
const loss = Math.floor(gameState.levelMisses / 10 * (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, "red", (0, _i18N.t)("play.missed_ball"), gameState.puckHeight, 500);
}
gameState.runStatistics.puck_bounces++;
ball.hitSinceBounce = 0;
ball.brokenSinceBounce = 0;
ball.sapperUses = 0;
ball.piercedSinceBounce = 0;
}
const lostOnSides = gameState.perks.unbounded && ball.x < -gameState.gameZoneWidth / 2 || ball.x > gameState.canvasWidth + gameState.gameZoneWidth / 2;
if (gameState.running && (ball.y > gameState.gameZoneHeight + gameState.ballSize / 2 || lostOnSides)) {
ball.destroyed = true;
gameState.runStatistics.balls_lost++;
if (!gameState.balls.find((b)=>!b.destroyed)) (0, _gameOver.gameOver)((0, _i18N.t)("gameOver.lost.title"), (0, _i18N.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 = (0, _game.hitsSomething)(previousX, y, radius);
const hhit = (0, _game.hitsSomething)(x, previousY, radius);
const chit = typeof vhit == "undefined" && typeof hhit == "undefined" && (0, _game.hitsSomething)(x, y, radius) || undefined;
const hitBrick = vhit ?? hhit ?? chit;
if (typeof hitBrick !== "undefined") {
let sturdyBounce = gameState.bricks[hitBrick] !== "black" && gameState.perks.sturdy_bricks && gameState.perks.sturdy_bricks > Math.random() * 5;
ball.hitSinceBounce++;
let pierce = false;
if (sturdyBounce) schedulGameSound(gameState, "wallBeep", x, 1);
else if ((0, _gameUtils.shouldPierceByColor)(gameState, 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) {
const initialBrickColor = gameState.bricks[hitBrick];
ball.brokenSinceBounce++;
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 (!(0, _options.isOptionOn)("basic")) {
const remainingPierce = gameState.perks.pierce * 3 - ball.piercedSinceBounce;
const remainingSapper = ball.sapperUses < gameState.perks.sapper;
const extraCombo = gameState.combo - 1;
if (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 ? "orange" : "red" : 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 makeCoin(gameState, x, y, vx, vy, color = "gold", points = 1) {
append(gameState.coins, (p)=>{
p.x = x;
p.y = y;
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.weight = 0.8 + Math.random() * 0.2 + Math.min(2, points * 0.01);
p.points = points;
});
}
function makeParticle(gameState, x, y, vx, vy, color, ethereal = false, size = 8, duration = 150) {
append(gameState.particles, (p)=>{
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, x, y, color, text, size = 20, duration = 150) {
append(gameState.texts, (p)=>{
p.time = gameState.levelTime;
p.x = x;
p.y = y;
p.color = color;
p.size = size;
p.duration = duration;
p.text = text;
});
}
function makeLight(gameState, x, y, color, size = 8, duration = 150) {
append(gameState.lights, (p)=>{
p.time = gameState.levelTime;
p.x = x;
p.y = y;
p.color = color;
p.size = size;
p.duration = duration;
});
}
function append(where, makeItem) {
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++;
}
function destroy(where, index) {
if (where.list[index].destroyed) return;
where.list[index].destroyed = true;
where.indexMin = Math.min(where.indexMin, index);
where.total--;
}
function liveCount(where) {
return where.total;
}
function empty(where) {
where.total = 0;
where.indexMin = 0;
where.list.forEach((i)=>i.destroyed = true);
}
function forEachLiveOne(where, cb) {
where.list.forEach((item, index)=>{
if (item && !item.destroyed) cb(item, index);
});
}
},{"./game_utils":"cEeac","./i18n/i18n":"eNPRm","./loadGameData":"l1B4x","./settings":"5blfu","./render":"9AS2t","./gameOver":"caCAf","./game":"edeGs","./recording":"godmD","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"9AS2t":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "gameCanvas", ()=>gameCanvas);
parcelHelpers.export(exports, "ctx", ()=>ctx);
parcelHelpers.export(exports, "bombSVG", ()=>bombSVG);
parcelHelpers.export(exports, "background", ()=>background);
parcelHelpers.export(exports, "backgroundCanvas", ()=>backgroundCanvas);
parcelHelpers.export(exports, "render", ()=>render);
parcelHelpers.export(exports, "renderAllBricks", ()=>renderAllBricks);
parcelHelpers.export(exports, "drawPuck", ()=>drawPuck);
parcelHelpers.export(exports, "drawBall", ()=>drawBall);
parcelHelpers.export(exports, "drawCoin", ()=>drawCoin);
parcelHelpers.export(exports, "drawFuzzyBall", ()=>drawFuzzyBall);
parcelHelpers.export(exports, "drawBrick", ()=>drawBrick);
parcelHelpers.export(exports, "roundRect", ()=>roundRect);
parcelHelpers.export(exports, "drawIMG", ()=>drawIMG);
parcelHelpers.export(exports, "drawText", ()=>drawText);
parcelHelpers.export(exports, "scoreDisplay", ()=>scoreDisplay);
var _gameStateMutators = require("./gameStateMutators");
var _gameUtils = require("./game_utils");
var _i18N = require("./i18n/i18n");
var _game = require("./game");
var _options = require("./options");
const gameCanvas = document.getElementById("game");
const ctx = gameCanvas.getContext("2d", {
alpha: false
});
const bombSVG = document.createElement("img");
bombSVG.src = "data:image/svg+xml;base64," + btoa(`<svg width="144" height="144" viewBox="0 0 38.101 38.099" xmlns="http://www.w3.org/2000/svg">
