User prompt
Biraz daha arttır
User prompt
Çok az daha arttır
User prompt
Çok az daha
User prompt
Çok az daha arttır
User prompt
Toplar çok bitişik oldu biraz yükselt
User prompt
Bitişik toplar farklı yarıçaplara sahip ona göre topları birbirine daha yakın ayarla
User prompt
1. Sorunu düzelt
User prompt
Başlangıcta ortaya cıkan topları biraz azalt
User prompt
Toplar çok yavaş düşüyor
User prompt
Degerleri büyült o zaman
User prompt
Toplar carpışma bittikten sonra statik kalsın
User prompt
Başlangıçta oyun alanında 3 sıra olsun
User prompt
Çözümü uygula
User prompt
Toplar olduklaeı yerde titriyor zıplıyor yapmasınlar
User prompt
Biraz arttır
User prompt
Azalt
User prompt
Çarpışma algılama alanlarını top boyutunda küçült
User prompt
0,1 yap
User prompt
Ayrılma kuvvetini biraz azalt
User prompt
Balonların etrafında görünmez bir duvar teması engelliyor
User prompt
-1000
User prompt
-100
User prompt
-30
User prompt
Yatay ve dikey aralık -10
User prompt
Toplar hala birbirinden cok aralıklı
/**** * 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: 140, 4: 145, 8: 155, 16: 165, 32: 175, 64: 185, 128: 195, 256: 205, 512: 215, 1024: 220, 2048: 230 }; 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) * 0.8; // Reduce collision area to 80% of visual size 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 * 1.2 : minDistance; // Reduced from 1.4 to 1.2 to match smaller collision areas 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) * 0.8; // Use same reduced collision area // Enhanced merge sensitivity for same-numbered balls if (self.value === otherBall.value) { var mergeTriggerDistance = minDistance * 1.1; // Reduced sensitivity to match smaller collision areas 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 * 0.1; // 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 = 7; // Fixed number of balls per row for consistent layout var rowBalls = []; // Track balls in current row for spacing calculation var rowHeights = []; // Track row heights for stacking var previousRowBalls = []; // Track balls from previous row for vertical spacing for (var row = 0; row < 12; row++) { rowBalls = []; // Reset for each row var maxRadiusInRow = 0; // Track largest ball in current row // Create balls for this row first to know their sizes var ballsData = []; for (var col = 0; col < ballsPerRow; col++) { var ballValue = getRandomNextBallValue(); var radiusMap = { 2: 140, 4: 145, 8: 155, 16: 165, 32: 175, 64: 185, 128: 195, 256: 205, 512: 215, 1024: 220, 2048: 230 }; var ballRadius = radiusMap[ballValue] || 60; ballsData.push({ value: ballValue, radius: ballRadius }); maxRadiusInRow = Math.max(maxRadiusInRow, ballRadius); } // Calculate X positions to make balls touch tightly horizontally - subtract small overlap for tighter packing var xPositions = []; var currentX = 0; var overlapAmount = 1; // Reduce spacing by this amount to make balls closer for (var col = 0; col < ballsPerRow; col++) { if (col === 0) { // First ball starts at its radius currentX = ballsData[col].radius; } else { // Each subsequent ball is positioned closer than touching distance var prevRadius = ballsData[col - 1].radius; var currentRadius = ballsData[col].radius; currentX += prevRadius + currentRadius - overlapAmount; // Reduce spacing for tighter packing } xPositions.push(currentX); } // Center the entire row var totalRowWidth = xPositions[xPositions.length - 1] + ballsData[ballsPerRow - 1].radius; var offsetX = (localWidth - totalRowWidth) / 2; // Create and position the balls for (var col = 0; col < ballsPerRow; col++) { var initialBall = new Ball(ballsData[col].value); initialBall.x = xPositions[col] + offsetX; initialBall.velocityX = 0; initialBall.velocityY = 0; initialBall.isStatic = true; // Start as static for stable stacking rowBalls.push(initialBall); balls.push(initialBall); gameArea.addChild(initialBall); } // Calculate Y position to make balls touch tightly vertically with previous row var rowY; var verticalOverlap = 1; // Reduce vertical spacing for tighter packing if (row === 0) { // First row sits on bottom rowY = gameAreaHeight - 100 - maxRadiusInRow; } else { // For subsequent rows, find the minimum Y position with tighter packing rowY = gameAreaHeight; // Start with max possible Y for (var currentCol = 0; currentCol < rowBalls.length; currentCol++) { var currentBall = rowBalls[currentCol]; var currentBallRadius = currentBall.radius; var minYForThisBall = gameAreaHeight - 100 - currentBallRadius; // Default to bottom // Check against all balls in previous row for (var prevCol = 0; prevCol < previousRowBalls.length; prevCol++) { var prevBall = previousRowBalls[prevCol]; var dx = currentBall.x - prevBall.x; var dy = 0; // We'll calculate the required dy var horizontalDistance = Math.abs(dx); var requiredCenterDistance = currentBallRadius + prevBall.radius - verticalOverlap; // Tighter vertical packing // If balls are close enough horizontally to potentially touch if (horizontalDistance < requiredCenterDistance) { // Calculate the vertical distance needed for tighter packing var verticalDistance = Math.sqrt(Math.max(0, requiredCenterDistance * requiredCenterDistance - dx * dx)); var requiredY = prevBall.y - verticalDistance; minYForThisBall = Math.min(minYForThisBall, requiredY); } } // The row Y is determined by the ball that needs to be highest (smallest Y) rowY = Math.min(rowY, minYForThisBall); } } // Apply the calculated Y position to all balls in this row for (var j = 0; j < rowBalls.length; j++) { rowBalls[j].y = rowY; } // Store this row's balls for next row calculation previousRowBalls = rowBalls.slice(); // Copy the array } } // 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
@@ -86,9 +86,9 @@
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;
+ var minDistance = (self.radius + otherBall.radius) * 0.8; // Reduce collision area to 80% of visual size
if (distance < minDistance) {
// Collision detected - stop at safe position
var safeDistance = minDistance + 2; // Add small buffer
if (distance > 0) {
@@ -96,9 +96,9 @@
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;
+ var mergeDistance = self.value === otherBall.value ? minDistance * 1.2 : minDistance; // Reduced from 1.4 to 1.2 to match smaller collision areas
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
@@ -278,12 +278,12 @@
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;
+ var minDistance = (self.radius + otherBall.radius) * 0.8; // Use same reduced collision area
// Enhanced merge sensitivity for same-numbered balls
if (self.value === otherBall.value) {
- var mergeTriggerDistance = minDistance * 1.3; // 30% more sensitive
+ var mergeTriggerDistance = minDistance * 1.1; // Reduced sensitivity to match smaller collision areas
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
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