User prompt
60ms yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hala çok uzun sürüyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Satır temizlemeyi biraz hızlandır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Satır temizle parçalanma efecti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Parmagımı ortada basılı tuttugumda blok hızlıca yere insin
User prompt
Bloklar hala bozuk geliyor
User prompt
Blokların şekli tutarlı değil
User prompt
Hala bir sürü geliyor
User prompt
Lütfen düzelt
User prompt
Blokların geliş sıklıgı çok kısa
User prompt
Bloklar TEK TEK GELSİN
User prompt
Bloklar sırayla tek tek gelsin biri yere degmeddn başka blok gelmesin
User prompt
Bir blok yere degmeden başka gelmesin
User prompt
Ekranı kapla
User prompt
Tetris oyunu yap
User prompt
Block Drop Puzzle
Initial prompt
Tetris
/****
* Classes
****/
var Block = Container.expand(function (blockType) {
var self = Container.call(this);
self.blockType = blockType || 'block_I';
self.gridX = 0;
self.gridY = 0;
var blockGraphics = self.attachAsset(self.blockType, {
anchorX: 0,
anchorY: 0
});
self.setGridPosition = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = GRID_OFFSET_X + gridX * BLOCK_SIZE;
self.y = GRID_OFFSET_Y + gridY * BLOCK_SIZE;
};
return self;
});
var Tetromino = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'I';
self.rotation = 0;
self.gridX = 4; // Start in middle of board
self.gridY = 0;
self.blocks = [];
self.fallTimer = 0;
self.fallSpeed = 120; // Frames until next fall (2 seconds at 60 FPS)
self.isPlaced = false; // Prevent multiple placement calls
// Tetromino shapes and rotations
self.shapes = {
'I': [[[1, 1, 1, 1]], [[1], [1], [1], [1]], [[1, 1, 1, 1]], [[1], [1], [1], [1]]],
'O': [[[1, 1], [1, 1]], [[1, 1], [1, 1]], [[1, 1], [1, 1]], [[1, 1], [1, 1]]],
'T': [[[0, 1, 0], [1, 1, 1]], [[1, 0], [1, 1], [1, 0]], [[1, 1, 1], [0, 1, 0]], [[0, 1], [1, 1], [0, 1]]],
'S': [[[0, 1, 1], [1, 1, 0]], [[1, 0], [1, 1], [0, 1]], [[0, 1, 1], [1, 1, 0]], [[1, 0], [1, 1], [0, 1]]],
'Z': [[[1, 1, 0], [0, 1, 1]], [[0, 1], [1, 1], [1, 0]], [[1, 1, 0], [0, 1, 1]], [[0, 1], [1, 1], [1, 0]]],
'J': [[[1, 0, 0], [1, 1, 1]], [[1, 1], [1, 0], [1, 0]], [[1, 1, 1], [0, 0, 1]], [[0, 1], [0, 1], [1, 1]]],
'L': [[[0, 0, 1], [1, 1, 1]], [[1, 0], [1, 0], [1, 1]], [[1, 1, 1], [1, 0, 0]], [[1, 1], [0, 1], [0, 1]]]
};
self.getBlockType = function () {
// Map each tetromino type to its corresponding block asset
var blockTypeMap = {
'I': 'block_I',
'O': 'block_O',
'T': 'block_T',
'S': 'block_S',
'Z': 'block_Z',
'J': 'block_J',
'L': 'block_L'
};
return blockTypeMap[self.type] || 'block_I';
};
self.createBlocks = function () {
// Clear existing blocks
for (var i = 0; i < self.blocks.length; i++) {
self.blocks[i].destroy();
}
self.blocks = [];
// Ensure we have a valid shape for this type
if (!self.shapes[self.type]) {
console.error('Invalid tetromino type:', self.type);
return;
}
var shape = self.shapes[self.type][self.rotation];
var blockType = self.getBlockType();
for (var y = 0; y < shape.length; y++) {
for (var x = 0; x < shape[y].length; x++) {
if (shape[y][x] === 1) {
var block = new Block(blockType);
block.setGridPosition(self.gridX + x, self.gridY + y);
self.blocks.push(block);
game.addChild(block);
}
}
}
};
self.updatePosition = function () {
var shape = self.shapes[self.type][self.rotation];
var blockIndex = 0;
for (var y = 0; y < shape.length; y++) {