<path d="m6.1528 26.516c-2.6992-3.4942-2.9332-8.281-.58305-11.981a10.454 10.454 0 017.3701-4.7582c1.962-.27726 4.1646.05953 5.8835.90027l.45013.22017.89782-.87417c.83748-.81464.91169-.87499 1.0992-.90271.40528-.058713.58876.03425 1.1971.6116l.55451.52679 1.0821-1.0821c1.1963-1.1963 1.383-1.3357 2.1039-1.5877.57898-.20223 1.5681-.19816 2.1691.00897 1.4613.50314 2.3673 1.7622 2.3567 3.2773-.0058.95654-.24464 1.5795-.90924 2.3746-.40936.48928-.55533.81057-.57898 1.2737-.02039.41018.1109.77714.42322 1.1792.30172.38816.3694.61323.2797.93044-.12803.45666-.56674.71598-1.0242.60507-.601-.14597-1.3031-1.3088-1.3969-2.3126-.09459-1.0161.19245-1.8682.92392-2.7432.42567-.50885.5643-.82851.5643-1.3031 0-.50151-.14026-.83177-.51211-1.2028-.50966-.50966-1.0968-.64829-1.781-.41996l-.37348.12477-2.1006 2.1006.52597.55696c.45421.48194.5325.58876.57898.78855.09622.41588.07502.45014-.88396 1.4548l-.87173.9125.26339.57979a10.193 10.193 0 01.9231 4.1001c.03996 2.046-.41996 3.8082-1.4442 5.537-.55044.928-1.0185 1.5013-1.8968 2.3241-.83503.78284-1.5526 1.2827-2.4904 1.7361-3.4266 1.657-7.4721 1.3422-10.549-.82035-.73473-.51782-1.7312-1.4621-2.2515-2.1357zm21.869-4.5584c-.0579-.19734-.05871-2.2662 0-2.4545.11906-.39142.57898-.63361 1.0038-.53005.23812.05708.54147.32455.6116.5382.06279.19163.06769 2.1805.0065 2.3811-.12558.40773-.61649.67602-1.0462.57164-.234-.05708-.51615-.30498-.57568-.50722m3.0417-2.6013c-.12313-.6222.37837-1.1049 1.0479-1.0079.18348.0261.25279.08399 1.0071.83911.75838.75838.81301.82362.84074 1.0112.10193.68499-.40365 1.1938-1.034 1.0405-.1949-.0473-.28786-.12558-1.0144-.85216-.7649-.76409-.80241-.81057-.84645-1.0316m.61323-3.0629a.85623.85623 0 01.59284-.99975c.28949-.09214 2.1814-.08318 2.3917.01141.38734.17369.6279.61078.53984.98181-.06035.25606-.35391.57327-.60181.64992-.25279.07747-2.2278.053-2.4097-.03017-.26013-.11906-.46318-.36125-.51374-.61323" fill="#fff" opacity="0.3"/>
</svg>`);
const background = document.createElement("img");
const backgroundCanvas = document.createElement("canvas");
function render(gameState) {
const level = (0, _gameUtils.currentLevelInfo)(gameState);
const { width, height } = gameCanvas;
if (!width || !height) return;
if (gameState.currentLevel || gameState.levelTime) menuLabel.innerText = (0, _i18N.t)("play.current_lvl", {
level: gameState.currentLevel + 1,
max: (0, _gameUtils.max_levels)(gameState)
});
else menuLabel.innerText = (0, _i18N.t)("play.menu_label");
scoreDisplay.innerText = `$${gameState.score}`;
scoreDisplay.className = gameState.lastScoreIncrease > gameState.levelTime - 500 ? "active" : "";
// Clear
if (!(0, _options.isOptionOn)("basic") && !level.color && level.svg) {
// Without this the light trails everything
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1;
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, width, height);
ctx.globalCompositeOperation = "screen";
ctx.globalAlpha = 0.6;
(0, _gameStateMutators.forEachLiveOne)(gameState.coins, (coin)=>{
drawFuzzyBall(ctx, coin.color, gameState.coinSize * 2, coin.x, coin.y);
});
gameState.balls.forEach((ball)=>{
drawFuzzyBall(ctx, gameState.ballsColor, gameState.ballSize * 2, ball.x, ball.y);
});
ctx.globalAlpha = 0.5;
gameState.bricks.forEach((color, index)=>{
if (!color) return;
const x = (0, _gameUtils.brickCenterX)(gameState, index), y = (0, _gameUtils.brickCenterY)(gameState, index);
drawFuzzyBall(ctx, color == "black" ? "#666" : color, gameState.brickWidth, x, y);
});
ctx.globalAlpha = 1;
(0, _gameStateMutators.forEachLiveOne)(gameState.lights, (flash)=>{
const { x, y, time, color, size, duration } = flash;
const elapsed = gameState.levelTime - time;
ctx.globalAlpha = Math.min(1, 2 - elapsed / duration * 2);
drawFuzzyBall(ctx, color, size, x, y);
});
(0, _gameStateMutators.forEachLiveOne)(gameState.particles, (flash)=>{
const { x, y, time, color, size, duration } = flash;
const elapsed = gameState.levelTime - time;
ctx.globalAlpha = Math.min(1, 2 - elapsed / duration * 2);
drawFuzzyBall(ctx, color, size * 3, x, y);
});
// Decides how brights the bg black parts can get
ctx.globalAlpha = 0.2;
ctx.globalCompositeOperation = "multiply";
ctx.fillStyle = "black";
ctx.fillRect(0, 0, width, height);
// Decides how dark the background black parts are when lit (1=black)
ctx.globalAlpha = 0.8;
ctx.globalCompositeOperation = "multiply";
if (level.svg && background.width && background.complete) {
if (backgroundCanvas.title !== level.name) {
backgroundCanvas.title = level.name;
backgroundCanvas.width = gameState.canvasWidth;
backgroundCanvas.height = gameState.canvasHeight;
const bgctx = backgroundCanvas.getContext("2d");
bgctx.fillStyle = level.color || "#000";
bgctx.fillRect(0, 0, gameState.canvasWidth, gameState.canvasHeight);
const pattern = ctx.createPattern(background, "repeat");
if (pattern) {
bgctx.fillStyle = pattern;
bgctx.fillRect(0, 0, width, height);
}
}
ctx.drawImage(backgroundCanvas, 0, 0);
} else {
// Background not loaded yes
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, width, height);
}
} else {
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = level.color || "#000";
ctx.fillRect(0, 0, width, height);
(0, _gameStateMutators.forEachLiveOne)(gameState.particles, (flash)=>{
const { x, y, time, color, size, duration } = flash;
const elapsed = gameState.levelTime - time;
ctx.globalAlpha = Math.min(1, 2 - elapsed / duration * 2);
drawBall(ctx, color, size, x, y);
});
}
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
const lastExplosionDelay = Date.now() - gameState.lastExplosion + 5;
