add trials the the balls and combo trails when u reach every 10 hits on brick it changes color and when u reach 100+ and make it so when it's past 50 hits combo it makes explosion effects like burst. and it has a combo counter. make the full script

<html>

<head>
  <meta charset="utf-8" />
  <style>
    body {
      background: #faf8ef;
      margin: 0;
      padding: 0;
    }

    canvas {
      border: 2px solid black;
      margin: 0 auto;
      display: block;
    }

    button {
      border-radius: 5px;
      font-size: 1.5em;
      display: block;
      margin: 10 auto;
    }
  </style>
</head>

<body>
  <canvas id="canvas" width="720" height="800"></canvas>
  <button onclick="gameManager.downBalls()">공 내리기</button>

  <script>
    function randomInt(...args) {
      if (args.length === 1) {
        const [n] = args;
        return Math.ceil(Math.random() * n);
      }

      if (args.length === 2) {
        const [start, end] = args;

        if (start > end) throw Error("시작값이 끝값보다 큼");

        return Math.ceil(Math.random() * (end - start)) + start;
      }
    }

    function random(...args) {
      if (args.length === 1) {
        const [n] = args;
        return Math.random() * n;
      }

      if (args.length === 2) {
        const [start, end] = args;

        if (start > end) throw Error("시작값이 끝값보다 큼");

        return Math.random() * (end - start) + start;
      }
    }

    const range = function (n, m) {
      if (arguments.length === 1)
        return Array.from({ length: n }).map((_, i) => i);

      if (arguments.length === 2) {
        if (n === m) return [n];
        else if (n < m) {
          return Array.from({ length: m - n + 1 }).map((_, i) => i + n);
        } else {
          return Array.from({ length: n - m + 1 }).map(
            (_, i) => m - i + (n - m)
          );
        }
      }
    };

    function normalize(n) {
      return n < 0 ? -1 : n > 0 ? 1 : 0;
    }

    function clamp(v, min, max) {
      return Math.max(min, Math.min(max, v));
    }

    function between(v, min, max) {
      return min <= v && v <= max;
    }

    const delay = (n) => new Promise((r) => setTimeout(r, n));
  </script>

  <script>
    // Vector Library
    class Vector {
      constructor(x = 0, y = 0) {
        this.x = x;
        this.y = y;
      }

      add(v) {
        this.x += v.x;
        this.y += v.y;
      }

      sub(v) {
        this.x -= v.x;
        this.y -= v.y;
      }

      mult(n) {
        this.x *= n;
        this.y *= n;
      }

      mag() {
        return Math.sqrt(this.x * this.x + this.y + this.y);
      }

      get() {
        return new Vector(this.x, this.y);
      }

      normalize() {
        this.x = normalize(this.x);
        this.y = normalize(this.y);
      }

      copy() {
        return new Vector(this.x, this.y);
      }
    }

    Vector.mult = (v, n) => new Vector(v.x * n, v.y * n);
    Vector.div = (v, n) => new Vector(v.x / n, v.y / n);
  </script>

  <script>
    // Canvas Library
    const canvas = document.getElementById("canvas");
    const ctx = canvas.getContext("2d");

    const width = 710;
    const height = 880;
    const uiOffsetY = 80;

    canvas.width = width;
    canvas.height = height;

    function line(x1, y1, x2, y2, color = "#000") {
      ctx.beginPath();
      ctx.strokeStyle = color;
      ctx.lineWidth = 2;
      ctx.moveTo(x1, y1);
      ctx.lineTo(x2, y2);
      ctx.stroke();
    }

    function dashLine(x1, y1, x2, y2) {
      ctx.beginPath();
      ctx.setLineDash([5, 15]);
      ctx.moveTo(x1, y1);
      ctx.lineTo(x2, y2);
      ctx.stroke();
      ctx.setLineDash([]);
    }

    function rect(x, y, w, h) {
      ctx.beginPath();
      ctx.rect(x, y, w, h);
      ctx.strokeStyle = "#000";
      ctx.stroke();
      ctx.closePath();
    }

    function fillRect(x, y, w, h, color = "#171717") {
      ctx.save();
      ctx.beginPath();
      ctx.fillStyle = color;
      ctx.fillRect(x, y, w, h);
      ctx.stroke();
      ctx.closePath();
      ctx.restore();
    }

    function circle(x, y, r, color = "#000") {
      ctx.save();
      ctx.beginPath();
      ctx.arc(x, y, r, 0, Math.PI * 2);
      ctx.lineWidth = 3;
      ctx.fillStyle = color;
      ctx.strokeStyle = color;
      ctx.fill();
      ctx.stroke();
      ctx.closePath();
      ctx.restore();
    }

    function clear() {
      ctx.clearRect(0, 0, width, height);
    }

    function shuffle(arr) {
      return arr.sort(() => Math.random() - 0.5);
    }
  </script>

