User prompt
Olmuyor neden
User prompt
Önizleme top numarası hala düzelmedi
User prompt
Olmuyor
User prompt
Beni anlamıyorsun mk yukarıda top yokmu onun üzerinde yazan 2 4 8 numaralar topu ortalasın
User prompt
Yukaeıdaki sonraki top izleme numarası yeri yanlış yukaeı taşı
User prompt
Ömizleme numarası biraz yukarı kaldır
User prompt
Olmadı önizlemedeki top numarası çok aşagıda
User prompt
Önizlemede bulunan top numarasını topa ortala
User prompt
Sıradakitop önizleme biraz küçült ekranda tam gözükmüyor
User prompt
Sıradaki top önizlemeyi biraz büyült ve tehlike bölgesi çizgisine temas etsin
User prompt
Tehlike çizgisi puanlamanın altına
User prompt
Tehlikeli bölge cok az daha aşagı
User prompt
Tehlikeli bölge çizgisi cok az daha aşagı
User prompt
Tehlikeli gizgi bölgesini biraz aşagı taşı
User prompt
Tehlikeli bölge çizgisini göster
User prompt
Puanlama ilk top yukardan bırakıldıgında devreye girer ve her birleşim 1 puan
User prompt
2048top varlıgı ekle
User prompt
Beni anlamıyorsın too1048 birleştiginde oyun bitmez top2048 ortaya cıkar ve top2048 birleşirse top2048 patlayarak ortadan yok olur oyın devam eder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Top1024 birleşiminde top2048 ortaya cıkar
User prompt
Her birleştirme 1 puan
User prompt
Toplar birbirine temas etsin
User prompt
50 yap
User prompt
30 yap
User prompt
Oyında toplar birbirine tams etmeli araları cok fazla
User prompt
Oyın alanındaki top aralıkları cok açık daralt
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Ball = Container.expand(function (value) {
var self = Container.call(this);
self.value = value || 2;
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.8;
self.bounce = 0.4;
self.friction = 0.98;
// Set radius based on ball value for proper physics
var radiusMap = {
2: 120,
4: 125,
8: 135,
16: 145,
32: 155,
64: 165,
128: 175,
256: 185,
512: 195,
1024: 200,
2048: 210
};
self.radius = radiusMap[self.value] || 60;
self.isStatic = false;
self.mergeTimer = 0;
self.hasBeenMerged = false;
var ballAsset;
try {
ballAsset = self.attachAsset('ball' + self.value, {
anchorX: 0.5,
anchorY: 0.5
});
} catch (e) {
// Fallback for 2048 ball if image asset fails
if (self.value === 2048) {
ballAsset = self.attachAsset('ball2048top', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
throw e;
}
}
var valueText = new Text2(self.value.toString(), {
size: 56,
fill: 0xFFFFFF
});
valueText.anchor.set(0.5, 0.5);
self.addChild(valueText);
self.update = function () {
if (self.hasBeenMerged) return;
if (self.mergeTimer > 0) {
self.mergeTimer--;
return;
}
// Apply physics only if not static
if (!self.isStatic) {
// Store previous position for continuous collision detection
var prevX = self.x;
var prevY = self.y;
// Apply gravity
self.velocityY += self.gravity;
// Calculate intended new position
var newX = self.x + self.velocityX;
var newY = self.y + self.velocityY;
// Continuous collision detection - check path from current to intended position
var stepCount = Math.max(1, Math.ceil(Math.abs(self.velocityX) + Math.abs(self.velocityY)) / (self.radius * 0.5));
var stepX = (newX - self.x) / stepCount;
var stepY = (newY - self.y) / stepCount;
var collisionOccurred = false;
// Check each step along the movement path
for (var step = 1; step <= stepCount && !collisionOccurred; step++) {
var testX = self.x + stepX * step;
var testY = self.y + stepY * step;
// Test collision with other balls
for (var i = 0; i < balls.length; i++) {
var otherBall = balls[i];
if (otherBall === self || otherBall.hasBeenMerged || otherBall.mergeTimer > 0) continue;
var dx = otherBall.x - testX;
var dy = otherBall.y - testY;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = self.radius + otherBall.radius;
if (distance < minDistance) {
// Collision detected - stop at safe position
var safeDistance = minDistance + 2; // Add small buffer
if (distance > 0) {
var normalX = dx / distance;
var normalY = dy / distance;
self.x = otherBall.x - normalX * safeDistance;
self.y = otherBall.y - normalY * safeDistance;
// Check for merge first - increased sensitivity for same-numbered balls