const shaked = lastExplosionDelay < 200 && !(0, _options.isOptionOn)("basic");
if (shaked) {
const amplitude = (gameState.perks.bigger_explosions + 1) * 50 / lastExplosionDelay;
ctx.translate(Math.sin(Date.now()) * amplitude, Math.sin(Date.now() + 36) * amplitude);
}
if (gameState.perks.bigger_explosions && !(0, _options.isOptionOn)("basic") && shaked) gameCanvas.style.filter = "brightness(" + (1 + 100 / (1 + lastExplosionDelay)) + ")";
else gameCanvas.style.filter = "";
// Coins
ctx.globalAlpha = 1;
(0, _gameStateMutators.forEachLiveOne)(gameState.coins, (coin)=>{
ctx.globalCompositeOperation = coin.color === "gold" || level.color ? "source-over" : "screen";
drawCoin(ctx, coin.color, coin.size, coin.x, coin.y, level.color || "black", coin.a);
});
// Black shadow around balls
if (!(0, _options.isOptionOn)("basic")) {
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = Math.min(0.8, (0, _gameStateMutators.liveCount)(gameState.coins) / 20);
gameState.balls.forEach((ball)=>{
drawBall(ctx, level.color || "#000", gameState.ballSize * 6, ball.x, ball.y);
});
}
ctx.globalCompositeOperation = "source-over";
renderAllBricks();
ctx.globalCompositeOperation = "screen";
(0, _gameStateMutators.forEachLiveOne)(gameState.texts, (flash)=>{
const { x, y, time, color, size, duration } = flash;
const elapsed = gameState.levelTime - time;
ctx.globalAlpha = Math.max(0, Math.min(1, 2 - elapsed / duration * 2));
ctx.globalCompositeOperation = "source-over";
drawText(ctx, flash.text, color, size, x, y - elapsed / 10);
});
(0, _gameStateMutators.forEachLiveOne)(gameState.particles, (particle)=>{
const { x, y, time, color, size, duration } = particle;
const elapsed = gameState.levelTime - time;
ctx.globalAlpha = Math.max(0, Math.min(1, 2 - elapsed / duration * 2));
ctx.globalCompositeOperation = "screen";
drawBall(ctx, color, size, x, y);
drawFuzzyBall(ctx, color, size, x, y);
});
if (gameState.perks.extra_life) {
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = gameState.puckColor;
for(let i = 0; i < gameState.perks.extra_life; i++)ctx.fillRect(gameState.perks.unbounded ? 0 : gameState.offsetXRoundedDown, gameState.gameZoneHeight - gameState.puckHeight / 2 + 2 * i, gameState.perks.unbounded ? gameState.canvasWidth : gameState.gameZoneWidthRoundedUp, 1);
}
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
gameState.balls.forEach((ball)=>{
// The white border around is to distinguish colored balls from coins/bg
drawBall(ctx, gameState.ballsColor, gameState.ballSize, ball.x, ball.y, gameState.puckColor);
if ((0, _gameUtils.isTelekinesisActive)(gameState, ball) || (0, _gameUtils.isYoyoActive)(gameState, ball)) {
ctx.strokeStyle = gameState.puckColor;
ctx.beginPath();
ctx.moveTo(gameState.puckPosition, gameState.gameZoneHeight);
ctx.bezierCurveTo(gameState.puckPosition, gameState.gameZoneHeight, gameState.puckPosition, ball.y, ball.x, ball.y);
ctx.stroke();
}
});
// The puck
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
if (gameState.perks.streak_shots && gameState.combo > (0, _gameStateMutators.baseCombo)(gameState)) drawPuck(ctx, "red", gameState.puckWidth, gameState.puckHeight, -2, !!gameState.perks.concave_puck);
drawPuck(ctx, gameState.puckColor, gameState.puckWidth, gameState.puckHeight, 0, !!gameState.perks.concave_puck);
if (gameState.combo > 1) {
ctx.globalCompositeOperation = "source-over";
const comboText = "x " + gameState.combo;
const comboTextWidth = comboText.length * gameState.puckHeight / 1.8;
const totalWidth = comboTextWidth + gameState.coinSize * 2;
const left = gameState.puckPosition - totalWidth / 2;
if (totalWidth < gameState.puckWidth) {
drawCoin(ctx, "gold", gameState.coinSize, left + gameState.coinSize / 2, gameState.gameZoneHeight - gameState.puckHeight / 2, gameState.puckColor, 0);
drawText(ctx, comboText, "#000", gameState.puckHeight, left + gameState.coinSize * 1.5, gameState.gameZoneHeight - gameState.puckHeight / 2, true);
} else drawText(ctx, comboText, "#FFF", gameState.puckHeight, gameState.puckPosition, gameState.gameZoneHeight - gameState.puckHeight / 2, false);
}
// Borders
const hasCombo = gameState.combo > (0, _gameStateMutators.baseCombo)(gameState);
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = gameState.perks.unbounded ? 0.1 : 1;
if (gameState.offsetXRoundedDown) {
// draw outside of gaming area to avoid capturing borders in recordings
ctx.fillStyle = hasCombo && gameState.perks.left_is_lava ? "red" : gameState.puckColor;
ctx.fillRect(gameState.offsetX - 1, 0, 1, height);
ctx.fillStyle = hasCombo && gameState.perks.right_is_lava ? "red" : gameState.puckColor;
ctx.fillRect(width - gameState.offsetX + 1, 0, 1, height);
} else {
ctx.fillStyle = "red";
if (hasCombo && gameState.perks.left_is_lava) ctx.fillRect(0, 0, 1, height);
if (hasCombo && gameState.perks.right_is_lava) ctx.fillRect(width - 1, 0, 1, height);
}
if (gameState.perks.top_is_lava && gameState.combo > (0, _gameStateMutators.baseCombo)(gameState)) {
ctx.fillStyle = "red";
ctx.fillRect(gameState.offsetXRoundedDown, 0, gameState.gameZoneWidthRoundedUp, 1);
}
const redBottom = gameState.perks.compound_interest && gameState.combo > (0, _gameStateMutators.baseCombo)(gameState);
ctx.fillStyle = redBottom ? "red" : gameState.puckColor;
if ((0, _options.isOptionOn)("mobile-mode")) {
ctx.fillRect(gameState.offsetXRoundedDown, gameState.gameZoneHeight, gameState.gameZoneWidthRoundedUp, 1);