  <script>
    // User Code
    const POWER = 0.3;

    const Mouse = { position: new Vector(0, 0) };

    class BallLine {
      display(state) {
        if (!state.ballMoving && !state.brickMoving && state.ballPos) {
          dashLine(
            state.ballPos.x,
            state.ballPos.y,
            Mouse.position.x,
            Math.min(Mouse.position.y, 720)
          );
        }
      }
    }

    class Ball {
      constructor(mass, x, y) {
        this.position = new Vector(x, y);
        this.velocity = new Vector(0, 0);
        this.acceleration = new Vector(0, 0);
        this.mass = mass;
        this.r = this.mass * 8;
        this.showDirection = true;
      }

      setOnStop(f) {
        this.onStop = f;
      }

      applyForce(force) {
        const f = Vector.div(force, this.mass);
        this.acceleration.add(f);
      }

      update() {
        this.velocity.add(this.acceleration);
        this.position.add(this.velocity);

        this.acceleration.mult(0);
      }

      move(direction) {
        if (direction === "right") this.applyForce(new Vector(20, 0));
        else if (direction === "left") this.applyForce(new Vector(-20, 0));
      }

      stop() {
        this.velocity = new Vector(0, 0);
        this.showDirection = true;
        this.onStop(this);
        this.downing = false;
      }

      down() {
        this.downing = true;
        this.velocity = new Vector(0, 30);
      }

      shoot(mousePos) {
        this.showDirection = false;
        const force = this.calcBallVelocity(this.angle(mousePos));
        this.applyForce(force);
      }

      calcBallVelocity(angle) {
        return new Vector(
          100 * Math.cos(angle) * POWER,
          100 * Math.sin(angle) * POWER
        );
      }

      angle(mousePos) {
        const opposite = mousePos.y - this.position.y;
        const adjacent = mousePos.x - this.position.x;
        const angle = Math.atan2(opposite, adjacent);

        return angle;
      }

      display() {
        circle(this.position.x, this.position.y, this.r, "#5ba7f4");
      }

      collideWith(brick) {
        if (this.downing) return false;

        const { x, y } = this.position;
        const r = this.r;

        const closestX = clamp(x, brick.x, brick.x + brick.w);
        const closestY = clamp(y, brick.y, brick.y + brick.h);

        const distanceX = x - closestX;
        const distanceY = y - closestY;
        const distanceSquared = distanceX * distanceX + distanceY * distanceY;

        const collided = distanceSquared < r * r;

        if (!collided) return false;

        if (
          closestY === brick.y &&
          between(closestX, brick.x - r + 3, brick.x + brick.w + r - 3)
        ) {
          this.velocity.y *= -1;
          this.position.y = closestY - r;
        } else if (
          closestY === brick.y + brick.h &&
          between(closestX, brick.x - r + 3, brick.x + brick.w + r - 3)
        ) {
          this.velocity.y *= -1;
          this.position.y = closestY + r;
        } else if (
          closestX === brick.x &&
          between(closestY, brick.y - r + 3, brick.y + brick.h + r - 3)
        ) {
          this.velocity.x *= -1;
          this.position.x = closestX - r;
        } else if (
          closestX === brick.x + brick.w &&
          between(closestY, brick.y - r + 3, brick.y + brick.h + r - 3)
        ) {
          this.velocity.x *= -1;
          this.position.x = closestX + r;
        }

        return true;
      }

      collideWithBonusBall(bonusBall) {
        if (this.downing) return false;

        const x = this.position.x - bonusBall.x;
        const y = this.position.y - bonusBall.y;
        const r = this.r;
        const collided = 2 * r >= Math.sqrt(x * x + y * y);

        return collided;
      }

      checkEdges() {
        if (this.position.x > width) {
          this.position.x = width;
          this.velocity.x *= -1;
        } else if (this.position.x < 0) {
          this.position.x = 0;
          this.velocity.x *= -1;
        }

        if (this.position.y > height - 100) {
          this.velocity.y *= -1;
          this.position.y = height - 100;
          this.stop();
        } else if (this.position.y < 100) {
          this.velocity.y *= -1;
          this.position.y = 100;
        }
      }
    }