var mergeDistance = self.value === otherBall.value ? minDistance * 1.4 : minDistance;
if (self.value === otherBall.value && self.mergeTimer === 0 && otherBall.mergeTimer === 0 && distance < mergeDistance) {
// Special case: when two 2048 balls merge, they explode and disappear
if (self.value === 2048) {
// Create explosion effect for both 2048 balls
tween(self, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut
});
tween(otherBall, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut
});
// Mark both balls for removal
self.hasBeenMerged = true;
otherBall.hasBeenMerged = true;
LK.getSound('merge').play();
if (scoringActive) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
return;
}
var newValue = self.value * 2;
if (newValue <= 2048) {
var newBall = new Ball(newValue);
newBall.x = (self.x + otherBall.x) / 2;
newBall.y = (self.y + otherBall.y) / 2;
newBall.velocityX = (self.velocityX + otherBall.velocityX) / 2;
newBall.velocityY = (self.velocityY + otherBall.velocityY) / 2;
newBall.mergeTimer = 10;
// Add merge animation - scale and pulse effect
newBall.scaleX = 0.2; // Start very small
newBall.scaleY = 0.2; // Start very small
newBall.alpha = 0.7; // Start semi-transparent
tween(newBall, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Pulse back to normal size
tween(newBall, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.easeInOut
});
}
});
// Animate merging balls with shrink and fade
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 250,
easing: tween.easeIn
});
tween(otherBall, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 250,
easing: tween.easeIn
});
balls.push(newBall);
gameArea.addChild(newBall);
// Mark for removal
self.hasBeenMerged = true;
otherBall.hasBeenMerged = true;
LK.getSound('merge').play();
if (scoringActive) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
// No win condition - game continues even after reaching 2048
return;
}
}
// Enhanced collision response for better stacking
var relativeVelX = self.velocityX - otherBall.velocityX;
var relativeVelY = self.velocityY - otherBall.velocityY;
var relativeSpeed = relativeVelX * normalX + relativeVelY * normalY;
if (relativeSpeed > 0) {
// Calculate mass-based collision response (assume equal mass)
var restitution = 0.3; // Lower restitution for more stable stacking
var impulse = (1 + restitution) * relativeSpeed * 0.5;
self.velocityX -= impulse * normalX;
self.velocityY -= impulse * normalY;
otherBall.velocityX += impulse * normalX;
otherBall.velocityY += impulse * normalY;
// Apply different friction based on collision angle
var collisionAngle = Math.atan2(normalY, normalX);
var frictionFactor = Math.abs(Math.sin(collisionAngle)) * 0.8 + 0.2;
self.velocityX *= self.friction * frictionFactor;
self.velocityY *= self.friction * frictionFactor;
otherBall.velocityX *= otherBall.friction * frictionFactor;
otherBall.velocityY *= otherBall.friction * frictionFactor;
// Enhanced static detection for stacking
if (Math.abs(self.velocityY) < 0.5 && Math.abs(self.velocityX) < 0.5) {
// Check if ball is supported (has another ball below it or touching ground)
var supportFound = false;
var localBottom = gameAreaHeight - 20;
// Check ground support
if (self.y + self.radius >= localBottom - 5) {
supportFound = true;
} else {
// Check support from other balls
for (var j = 0; j < balls.length; j++) {
var supportBall = balls[j];
if (supportBall === self || supportBall.hasBeenMerged) continue;
var supportDx = supportBall.x - self.x;
var supportDy = supportBall.y - self.y;
var supportDistance = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
// Check if this ball is resting on another ball (other ball is below)
if (supportDistance < (self.radius + supportBall.radius) * 1.1 && supportDy > 0) {
supportFound = true;
break;
}
}
}
if (supportFound) {
self.isStatic = true;
self.velocityX = 0;
self.velocityY = 0;
}
}
}
}
collisionOccurred = true;
break;
}
}
}
// If no collision occurred, move to intended position
if (!collisionOccurred) {
self.x = newX;
self.y = newY;
}
// Boundary collisions after position update
var localWidth = gameAreaRight - gameAreaLeft;