if (!gameState.running) drawText(ctx, (0, _i18N.t)("play.mobile_press_to_play"), gameState.puckColor, gameState.puckHeight, gameState.canvasWidth / 2, gameState.gameZoneHeight + (gameState.canvasHeight - gameState.gameZoneHeight) / 2);
} else if (redBottom) ctx.fillRect(gameState.offsetXRoundedDown, gameState.gameZoneHeight - 1, gameState.gameZoneWidthRoundedUp, 1);
if (shaked) ctx.resetTransform();
}
let cachedBricksRender = document.createElement("canvas");
let cachedBricksRenderKey = "";
function renderAllBricks() {
ctx.globalAlpha = 1;
const redBorderOnBricksWithWrongColor = (0, _game.gameState).combo > (0, _gameStateMutators.baseCombo)((0, _game.gameState)) && (0, _game.gameState).perks.picky_eater && !(0, _options.isOptionOn)("basic");
const newKey = (0, _game.gameState).gameZoneWidth + "_" + (0, _game.gameState).bricks.join("_") + bombSVG.complete + "_" + redBorderOnBricksWithWrongColor + "_" + (0, _game.gameState).ballsColor + "_" + (0, _game.gameState).perks.pierce_color;
if (newKey !== cachedBricksRenderKey) {
cachedBricksRenderKey = newKey;
cachedBricksRender.width = (0, _game.gameState).gameZoneWidth;
cachedBricksRender.height = (0, _game.gameState).gameZoneWidth + 1;
const canctx = cachedBricksRender.getContext("2d");
canctx.clearRect(0, 0, (0, _game.gameState).gameZoneWidth, (0, _game.gameState).gameZoneWidth);
canctx.resetTransform();
canctx.translate(-(0, _game.gameState).offsetX, 0);
// Bricks
(0, _game.gameState).bricks.forEach((color, index)=>{
const x = (0, _gameUtils.brickCenterX)((0, _game.gameState), index), y = (0, _gameUtils.brickCenterY)((0, _game.gameState), index);
if (!color) return;
let redBecauseOfReach = (0, _game.gameState).perks.reach && (0, _gameUtils.countBricksAbove)((0, _game.gameState), index) && !(0, _gameUtils.countBricksBelow)((0, _game.gameState), index);
let redBorder = (0, _game.gameState).ballsColor !== color && color !== "black" && redBorderOnBricksWithWrongColor || redBecauseOfReach;
drawBrick(canctx, color, redBorder && "red" || color, x, y);
if (color === "black") {
canctx.globalCompositeOperation = "source-over";
drawIMG(canctx, bombSVG, (0, _game.gameState).brickWidth, x, y);
}
});
}
ctx.drawImage(cachedBricksRender, (0, _game.gameState).offsetX, 0);
}
let cachedGraphics = {};
function drawPuck(ctx, color, puckWidth, puckHeight, yOffset = 0, flipped) {
const key = "puck" + color + "_" + puckWidth + "_" + puckHeight + "_" + flipped;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = puckWidth;
can.height = puckHeight * 2;
const canctx = can.getContext("2d");
canctx.fillStyle = color;
canctx.beginPath();
canctx.moveTo(0, puckHeight * 2);
if (flipped) {
canctx.lineTo(0, puckHeight * 0.75);
canctx.bezierCurveTo(puckWidth / 2, puckHeight, puckWidth / 2, puckHeight * 1, puckWidth, puckHeight * 0.75);
canctx.lineTo(puckWidth, puckHeight * 2);
} else {
canctx.lineTo(0, puckHeight * 1.25);
canctx.bezierCurveTo(0, puckHeight * 0.75, puckWidth, puckHeight * 0.75, puckWidth, puckHeight * 1.25);
canctx.lineTo(puckWidth, puckHeight * 2);
}
canctx.fill();
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round((0, _game.gameState).puckPosition - puckWidth / 2), (0, _game.gameState).gameZoneHeight - puckHeight * 2 + yOffset);
}
function drawBall(ctx, color, width, x, y, borderColor = "") {
const key = "ball" + color + "_" + width + "_" + borderColor;
const size = Math.round(width);
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
const canctx = can.getContext("2d");
canctx.beginPath();
canctx.arc(size / 2, size / 2, Math.round(size / 2) - 1, 0, 2 * Math.PI);
canctx.fillStyle = color;
canctx.fill();
if (borderColor) {
canctx.lineWidth = 2;
canctx.strokeStyle = borderColor;
canctx.stroke();
}
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2));
}
const angles = 32;
function drawCoin(ctx, color, size, x, y, borderColor, rawAngle) {
const angle = (Math.round(rawAngle / Math.PI * 2 * angles) % angles + angles) % angles;
const key = "coin with halo_" + color + "_" + size + "_" + borderColor + "_" + (color === "gold" ? angle : "whatever");
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
const canctx = can.getContext("2d");
// coin
canctx.beginPath();
canctx.arc(size / 2, size / 2, size / 2, 0, 2 * Math.PI);
canctx.fillStyle = color;
canctx.fill();
if (color === "gold") {
canctx.strokeStyle = borderColor;
canctx.stroke();
canctx.beginPath();
canctx.arc(size / 2, size / 2, size / 2 * 0.6, 0, 2 * Math.PI);
canctx.fillStyle = "rgba(255,255,255,0.5)";
canctx.fill();
canctx.translate(size / 2, size / 2);
canctx.rotate(angle / 16);
canctx.translate(-size / 2, -size / 2);
canctx.globalCompositeOperation = "multiply";
drawText(canctx, "$", color, size - 2, size / 2, size / 2 + 1);
drawText(canctx, "$", color, size - 2, size / 2, size / 2 + 1);
}
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2));
}
function drawFuzzyBall(ctx, color, width, x, y) {
const key = "fuzzy-circle" + color + "_" + width;
if (!color) debugger;
const size = Math.round(width * 3);
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
const canctx = can.getContext("2d");
const gradient = canctx.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
gradient.addColorStop(0, color);
gradient.addColorStop(1, "transparent");
canctx.fillStyle = gradient;
canctx.fillRect(0, 0, size, size);