for (var x = 0; x < shape[y].length; x++) {
if (shape[y][x] === 1) {
if (blockIndex < self.blocks.length) {
self.blocks[blockIndex].setGridPosition(self.gridX + x, self.gridY + y);
}
blockIndex++;
}
}
}
};
self.canMoveTo = function (newX, newY, newRotation) {
var testRotation = newRotation !== undefined ? newRotation : self.rotation;
var shape = self.shapes[self.type][testRotation];
for (var y = 0; y < shape.length; y++) {
for (var x = 0; x < shape[y].length; x++) {
if (shape[y][x] === 1) {
var checkX = newX + x;
var checkY = newY + y;
// Check bounds
if (checkX < 0 || checkX >= GRID_WIDTH || checkY >= GRID_HEIGHT) {
return false;
}
// Check collision with placed blocks
if (checkY >= 0 && gameGrid[checkY] && gameGrid[checkY][checkX]) {
return false;
}
}
}
}
return true;
};
self.move = function (deltaX, deltaY) {
if (self.canMoveTo(self.gridX + deltaX, self.gridY + deltaY)) {
self.gridX += deltaX;
self.gridY += deltaY;
self.updatePosition();
return true;
}
return false;
};
self.rotate = function () {
var newRotation = (self.rotation + 1) % 4;
if (self.canMoveTo(self.gridX, self.gridY, newRotation)) {
self.rotation = newRotation;
self.updatePosition();
LK.getSound('piece_rotate').play();
return true;
}
return false;
};
self.update = function () {
self.fallTimer++;
if (self.fallTimer >= self.fallSpeed) {
self.fallTimer = 0;
if (!self.move(0, 1)) {
// Piece has landed
self.placePiece();
}
}
};
self.placePiece = function () {
// Prevent multiple calls
if (self.isPlaced) return;
self.isPlaced = true;
// Add blocks to grid
for (var i = 0; i < self.blocks.length; i++) {
var block = self.blocks[i];
if (block.gridY >= 0) {
if (!gameGrid[block.gridY]) gameGrid[block.gridY] = [];
gameGrid[block.gridY][block.gridX] = block;
}
}
// Remove blocks from this tetromino since they're now part of the grid
self.blocks = [];
LK.getSound('piece_drop').play();
checkCompleteLines();
// Clear current piece reference first
currentPiece = null;
// Spawn new piece with a small delay to ensure proper sequencing
LK.setTimeout(function () {
spawnNewPiece();
}, 50);
};
self.destroy = function () {
// Clean up all blocks when tetromino is destroyed
for (var i = 0; i < self.blocks.length; i++) {
if (self.blocks[i] && self.blocks[i].destroy) {
self.blocks[i].destroy();
}
}
self.blocks = [];
// Call parent destroy
Container.prototype.destroy.call(self);
};
return self;
});
/****
* Initialize Game
****/
// Game constants
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Orange
// Blue
// Red
// Green
// Purple
// Yellow
// Cyan
// Tetromino blocks - using different colors for each piece type
// Game constants
var GRID_WIDTH = 12;
var GRID_HEIGHT = 24;
var BLOCK_SIZE = 80;
var GRID_OFFSET_X = (2048 - GRID_WIDTH * BLOCK_SIZE) / 2;
var GRID_OFFSET_Y = 150;
// Game variables
var gameGrid = [];
var currentPiece = null;
var nextPieceType = null;
var gameLevel = 1;
var linesCleared = 0;
var lastMoveTime = 0;
var moveDelay = 100; // Milliseconds between moves
// Initialize grid
for (var y = 0; y < GRID_HEIGHT; y++) {
gameGrid[y] = [];
for (var x = 0; x < GRID_WIDTH; x++) {
gameGrid[y][x] = null;
}
}
// Tetromino types
var pieceTypes = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];
function getRandomPieceType() {
return pieceTypes[Math.floor(Math.random() * pieceTypes.length)];
}
function spawnNewPiece() {
// Don't spawn if there's already an active piece or if one is being placed