var localBottom = gameAreaHeight - 20; // gameAreaHeight minus bottom wall height
// Ground collision
if (self.y + self.radius > localBottom) {
self.y = localBottom - self.radius;
self.velocityY *= -self.bounce;
self.velocityX *= self.friction;
if (Math.abs(self.velocityY) < 1) {
self.velocityY = 0;
self.isStatic = true;
}
}
// Side walls collision
if (self.x - self.radius < 0) {
self.x = self.radius;
self.velocityX *= -self.bounce;
}
if (self.x + self.radius > localWidth) {
self.x = localWidth - self.radius;
self.velocityX *= -self.bounce;
}
}
// Enhanced merge detection pass - check for nearby same-numbered balls
for (var i = 0; i < balls.length; i++) {
var otherBall = balls[i];
if (otherBall === self || otherBall.hasBeenMerged || otherBall.mergeTimer > 0 || self.mergeTimer > 0) continue;
var dx = otherBall.x - self.x;
var dy = otherBall.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = self.radius + otherBall.radius;
// Enhanced merge sensitivity for same-numbered balls
if (self.value === otherBall.value) {
var mergeTriggerDistance = minDistance * 1.3; // 30% more sensitive
if (distance < mergeTriggerDistance) {
// Special case: when two 2048 balls merge, they explode and disappear
if (self.value === 2048) {
// Create explosion effect for both 2048 balls
tween(self, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut
});
tween(otherBall, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut
});
// Mark both balls for removal
self.hasBeenMerged = true;
otherBall.hasBeenMerged = true;
LK.getSound('merge').play();
if (scoringActive) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
return;
}
var newValue = self.value * 2;
if (newValue <= 2048) {
var newBall = new Ball(newValue);
newBall.x = (self.x + otherBall.x) / 2;
newBall.y = (self.y + otherBall.y) / 2;
newBall.velocityX = (self.velocityX + otherBall.velocityX) / 2;
newBall.velocityY = (self.velocityY + otherBall.velocityY) / 2;
newBall.mergeTimer = 10;
// Add merge animation - scale and pulse effect
newBall.scaleX = 0.2; // Start very small
newBall.scaleY = 0.2; // Start very small
newBall.alpha = 0.7; // Start semi-transparent
tween(newBall, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Pulse back to normal size
tween(newBall, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.easeInOut
});
}
});
// Animate merging balls with shrink and fade
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 250,
easing: tween.easeIn
});
tween(otherBall, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 250,
easing: tween.easeIn
});
balls.push(newBall);
gameArea.addChild(newBall);
// Mark for removal
self.hasBeenMerged = true;
otherBall.hasBeenMerged = true;
LK.getSound('merge').play();
if (scoringActive) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
// No win condition - game continues even after reaching 2048
return;
}
}
}
// Enhanced separation for stable stacking
if (distance < minDistance && distance > 0) {
var overlap = minDistance - distance;
var normalX = dx / distance;
var normalY = dy / distance;
// Different separation strategies based on ball positions
var separationForce = overlap * 0.5;
// If one ball is static and the other is moving, adjust separation
if (self.isStatic && !otherBall.isStatic) {
// Static ball moves less
self.x -= normalX * separationForce * 0.2;
self.y -= normalY * separationForce * 0.2;
otherBall.x += normalX * separationForce * 0.8;
otherBall.y += normalY * separationForce * 0.8;
} else if (!self.isStatic && otherBall.isStatic) {
// Other ball is static
self.x -= normalX * separationForce * 0.8;
self.y -= normalY * separationForce * 0.8;
otherBall.x += normalX * separationForce * 0.2;
otherBall.y += normalY * separationForce * 0.2;
} else {
// Both moving or both static - equal separation
self.x -= normalX * separationForce;
self.y -= normalY * separationForce;
otherBall.x += normalX * separationForce;
otherBall.y += normalY * separationForce;
}
// Ensure balls stay within bounds after separation
var localWidth = gameAreaRight - gameAreaLeft;
var localBottom = gameAreaHeight - 20; // gameAreaHeight minus bottom wall height