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2));
}
function drawBrick(ctx, color, borderColor, x, y) {
const tlx = Math.ceil(x - (0, _game.gameState).brickWidth / 2);
const tly = Math.ceil(y - (0, _game.gameState).brickWidth / 2);
const brx = Math.ceil(x + (0, _game.gameState).brickWidth / 2) - 1;
const bry = Math.ceil(y + (0, _game.gameState).brickWidth / 2) - 1;
const width = brx - tlx, height = bry - tly;
const key = "brick" + color + "_" + borderColor + "_" + width + "_" + height;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = width;
can.height = height;
const bord = 2;
const cornerRadius = 2;
const canctx = can.getContext("2d");
canctx.fillStyle = color;
canctx.strokeStyle = borderColor;
canctx.lineJoin = "round";
canctx.lineWidth = bord;
roundRect(canctx, bord / 2, bord / 2, width - bord, height - bord, cornerRadius);
canctx.fill();
canctx.stroke();
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], tlx, tly, width, height);
// It's not easy to have a 1px gap between bricks without antialiasing
}
function roundRect(ctx, x, y, width, height, radius) {
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.lineTo(x + width - radius, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
ctx.lineTo(x + width, y + height - radius);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
ctx.lineTo(x + radius, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.closePath();
}
function drawIMG(ctx, img, size, x, y) {
const key = "svg" + img + "_" + size + "_" + img.complete;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
const canctx = can.getContext("2d");
const ratio = size / Math.max(img.width, img.height);
const w = img.width * ratio;
const h = img.height * ratio;
canctx.drawImage(img, (size - w) / 2, (size - h) / 2, w, h);
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2));
}
function drawText(ctx, text, color, fontSize, x, y, left = false) {
const key = "text" + text + "_" + color + "_" + fontSize + "_" + left;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = fontSize * text.length;
can.height = fontSize;
const canctx = can.getContext("2d");
canctx.fillStyle = color;
canctx.textAlign = left ? "left" : "center";
canctx.textBaseline = "middle";
canctx.font = fontSize + "px monospace";
canctx.fillText(text, left ? 0 : can.width / 2, can.height / 2, can.width);
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], left ? x : Math.round(x - cachedGraphics[key].width / 2), Math.round(y - cachedGraphics[key].height / 2));
}
const scoreDisplay = document.getElementById("score");
const menuLabel = document.getElementById("menuLabel");
},{"./gameStateMutators":"9ZeQl","./game_utils":"cEeac","./i18n/i18n":"eNPRm","./game":"edeGs","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"caCAf":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "getUpgraderUnlockPoints", ()=>getUpgraderUnlockPoints);
parcelHelpers.export(exports, "addToTotalPlayTime", ()=>addToTotalPlayTime);
parcelHelpers.export(exports, "gameOver", ()=>gameOver);
parcelHelpers.export(exports, "getHistograms", ()=>getHistograms);
var _loadGameData = require("./loadGameData");
var _i18N = require("./i18n/i18n");
var _game = require("./game");
var _gameUtils = require("./game_utils");
var _settings = require("./settings");
var _recording = require("./recording");
var _asyncAlert = require("./asyncAlert");
function getUpgraderUnlockPoints() {
let list = [];
(0, _loadGameData.upgrades).forEach((u)=>{
if (u.threshold) list.push({
threshold: u.threshold,
title: u.name + " " + (0, _i18N.t)("level_up.unlocked_perk")
});
});
(0, _loadGameData.allLevels).forEach((l)=>{
list.push({
threshold: l.threshold,
title: l.name + " " + (0, _i18N.t)("level_up.unlocked_level")
});
});
return list.filter((o)=>o.threshold).sort((a, b)=>a.threshold - b.threshold);
}
function addToTotalPlayTime(ms) {
try {
localStorage.setItem("breakout_71_total_play_time", JSON.stringify(JSON.parse(localStorage.getItem("breakout_71_total_play_time") || "0") + ms));
} catch (e) {}
}
function gameOver(title, intro) {
if (!(0, _game.gameState).running) return;
if ((0, _game.gameState).isGameOver) return;
(0, _game.gameState).isGameOver = true;
(0, _game.pause)(true);
(0, _recording.stopRecording)();
addToTotalPlayTime((0, _game.gameState).runStatistics.runTime);
(0, _game.gameState).runStatistics.max_level = (0, _game.gameState).currentLevel + 1;
let animationDelay = -300;
const getDelay = ()=>{
animationDelay += 800;
return "animation-delay:" + animationDelay + "ms;";
};
// unlocks
let unlocksInfo = "";
const endTs = (0, _settings.getTotalScore)();
const startTs = endTs - (0, _game.gameState).score;
const list = getUpgraderUnlockPoints();
list.filter((u)=>u.threshold > startTs && u.threshold < endTs).forEach((u)=>{
unlocksInfo += `
<p class="progress" >
<span>${u.title}</span>
<span class="progress_bar_part" style="${getDelay()}"></span>
</p>
`;
});
const previousUnlockAt = (0, _gameUtils.findLast)(list, (u)=>u.threshold <= endTs)?.threshold || 0;
const nextUnlock = list.find((u)=>u.threshold > endTs);
if (nextUnlock) {
const total = nextUnlock?.threshold - previousUnlockAt;
const done = endTs - previousUnlockAt;
intro += (0, _i18N.t)("gameOver.next_unlock", {
points: nextUnlock.threshold - endTs
});
const scaleX = (done / total).toFixed(2);
unlocksInfo += `
<p class="progress" >
<span>${nextUnlock.title}</span>