    class Brick {
      constructor(n, x, y) {
        this.n = n;
        this.start = n;
        this.x = x * 120;
        this.y = y * 80 + uiOffsetY;
        this.w = 110;
        this.h = 70;
        this.hitCount = 0; // to track the number of hits on this brick
        this.colorIndex = 0; // to track the color state
        this.colors = ["#ff0000", "#00ff00", "#0000ff", "#ffff00", "#ff00ff", "#00ffff"];
      }

      shouldMoveDown(state) {
        return this.y < 80 * (state.level - this.start + 1) + uiOffsetY;
      }

      update(state) {
        if (this.shouldMoveDown(state)) {
          this.y = Math.min(
            this.y + 10,
            80 * (state.level - this.start + 1) + uiOffsetY
          );
        }
      }

      display(state) {
        fillRect(this.x, this.y, this.w, this.h, this.getColor());
        ctx.fillStyle = "black";
        ctx.font = "20px Arial";
        ctx.fillText(
          this.n,
          this.x + this.w / 2 - 8,
          this.y + this.h / 2 + 5
        );
      }

      getColor() {
        if (this.n <= 0) return "#faf8ef"; // Dead brick color
        return this.colors[this.colorIndex % this.colors.length];
      }

      hit() {
        this.n--;
        this.hitCount++;
        // Change the color every 10 hits
        if (this.hitCount % 10 === 0) {
          this.colorIndex++;
        }
      }

      get broken() {
        return this.n <= 0;
      }

      get hitBottom() {
        return this.y >= height - uiOffsetY - 80;
      }
    }

    class BrickParticle {
      constructor(n, x, y) {
        const i = n % 5;
        const j = ~~(n / 4);

        this.w = 22;
        this.h = 18;
        this.location = new Vector(x + i * this.w, y + j * this.h);
        this.acceleration = new Vector(0, 0);
        this.velocity = new Vector(
          i > 2
            ? random(0, 0.5)
            : i === 2
              ? random(-0.5, 0.5)
              : random(-0.5, 0),
          random(1, 3)
        );
        this.lifespan = 255;
      }

      update() {
        this.velocity.add(this.acceleration);
        this.location.add(this.velocity);
        this.lifespan -= 4;
      }

      display() {
        fillRect(
          this.location.x,
          this.location.y,
          22,
          18,
          `hsla(30, 70%, 63%, ${this.lifespan / 255})`
        );
      }

      run() {
        this.update();
        this.display();
      }

      get isDead() {
        return this.lifespan < 0;
      }
    }

    class BrickParticleSystem {
      constructor(x, y) {
        this.origin = new Vector(x, y);
        this.particles = range(20).map((n) => new BrickParticle(n, x, y));
      }

      addParticle() {
        this.particles.push(new BrickParticle(this.origin));
      }

      run() {
        this.particles.forEach((particle) => particle.run());
      }

      get isDead() {
        return !this.particles.length || this.particles[0].isDead;
      }
    }

    class BrickParticleSystems {
      constructor() {
        this.particleSystems = [];
      }

      addParticleSystem(...bricks) {
        const newPs = bricks.map(({ x, y }) => new BrickParticleSystem(x, y));
        this.particleSystems.push(...newPs);
      }

      run() {
        this.particleSystems = this.particleSystems.filter(
          (ps) => !ps.isDead
        );
        this.particleSystems.forEach((ps) => ps.run());
      }
    }

    class BonusBall {
      constructor(n, x, y) {
        this.start = n;
        this.r = 16;
        this.x = x * 120 + 56;
        this.y = y * 80 + 36 + uiOffsetY;
        this.hit = false;

        //         this.effectR = 18;
        //         this.effectD = 0.1;
      }

      moveDownLittle(state) {
        this.y = Math.min(
          this.y + 10,
          80 * (state.level - this.start + 1) + uiOffsetY + 40
        );
      }

      update(state) {
        if (this.hit) this.y = Math.min(this.y + 50, height - 100);
        else this.moveDownLittle(state);
      }

      display() {
        circle(this.x, this.y, this.r, "#3dd462");
      }

      hitWithBall() {
        this.hit = true;
      }

      collideWith(ball) {
        const x = ball.position.x - this.x;
        const y = ball.position.y - this.y;
        const r = this.r;
        const collided = 2 * r >= Math.sqrt(x * x + y * y);

        if (collided) {
          this.hit = true;
        }
        return collided;
      }
    }

    class UI {
      constructor() { }

      display(state) {
        line(0, uiOffsetY, width, uiOffsetY);
        line(0, height - uiOffsetY, width, height - uiOffsetY);
        this.showBallCount(state);
        this.showScore(state);
        this.showCombo(state); // Display the combo 
      }

