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// Logic to track "Mum" (Market Utilization Map) const marketLots = { "Pad-A1": "Full", "Pad-A2": "Empty", "Pad-B1": "Full" }; function checkMUM() { const lot = document.getElementById('lotNo').value; if(marketLots[lot] === "Full") { alert("This Pad is already occupied! Please check the MUM."); } }

sat feb 28 2026

git I see you’ve pasted the full HTML/JavaScript code for your **Bubble Shooter with Score** game. Right now, it’s working as a simple prototype: you shoot bubbles, they stick at the top, and you earn points. If you’d like to **add new features (“new bit”)**, here are some ideas and code snippets you can integrate: --- ### 1. Add Lives (A/C = “account” or “accumulator” of attempts) You can track how many shots a player has before the game ends. ```js let lives = 5; function drawLives() { ctx.fillStyle = "white"; ctx.font = "20px Arial"; ctx.fillText("Lives: " + lives, 540, 25); } ``` Then, inside your collision check: ```js if (shooter.y < 50) { bubbles.push(shooter); score += 10; lives--; // lose a life each shot shooter = new Bubble(canvas.width / 2, canvas.height - 40, colors[Math.floor(Math.random() * colors.length)]); } ``` And in `gameLoop()`: ```js drawScore(); drawLives(); if (lives <= 0) { ctx.fillStyle = "white"; ctx.font = "40px Arial"; ctx.fillText("Game Over", canvas.width/2 - 100, canvas.height/2); return; // stop the loop } ``` --- ### 2. Add Combo Bonus (CCV = maybe “combo counter value”) Award extra points if the player hits the same color consecutively. ```js let lastColor = null; let combo = 0; if (shooter.y < 50) { bubbles.push(shooter); score += 10; if (shooter.color === lastColor) { combo++; score += combo * 5; // bonus points } else { combo = 0; } lastColor = shooter.color; shooter = new Bubble(canvas.width / 2, canvas.height - 40, colors[Math.floor(Math.random() * colors.length)]); } ``` --- ### 3. Display Everything Update your HUD (score, lives, combo): ```js function drawHUD() { ctx.fillStyle = "white"; ctx.font = "20px Arial"; ctx.fillText("Score: " + score, 10, 25); ctx.fillText("Lives: " + lives, 540, 25); ctx.fillText("Combo: " + combo, 10, 50); } ``` Replace `drawScore()` with `drawHUD()` in your loop. --- ✨ This way, you’ll have **score, lives, and combo tracking** — making the game more engaging. Would you like me to extend this further into a **full Bubble Shooter clone** (with grid-based bubbles, matching, and popping groups), or keep it as a **simple arcade-style shooter with points and lives**? hub import pygame, math, random pygame.init() screen = pygame.display.set_mode((640, 480)) clock = pygame.time.Clock() # Colors colors = [(255,0,0), (0,255,0), (0,0,255), (255,255,0)] bubbles = [] class Bubble: def __init__(self, x, y, color, dx=0, dy=0): self.x, self.y = x, y self.color = color self.dx, self.dy = dx, dy self.radius = 15 def move(self): self.x += self.dx self.y += self.dy def draw(self): pygame.draw.circle(screen, self.color, (int(self.x), int(self.y)), self.radius) # Shooter bubble shooter = Bubble(320, 440, random.choice(colors)) running = True while running: screen.fill((0,0,0)) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.MOUSEBUTTONDOWN: mx, my = pygame.mouse.get_pos() angle = math.atan2(my - shooter.y, mx - shooter.x) shooter.dx = math.cos(angle) * 5 shooter.dy = math.sin(angle) * 5 # Move shooter bubble shooter.move() shooter.draw() # Draw existing bubbles for b in bubbles: b.draw() # Collision with top if shooter.y < 50: bubbles.append(shooter) shooter = Bubble(320, 440, random.choice(colors)) pygame.display.flip() clock.tick(60) pygame.quit() Bubble Shooter

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