<span style="transform: scale(${scaleX},1);${getDelay()}" class="progress_bar_part"></span>
</p>
`;
list.slice(list.indexOf(nextUnlock) + 1).slice(0, 3).forEach((u)=>{
unlocksInfo += `
<p class="progress" >
<span>${u.title}</span>
</p>
`;
});
}
let unlockedItems = list.filter((u)=>u.threshold > startTs && u.threshold < endTs);
if (unlockedItems.length) unlocksInfo += `<p>${(0, _i18N.t)("gameOver.unlocked_count", {
count: unlockedItems.length
})} ${unlockedItems.map((u)=>u.title).join(", ")}</p>`;
// Avoid the sad sound right as we restart a new games
(0, _game.gameState).combo = 1;
(0, _asyncAlert.asyncAlert)({
allowClose: true,
title,
text: `
${(0, _game.gameState).isCreativeModeRun ? `<p>${(0, _i18N.t)("gameOver.test_run")}</p> ` : ""}
<p>${intro}</p>
<p>${(0, _i18N.t)("gameOver.cumulative_total", {
startTs,
endTs
})}</p>
${unlocksInfo}
`,
actions: [
{
value: null,
text: (0, _i18N.t)("gameOver.restart"),
help: ""
}
],
textAfterButtons: `<div id="level-recording-container"></div>
<p>${(0, _i18N.t)("gameOver.upgrades_picked")}</p>
<p>${(0, _gameUtils.pickedUpgradesHTMl)((0, _game.gameState))}</p>
${getHistograms()}
`
}).then(()=>(0, _game.restart)({
levelToAvoid: (0, _gameUtils.currentLevelInfo)((0, _game.gameState)).name
}));
}
function getHistograms() {
let runStats = "";
try {
// Stores only top 100 runs
let runsHistory = JSON.parse(localStorage.getItem("breakout_71_runs_history") || "[]");
runsHistory.sort((a, b)=>a.score - b.score).reverse();
runsHistory = runsHistory.slice(0, 100);
runsHistory.push({
...(0, _game.gameState).runStatistics,
perks: (0, _game.gameState).perks,
appVersion: (0, _loadGameData.appVersion)
});
// Generate some histogram
if (!(0, _game.gameState).isCreativeModeRun) localStorage.setItem("breakout_71_runs_history", JSON.stringify(runsHistory, null, 2));
const makeHistogram = (title, getter, unit)=>{
let values = runsHistory.map((h)=>getter(h) || 0);
let min = Math.min(...values);
let max = Math.max(...values);
// No point
if (min === max) return "";
if (max - min < 10) {
// This is mostly useful for levels
min = Math.max(0, max - 10);
max = Math.max(max, min + 10);
}
// One bin per unique value, max 10
const binsCount = Math.min(values.length, 10);
if (binsCount < 3) return "";
const bins = [];
const binsTotal = [];
for(let i = 0; i < binsCount; i++){
bins.push(0);
binsTotal.push(0);
}
const binSize = (max - min) / bins.length;
const binIndexOf = (v)=>Math.min(bins.length - 1, Math.floor((v - min) / binSize));
values.forEach((v)=>{
if (isNaN(v)) return;
const index = binIndexOf(v);
bins[index]++;
binsTotal[index] += v;
});
if (bins.filter((b)=>b).length < 3) return "";
const maxBin = Math.max(...bins);
const lastValue = values[values.length - 1];
const activeBin = binIndexOf(lastValue);
const bars = bins.map((v, vi)=>{
const style = `height: ${v / maxBin * 80}px`;
return `<span class="${vi === activeBin ? "active" : ""}"><span style="${style}" title="${v} run${v > 1 ? "s" : ""} between ${Math.floor(min + vi * binSize)} and ${Math.floor(min + (vi + 1) * binSize)}${unit}"
><span>${!v && " " || vi == activeBin && lastValue + unit || Math.round(binsTotal[vi] / v) + unit}</span></span></span>`;
}).join("");
return `<h2 class="histogram-title">${title} : <strong>${lastValue}${unit}</strong></h2>
<div class="histogram">${bars}</div>
`;
};
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.total_score"), (r)=>r.score, "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.catch_rate"), (r)=>Math.round(r.score / r.coins_spawned * 100), "%");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.bricks_broken"), (r)=>r.bricks_broken, "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.bricks_per_minute"), (r)=>Math.round(r.bricks_broken / r.runTime * 60000), "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.hit_rate"), (r)=>Math.round((1 - r.misses / r.puck_bounces) * 100), "%");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.duration_per_level"), (r)=>Math.round(r.runTime / 1000 / r.levelsPlayed), "s");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.level_reached"), (r)=>r.levelsPlayed, "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.upgrades_applied"), (r)=>r.upgrades_picked, "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.balls_lost"), (r)=>r.balls_lost, "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.combo_avg"), (r)=>Math.round(r.coins_spawned / r.bricks_broken), "");
runStats += makeHistogram((0, _i18N.t)("gameOver.stats.combo_max"), (r)=>r.max_combo, "");
if (runStats) runStats = `<p>${(0, _i18N.t)("gameOver.stats.intro", {
count: runsHistory.length - 1
})}</p>` + runStats;
} catch (e) {
console.warn(e);
}
return runStats;
}
},{"./loadGameData":"l1B4x","./i18n/i18n":"eNPRm","./game":"edeGs","./game_utils":"cEeac","./settings":"5blfu","./recording":"godmD","./asyncAlert":"rSqLY","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"godmD":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "recordOneFrame", ()=>recordOneFrame);
parcelHelpers.export(exports, "drawMainCanvasOnSmallCanvas", ()=>drawMainCanvasOnSmallCanvas);
parcelHelpers.export(exports, "startRecordingGame", ()=>startRecordingGame);
parcelHelpers.export(exports, "pauseRecording", ()=>pauseRecording);
parcelHelpers.export(exports, "resumeRecording", ()=>resumeRecording);