      showScore(state) {
        ctx.fillText(`현재 점수: ${state.level}`, 30, uiOffsetY / 2 + 7);
        ctx.fillText(
          `최고 점수: ${state.bestLevel}`,
          width - 150,
          uiOffsetY / 2 + 7
        );
      }

      showBallCount(state) {
        if (!state.ballMoving)
          ctx.fillText(
            `x${state.ballCount}`,
            state.ballPos.x - 10,
            height - 55
          );
      }

      showCombo(state) {
        ctx.fillText(`콤보: ${state.comboCount}`, width - 200, height / 2);
      }

      gameOver() {
        fillRect(0, height / 2 - 100, width, 200, "rgba(0, 0, 0, 0.3)");
        ctx.font = "40px Arial";
        ctx.fillText("패배!", width / 2 - 40, height / 2 + 12);
        ctx.font = "20px Arial";
      }
    }

    class Balls {
      constructor(state) {
        this.balls = range(state.ballCount).map(
          (i) => new Ball(2, state.ballPos.x, state.ballPos.y)
        );
        this.onBallStop = (ball) => {
          if (!state.firstBallStop) {
            state.ballPos = ball.position.copy();
            state.firstBallStop = true;
          }
          ball.position.x = state.ballPos.x;
        };
        this.balls.forEach((ball) => ball.setOnStop(this.onBallStop));
      }

      collideWithBricks(bricks, state) {
        bricks.bricks.forEach((brick) => {
          this.balls.forEach((ball) => {
            const collided = ball.collideWith(brick);
            if (collided) {
              brick.hit();
              state.comboCount++; // Increment combo count on successful hit
              // Trigger explosion effect if the combo is over 50
              if (state.comboCount > 50) {
                this.triggerExplosion(brick);
              }
            } else if (state.comboCount > 0) {
              state.comboCount = 0; // Reset combo on miss
            }
          });
        });
      }

      triggerExplosion(brick) {
        const explosionParticleCount = 30; // Number of explosion particles
        for (let i = 0; i < explosionParticleCount; i++) {
          // Create explosion effect (customize as needed)
          const angle = random(0, Math.PI * 2);
          const speed = random(2, 5);
          const dx = Math.cos(angle) * speed;
          const dy = Math.sin(angle) * speed;
          // Implement explosion visual logic here - Example, circle, etc.
          circle(brick.x + brick.w / 2, brick.y + brick.h / 2, 5, "red"); // simple representation
        }
      }

      collideWithBonusBall(bonusBalls) {
        this.balls.forEach((ball) => {
          bonusBalls.forEach((bonusBall) => {
            const collided = ball.collideWithBonusBall(bonusBall);
            if (collided) bonusBall.hitWithBall();
          });
        });
      }

      get allStopped() {
        return this.balls.every((ball) => ball.velocity.mag() === 0);
      }

      addBalls(state, n) {
        const newBalls = range(n).map(
          (i) => new Ball(2, state.ballPos.x, state.ballPos.y)
        );
        newBalls.forEach((ball) => ball.setOnStop(this.onBallStop));
        this.balls.push(...newBalls);
      }

      async shoot(mousePos, state) {
        for (const ball of this.balls) {
          if (state.ballDowning) return;
          ball.shoot(mousePos);
          await delay(Math.max(50 - ~~(state.ballCount / 10), 10));
        }
      }

      display() {
        this.balls.forEach((ball) => {
          ball.update();
          ball.checkEdges();
          ball.display();
        });
      }

      down() {
        this.balls.forEach((ball) => ball.down());
      }
    }

    class Bricks {
      constructor() {
        this.bricks = [];
        this.particleSystems = new BrickParticleSystems();
      }

      addBricks(state, newBrickIndeces) {
        const newBricks = newBrickIndeces.map(
          (i) => new Brick(state.level, i, 0)
        );
        this.bricks.push(...newBricks);
      }

      display(state) {
        this.bricks.forEach((brick) => {
          brick.update(state);
          brick.display(state);
        });

        this.particleSystems.run();
      }

      break() {
        const brokenBricks = this.bricks.filter((brick) => brick.broken);
        this.particleSystems.addParticleSystem(...brokenBricks);
        this.bricks = this.bricks.filter((brick) => !brick.broken);
      }

      shouldSlideDown(state) {
        return this.bricks[0] && this.bricks[0].shouldMoveDown(state);
      }

      get hitBottom() {
        return this.bricks[0] && this.bricks[0].hitBottom;
      }
    }

    class BonusBalls {
      constructor() {
        this.bonusBalls = [];
      }

      addBonusBalls(state, newBonusBallIndex) {
        this.bonusBalls = [
          ...this.bonusBalls,
          new BonusBall(state.level, newBonusBallIndex, 0),
        ];
      }