self.x = Math.max(self.radius, Math.min(localWidth - self.radius, self.x));
self.y = Math.max(self.radius, Math.min(localBottom - self.radius, self.y));
// Re-check static state after separation
if (self.isStatic && (Math.abs(self.x - (self.x - normalX * separationForce)) > 1 || Math.abs(self.y - (self.y - normalY * separationForce)) > 1)) {
self.isStatic = false; // Ball was moved significantly, make it dynamic again
}
}
}
// Periodic re-evaluation of static state for better stacking
if (LK.ticks % 10 === 0 && !self.hasBeenMerged) {
// Check every 10 frames
if (!self.isStatic && Math.abs(self.velocityX) < 0.3 && Math.abs(self.velocityY) < 0.3) {
// Check if ball should become static
var supportFound = false;
var localBottom = gameAreaHeight - 20;
// Check ground support
if (self.y + self.radius >= localBottom - 2) {
supportFound = true;
} else {
// Check support from other static balls
for (var k = 0; k < balls.length; k++) {
var checkBall = balls[k];
if (checkBall === self || checkBall.hasBeenMerged || !checkBall.isStatic) continue;
var checkDx = checkBall.x - self.x;
var checkDy = checkBall.y - self.y;
var checkDistance = Math.sqrt(checkDx * checkDx + checkDy * checkDy);
// Ball is resting on another static ball
if (checkDistance < (self.radius + checkBall.radius) * 1.05 && checkDy > 0) {
supportFound = true;
break;
}
}
}
if (supportFound) {
self.isStatic = true;
self.velocityX = 0;
self.velocityY = 0;
}
} else if (self.isStatic) {
// Check if static ball should become dynamic (lost support)
var stillSupported = false;
var localBottom = gameAreaHeight - 20;
// Check ground support
if (self.y + self.radius >= localBottom - 2) {
stillSupported = true;
} else {
// Check support from other balls
for (var k = 0; k < balls.length; k++) {
var supportBall = balls[k];
if (supportBall === self || supportBall.hasBeenMerged) continue;
var supportDx = supportBall.x - self.x;
var supportDy = supportBall.y - self.y;
var supportDistance = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDistance < (self.radius + supportBall.radius) * 1.05 && supportDy > 0) {
stillSupported = true;
break;
}
}
}
if (!stillSupported) {
self.isStatic = false; // Ball lost support, make it fall
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf5f5dc
});
/****
* Game Code
****/
var balls = [];
var nextBallValue = 2;
var gameAreaLeft = 0;
var gameAreaRight = 2048;
var gameAreaTop = 0;
var gameAreaBottom = 2732;
var dropCooldown = 0;
var gameAreaHeight = gameAreaBottom - gameAreaTop;
var dangerZoneImmunity = 300; // 5 seconds at 60fps
var scoringActive = false; // Flag to track when scoring should be active
// Create game area background
var gameAreaBg = game.addChild(LK.getAsset('gameArea', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: gameAreaTop
}));
// Create game area container for balls
var gameArea = new Container();
gameArea.x = gameAreaLeft;
gameArea.y = gameAreaTop;
game.addChild(gameArea);
// Create visible walls
var leftWall = game.addChild(LK.getAsset('leftWall', {
anchorX: 1,
anchorY: 0,
x: gameAreaLeft,
y: gameAreaTop
}));
var rightWall = game.addChild(LK.getAsset('rightWall', {
anchorX: 0,
anchorY: 0,
x: gameAreaRight,
y: gameAreaTop
}));
var bottomWall = game.addChild(LK.getAsset('bottomWall', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: gameAreaBottom
}));
// Create danger zone line (visible red line showing danger threshold)
var dangerZoneLine = game.addChild(LK.getAsset('gameOverLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: gameAreaTop + 350,
alpha: 0.8,
visible: true
}));
// Create score display
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
scoreText.x = -50; // Small offset from right edge
scoreText.y = 100;
// Create next ball preview
var nextBallPreview = LK.getAsset('ball' + nextBallValue, {
anchorX: 0.5,
anchorY: 1.0,
x: 1024,
y: gameAreaTop + 350,
scaleX: 1.4,
scaleY: 1.4
});
game.addChild(nextBallPreview);
// Create next ball value text
var nextBallText = new Text2(nextBallValue.toString(), {
size: 48,
fill: 0xFFFFFF
});
nextBallText.anchor.set(0.5, 0.5);
nextBallText.x = 1024;
nextBallText.y = gameAreaTop + 200;
game.addChild(nextBallText);