parcelHelpers.export(exports, "stopRecording", ()=>stopRecording);
parcelHelpers.export(exports, "captureFileName", ()=>captureFileName);
var _render = require("./render");
var _gameUtils = require("./game_utils");
var _sounds = require("./sounds");
var _i18N = require("./i18n/i18n");
var _options = require("./options");
let mediaRecorder, captureStream, captureTrack, recordCanvas, recordCanvasCtx;
function recordOneFrame(gameState) {
if (!(0, _options.isOptionOn)("record")) return;
// if (!gameState.running) return;
if (!captureStream) return;
drawMainCanvasOnSmallCanvas(gameState);
if (captureTrack?.requestFrame) captureTrack?.requestFrame();
else if (captureStream?.requestFrame) captureStream.requestFrame();
}
function drawMainCanvasOnSmallCanvas(gameState) {
if (!recordCanvasCtx) return;
recordCanvasCtx.drawImage((0, _render.gameCanvas), gameState.offsetXRoundedDown, 0, gameState.gameZoneWidthRoundedUp, gameState.gameZoneHeight, 0, 0, recordCanvas.width, recordCanvas.height);
// Here we don't use drawText as we don't want to cache a picture for each distinct value of score
recordCanvasCtx.fillStyle = "#FFF";
recordCanvasCtx.textBaseline = "top";
recordCanvasCtx.font = "12px monospace";
recordCanvasCtx.textAlign = "right";
recordCanvasCtx.fillText(gameState.score.toString(), recordCanvas.width - 12, 12);
recordCanvasCtx.textAlign = "left";
recordCanvasCtx.fillText("Level " + (gameState.currentLevel + 1) + "/" + (0, _gameUtils.max_levels)(gameState), 12, 12);
}
function startRecordingGame(gameState) {
if (!(0, _options.isOptionOn)("record")) return;
if (mediaRecorder) return;
if (!recordCanvas) {
// Smaller canvas with fewer details
recordCanvas = document.createElement("canvas");
recordCanvasCtx = recordCanvas.getContext("2d", {
antialias: false,
alpha: false
});
captureStream = recordCanvas.captureStream(0);
captureTrack = captureStream.getVideoTracks()[0];
const track = (0, _sounds.getAudioRecordingTrack)();
if (track) captureStream.addTrack(track.stream.getAudioTracks()[0]);
}
recordCanvas.width = gameState.gameZoneWidthRoundedUp;
recordCanvas.height = gameState.gameZoneHeight;
// drawMainCanvasOnSmallCanvas()
const recordedChunks = [];
const instance = new MediaRecorder(captureStream, {
videoBitsPerSecond: 3500000
});
mediaRecorder = instance;
instance.start();
mediaRecorder.pause();
instance.ondataavailable = function(event) {
recordedChunks.push(event.data);
};
instance.onstop = async function() {
let targetDiv;
let blob = new Blob(recordedChunks, {
type: "video/webm"
});
if (blob.size < 200000) return; // under 0.2MB, probably bugged out or pointlessly short
while(!(targetDiv = document.getElementById("level-recording-container")))await new Promise((r)=>setTimeout(r, 200));
const video = document.createElement("video");
video.autoplay = true;
video.controls = false;
video.disablePictureInPicture = true;
video.disableRemotePlayback = true;
video.width = recordCanvas.width;
video.height = recordCanvas.height;
video.loop = true;
video.muted = true;
video.playsInline = true;
video.src = URL.createObjectURL(blob);
targetDiv.appendChild(video);
const a = document.createElement("a");
a.download = captureFileName("webm");
a.target = "_blank";
if (window.location.href.endsWith("index.html?isInWebView=true")) a.href = await blobToBase64(blob);
else a.href = video.src;
a.textContent = (0, _i18N.t)("main_menu.record_download", {
size: (blob.size / 1000000).toFixed(2)
});
targetDiv.appendChild(a);
};
}
function blobToBase64(blob) {
return new Promise((resolve, reject)=>{
let reader = new FileReader();
reader.onload = function() {
resolve(reader.result);
};
reader.onerror = function(e) {
console.error(e);
reject(new Error("Failed to readAsDataURL of the video "));
};
reader.readAsDataURL(blob);
});
}
function pauseRecording() {
if (!(0, _options.isOptionOn)("record")) return;
if (mediaRecorder?.state === "recording") mediaRecorder?.pause();
}
function resumeRecording() {
if (!(0, _options.isOptionOn)("record")) return;
if (mediaRecorder?.state === "paused") mediaRecorder.resume();
}
function stopRecording() {
if (!(0, _options.isOptionOn)("record")) return;
if (!mediaRecorder) return;
mediaRecorder?.stop();
mediaRecorder = null;
}
function captureFileName(ext = "webm") {
return "breakout-71-capture-" + new Date().toISOString().replace(/[^0-9\-]+/gi, "-") + "." + ext;
}
},{"./render":"9AS2t","./game_utils":"cEeac","./sounds":"dQKPV","./i18n/i18n":"eNPRm","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"rSqLY":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "alertsOpen", ()=>alertsOpen);
parcelHelpers.export(exports, "closeModal", ()=>closeModal);
parcelHelpers.export(exports, "asyncAlert", ()=>asyncAlert);
var _i18N = require("./i18n/i18n");
let alertsOpen = 0, closeModal = null;
const popupWrap = document.getElementById("popup");
const closeModaleButton = document.getElementById("close-modale");
closeModaleButton.addEventListener("click", (e)=>{
e.preventDefault();
if (closeModal) closeModal();
});
closeModaleButton.title = (0, _i18N.t)("play.close_modale_window_tooltip");
let lastClickedItemIndex = -1;
async function asyncAlert({ title, text, actions, allowClose = true, textAfterButtons = "", actionsAsGrid = false }) {
updateAlertsOpen(1);
return new Promise((resolve)=>{
popupWrap.className = actionsAsGrid ? " actionsAsGrid" : "";