      display(state) {
        this.bonusBalls.forEach((bonusBall) => {
          bonusBall.update(state);
          bonusBall.display();
        });
      }

      collideWithBall(balls) {
        this.bonusBalls.forEach((bonusBall) =>
          balls.balls.forEach((ball) => bonusBall.collideWith(ball))
        );
      }

      removeHitBalls() {
        this.bonusBalls = this.bonusBalls.filter(
          (b) => !b.hit || b.y > height
        );
      }

      get hitBallCount() {
        return this.bonusBalls.filter((ball) => ball.hit).length;
      }
    }

    class LocalStorageManager {
      constructor() {
        this.bestScoreKey = "brickBestScore";
        this.storage = window.localStorage;
      }

      getBestScore() {
        return this.storage.getItem(this.bestScoreKey) || 1;
      }

      setBestScore(score) {
        this.storage.setItem(this.bestScoreKey, score);
      }

      setScore(score) {
        this.setBestScore(Math.max(score, this.getBestScore()));
      }
    }

    class GameManager {
      constructor() {
        this.state = {
          ballPos: new Vector(width / 2, height - 100),
          ballMoving: false,
          ballCount: 1,
          ballDowning: false,
          brickMoving: false,
          firstBallStop: true,
          level: 1,
          over: false,
          comboCount: 0, // Initialize the combo count
        };

        this.balls = new Balls(this.state);
        this.bricks = new Bricks();
        this.bonusBalls = new BonusBalls();
        this.ballLine = new BallLine();
        this.ui = new UI();
        this.scoreStorage = new LocalStorageManager();
        this.state.bestLevel = this.scoreStorage.getBestScore();

        this.addBallsAndBricks();

        canvas.addEventListener("click", (e) => this.shootBalls(e));
      }

      addBallsAndBricks() {
        const bonusBallCount = this.bonusBalls.hitBallCount;
        const newBrickIndeces = shuffle(range(6)).slice(
          0,
          Math.random() > 0.9 ? randomInt(5) : randomInt(4)
        );
        const newBonusBallIndex = shuffle(
          range(6).filter((i) => !newBrickIndeces.includes(i))
        )[0];

        this.state.ballCount += bonusBallCount;
        this.balls.addBalls(this.state, bonusBallCount);
        this.bricks.addBricks(this.state, newBrickIndeces);
        this.bonusBalls.addBonusBalls(this.state, newBonusBallIndex);
      }

      shootBalls(e) {
        if (
          this.state.ballMoving ||
          this.state.brickMoving ||
          this.state.over
        )
          return;

        this.state.ballPos = null;
        this.state.ballMoving = true;
        this.state.ballDowning = false;
        this.state.firstBallStop = false;

        const { x, y } = Mouse.position;
        this.balls.shoot({ x, y: Math.min(y, 720) }, this.state);
      }

      checkCollision() {
        this.balls.collideWithBricks(this.bricks, this.state);
        this.bonusBalls.collideWithBall(this.balls);
        this.bricks.break();
      }

      draw() {
        clear();
        this.ballLine.display(this.state);
        this.balls.display();
        this.bricks.display(this.state);
        this.bonusBalls.display(this.state);
        this.ui.display(this.state);
      }

      run() {
        this.draw();
        this.checkCollision();

        if (this.state.ballMoving && this.balls.allStopped) {
          this.state.ballMoving = false;
          this.state.brickMoving = true;

          this.state.level += 1;
          this.scoreStorage.setScore(this.state.level);
          this.state.bestLevel = this.scoreStorage.getBestScore();
          this.state.comboCount = 0; // Reset combo on advancing to next level

          this.addBallsAndBricks();
        }

        if (this.state.brickMoving) {
          if (!this.bricks.shouldSlideDown(this.state)) {
            this.state.brickMoving = false;
            this.bonusBalls.removeHitBalls();
          }
        }

        if (this.bricks.hitBottom) {
          this.ui.gameOver();
          this.state.over = true;
        }

        window.requestAnimationFrame(() => this.run());
      }

      downBalls() {
        this.state.ballDowning = true;
        this.balls.down();
      }
    }

    canvas.addEventListener("mousemove", (e) => {
      const scale = ctx.scale;
      const offset = ctx.offset;
      const mx = e.pageX - canvas.offsetLeft;
      const my = e.pageY;

      Mouse.position = new Vector(mx, my);
    });

    const gameManager = new GameManager();
    gameManager.run();
  </script>
</body>

</html>