function getRandomNextBallValue() {
var values = [2, 4, 8];
return values[Math.floor(Math.random() * values.length)];
}
function updateNextBallPreview() {
game.removeChild(nextBallPreview);
game.removeChild(nextBallText);
nextBallPreview = LK.getAsset('ball' + nextBallValue, {
anchorX: 0.5,
anchorY: 1.0,
x: 1024,
y: gameAreaTop + 350,
scaleX: 1.4,
scaleY: 1.4
});
game.addChild(nextBallPreview);
nextBallText = new Text2(nextBallValue.toString(), {
size: 48,
fill: 0xFFFFFF
});
nextBallText.anchor.set(0.5, 0.5);
nextBallText.x = 1024;
nextBallText.y = gameAreaTop + 200;
game.addChild(nextBallText);
}
function checkGameOver() {
// Skip game over check during immunity period
if (dangerZoneImmunity > 0) return;
for (var i = 0; i < balls.length; i++) {
// Check if ball touches the danger zone (first 350 pixels of game area)
// Since balls are in gameArea container, we use local coordinates
// Only trigger game over if ball is static (not actively falling) and in danger zone
if (balls[i].y - balls[i].radius <= 350 && balls[i].isStatic) {
LK.showGameOver();
return;
}
}
}
function cleanupMergedBalls() {
for (var i = balls.length - 1; i >= 0; i--) {
if (balls[i].hasBeenMerged) {
gameArea.removeChild(balls[i]);
balls[i].destroy();
balls.splice(i, 1);
}
}
}
// Create initial balls to fill container to the top
function createInitialBalls() {
var localWidth = gameAreaRight - gameAreaLeft;
var ballsPerRow = Math.floor(localWidth / 60); // Space balls 60px apart for much tighter spacing
var startX = (localWidth - (ballsPerRow - 1) * 60) / 2; // Center the row
for (var row = 0; row < 18; row++) {
for (var col = 0; col < ballsPerRow; col++) {
var initialBall = new Ball(getRandomNextBallValue());
initialBall.x = startX + col * 60;
initialBall.y = gameAreaHeight - 100 - row * 60; // Start from bottom, 60px spacing
initialBall.velocityX = 0;
initialBall.velocityY = 0;
initialBall.isStatic = true; // Start as static for stable stacking
balls.push(initialBall);
gameArea.addChild(initialBall);
}
}
}
// Initialize the starting balls
createInitialBalls();
game.down = function (x, y, obj) {
if (dropCooldown > 0) return;
// Activate scoring system when first ball is dropped
if (!scoringActive) {
scoringActive = true;
}
// Constrain drop position to game area (convert to local coordinates)
var localWidth = gameAreaRight - gameAreaLeft;
var localX = x - gameAreaLeft;
var dropX = Math.max(80, Math.min(localWidth - 80, localX));
var newBall = new Ball(nextBallValue);
newBall.x = dropX;
newBall.y = 420; // Start below the danger zone (350px) plus ball radius (60px) plus buffer
newBall.velocityX = 0;
newBall.velocityY = 0;
balls.push(newBall);
gameArea.addChild(newBall);
LK.getSound('drop').play();
// Update next ball
nextBallValue = getRandomNextBallValue();
updateNextBallPreview();
dropCooldown = 30; // 0.5 seconds at 60fps
};
game.update = function () {
if (dropCooldown > 0) {
dropCooldown--;
}
// Handle danger zone immunity countdown
if (dangerZoneImmunity > 0) {
dangerZoneImmunity--;
}
cleanupMergedBalls();
checkGameOver();
// Update score display
scoreText.setText(LK.getScore());
}; ===================================================================
--- original.js
+++ change.js
@@ -558,9 +558,9 @@
fill: 0xFFFFFF
});
nextBallText.anchor.set(0.5, 0.5);
nextBallText.x = 1024;
-nextBallText.y = gameAreaTop + 280;
+nextBallText.y = gameAreaTop + 200;
game.addChild(nextBallText);
function getRandomNextBallValue() {
var values = [2, 4, 8];
return values[Math.floor(Math.random() * values.length)];
@@ -582,9 +582,9 @@
fill: 0xFFFFFF
});
nextBallText.anchor.set(0.5, 0.5);
nextBallText.x = 1024;
- nextBallText.y = gameAreaTop + 280;
+ nextBallText.y = gameAreaTop + 200;
game.addChild(nextBallText);
}
function checkGameOver() {
// Skip game over check during immunity period
Koyu yeşil bilye. In-Game asset. 2d. High contrast. No shadows
Kahverengi bilye. In-Game asset. 2d. High contrast. No shadows
Bprdo renk bilye. In-Game asset. 2d. High contrast. No shadows
Açık kahve bilye. In-Game asset. 2d. High contrast. No shadows
Gri bilye. In-Game asset. 2d. High contrast. No shadows