closeModaleButton.style.display = allowClose ? "" : "none";
const popup = document.createElement("div");
let closed = false;
function closeWithResult(value) {
if (closed) return;
closed = true;
Array.prototype.forEach.call(popup.querySelectorAll("button:not([disabled])"), (b)=>b.disabled = true);
document.body.style.minHeight = document.body.scrollHeight + "px";
setTimeout(()=>document.body.style.minHeight = "", 0);
popup.remove();
resolve(value);
}
if (allowClose) closeModal = ()=>{
closeWithResult(undefined);
};
else closeModal = null;
if (title) {
const p = document.createElement("h2");
p.innerHTML = title;
popup.appendChild(p);
}
if (text) {
const p = document.createElement("div");
p.innerHTML = text;
popup.appendChild(p);
}
const buttons = document.createElement("section");
buttons.className = "actions";
popup.appendChild(buttons);
actions?.filter((i)=>i).forEach(({ text, value, help, disabled, className = "", icon = "" }, index)=>{
const button = document.createElement("button");
button.innerHTML = `
${icon}
<div>
<strong>${text}</strong>
<em>${help || ""}</em>
</div>`;
if (disabled) button.setAttribute("disabled", "disabled");
else button.addEventListener("click", (e)=>{
e.preventDefault();
e.stopPropagation();
closeWithResult(value);
// Focus "same" button if it's still there
lastClickedItemIndex = index;
});
button.className = className + (lastClickedItemIndex === index ? " needs-focus" : "");
buttons.appendChild(button);
});
if (textAfterButtons) {
const p = document.createElement("div");
p.className = "textAfterButtons";
p.innerHTML = textAfterButtons;
popup.appendChild(p);
}
popupWrap.appendChild(popup);
popupWrap.querySelector(`section.actions > button.needs-focus`)?.focus();
lastClickedItemIndex = -1;
}).then((v)=>{
updateAlertsOpen(-1);
closeModal = null;
return v;
}, ()=>{
closeModal = null;
updateAlertsOpen(-1);
});
}
function updateAlertsOpen(delta) {
alertsOpen += delta;
if (alertsOpen > 1) alert("Two alerts where opened at once");
document.body.classList[alertsOpen ? "add" : "remove"]("has-alert-open");
}
},{"./i18n/i18n":"eNPRm","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"aQN6X":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
parcelHelpers.defineInteropFlag(exports);
parcelHelpers.export(exports, "newGameState", ()=>newGameState);
var _settings = require("./settings");
var _loadGameData = require("./loadGameData");
var _gameUtils = require("./game_utils");
var _gameStateMutators = require("./gameStateMutators");
var _options = require("./options");
function newGameState(params) {
const totalScoreAtRunStart = (0, _settings.getTotalScore)();
const firstLevel = params?.level ? (0, _loadGameData.allLevels).filter((l)=>l.name === params?.level) : [];
const restInRandomOrder = (0, _loadGameData.allLevels).filter((l)=>totalScoreAtRunStart >= l.threshold).filter((l)=>l.name !== params?.level).filter((l)=>l.name !== params?.levelToAvoid).sort(()=>Math.random() - 0.5);
const runLevels = firstLevel.concat(restInRandomOrder.slice(0, 10).sort((a, b)=>a.sortKey - b.sortKey));
const perks = {
...(0, _gameUtils.makeEmptyPerksMap)((0, _loadGameData.upgrades)),
...params?.perks || {}
};
const gameState = {
runLevels,
currentLevel: 0,
upgradesOfferedFor: -1,
perks,
puckWidth: 200,
baseSpeed: 12,
combo: 1,
gridSize: 12,
running: false,
isGameOver: false,
ballStickToPuck: true,
puckPosition: 400,
pauseTimeout: null,
canvasWidth: 0,
canvasHeight: 0,
offsetX: 0,
offsetXRoundedDown: 0,
gameZoneWidth: 0,
gameZoneWidthRoundedUp: 0,
gameZoneHeight: 0,
brickWidth: 0,
score: 0,
lastScoreIncrease: -1000,
lastExplosion: -1000,
highScore: parseFloat(localStorage.getItem("breakout-3-hs") || "0"),
balls: [],
ballsColor: "white",
bricks: [],
lights: {
indexMin: 0,
total: 0,
list: []
},
particles: {
indexMin: 0,
total: 0,
list: []
},
texts: {
indexMin: 0,
total: 0,
list: []
},
coins: {
indexMin: 0,
total: 0,
list: []
},
levelStartScore: 0,
levelMisses: 0,
levelSpawnedCoins: 0,
lastPlayedCoinGrab: 0,
puckColor: "#FFF",
ballSize: 20,
coinSize: 14,
puckHeight: 20,
totalScoreAtRunStart,
isCreativeModeRun: (0, _gameUtils.sumOfKeys)(perks) > 1,
pauseUsesDuringRun: 0,
keyboardPuckSpeed: 0,
lastTick: performance.now(),
lastTickDown: 0,
runStatistics: {
started: Date.now(),
levelsPlayed: 0,
runTime: 0,
coins_spawned: 0,
score: 0,
bricks_broken: 0,
misses: 0,
balls_lost: 0,
puck_bounces: 0,
wall_bounces: 0,
upgrades_picked: 1,
max_combo: 1,
max_level: 0
},
lastOffered: {},
levelTime: 0,
winAt: 0,
levelWallBounces: 0,
needsRender: true,
autoCleanUses: 0,
...(0, _gameUtils.defaultSounds)()
};
(0, _gameStateMutators.resetBalls)(gameState);
if (!(0, _gameUtils.sumOfKeys)(gameState.perks)) {
const giftable = (0, _gameUtils.getPossibleUpgrades)(gameState).filter((u)=>u.giftable);
const randomGift = (0, _options.isOptionOn)("easy") && "slow_down" || giftable[Math.floor(Math.random() * giftable.length)].id;
perks[randomGift] = 1;
(0, _gameStateMutators.dontOfferTooSoon)(gameState, randomGift);
}
for (let perk of (0, _loadGameData.upgrades))if (gameState.perks[perk.id]) (0, _gameStateMutators.dontOfferTooSoon)(gameState, perk.id);
return gameState;
}
},{"./settings":"5blfu","./loadGameData":"l1B4x","./game_utils":"cEeac","./gameStateMutators":"9ZeQl","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}]},["gVqJ6","67XFf"], "67XFf", "parcelRequire94c2")
</script>
</body>
</html>