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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