if (currentPiece && !currentPiece.isPlaced) {
return;
}
if (!nextPieceType) {
nextPieceType = getRandomPieceType();
}
// Create new piece and set as current immediately to prevent double spawning
var newPiece = new Tetromino(nextPieceType);
currentPiece = newPiece;
game.addChild(currentPiece);
currentPiece.createBlocks();
nextPieceType = getRandomPieceType();
// Check game over
if (!currentPiece.canMoveTo(currentPiece.gridX, currentPiece.gridY)) {
LK.showGameOver();
return;
}
}
function checkCompleteLines() {
var completedLines = [];
// Find completed lines
for (var y = 0; y < GRID_HEIGHT; y++) {
var lineComplete = true;
for (var x = 0; x < GRID_WIDTH; x++) {
if (!gameGrid[y][x]) {
lineComplete = false;
break;
}
}
if (lineComplete) {
completedLines.push(y);
}
}
if (completedLines.length > 0) {
// Sort completed lines from bottom to top (highest Y to lowest Y)
// This ensures we process lines from bottom up, keeping indices valid
completedLines.sort(function (a, b) {
return b - a;
});
// Remove completed lines
for (var i = 0; i < completedLines.length; i++) {
var lineY = completedLines[i];
// Destroy blocks in this line
for (var x = 0; x < GRID_WIDTH; x++) {
if (gameGrid[lineY][x]) {
gameGrid[lineY][x].destroy();
gameGrid[lineY][x] = null;
}
}
// Move lines down
for (var y = lineY; y > 0; y--) {
for (var x = 0; x < GRID_WIDTH; x++) {
gameGrid[y][x] = gameGrid[y - 1][x];
if (gameGrid[y][x]) {
gameGrid[y][x].setGridPosition(x, y);
}
}
}
// Clear top line
for (var x = 0; x < GRID_WIDTH; x++) {
gameGrid[0][x] = null;
}
}
// Update score
linesCleared += completedLines.length;
var points = 0;
switch (completedLines.length) {
case 1:
points = 100;
break;
case 2:
points = 300;
break;
case 3:
points = 500;
break;
case 4:
points = 800;
break;
}
LK.setScore(LK.getScore() + points * gameLevel);
// Level up every 10 lines
var newLevel = Math.floor(linesCleared / 10) + 1;
if (newLevel > gameLevel) {
gameLevel = newLevel;
}
LK.getSound('line_clear').play();
}
}
// Create score display
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 80;
scoreText.y = 50;
LK.gui.addChild(scoreText);
var levelText = new Text2('Level: 1', {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
levelText.x = 80;
levelText.y = 150;
LK.gui.addChild(levelText);
var linesText = new Text2('Lines: 0', {
size: 80,
fill: 0xFFFFFF
});
linesText.anchor.set(0, 0);
linesText.x = 80;
linesText.y = 250;
LK.gui.addChild(linesText);
// Draw grid borders
for (var x = 0; x <= GRID_WIDTH; x++) {
for (var y = 0; y < GRID_HEIGHT + 1; y++) {
if (x === 0 || x === GRID_WIDTH) {
var border = LK.getAsset('grid_border', {
x: GRID_OFFSET_X + x * BLOCK_SIZE - 4,
y: GRID_OFFSET_Y + y * BLOCK_SIZE,
scaleX: 1,
scaleY: BLOCK_SIZE / 8
});
game.addChild(border);
}
}
}
for (var y = GRID_HEIGHT; y <= GRID_HEIGHT; y++) {
for (var x = 0; x < GRID_WIDTH; x++) {
var border = LK.getAsset('grid_border', {
x: GRID_OFFSET_X + x * BLOCK_SIZE,
y: GRID_OFFSET_Y + y * BLOCK_SIZE,
scaleX: BLOCK_SIZE / 8,
scaleY: 1
});
game.addChild(border);
}
}
// Spawn first piece
spawnNewPiece();
game.down = function (x, y, obj) {
if (!currentPiece) return;
var now = Date.now();
if (now - lastMoveTime < moveDelay) return;
lastMoveTime = now;
// Divide screen into zones for controls
var leftZone = 2048 * 0.25;
var rightZone = 2048 * 0.75;
var rotateZone = 2732 * 0.7;
if (x < leftZone) {
// Left movement
currentPiece.move(-1, 0);
} else if (x > rightZone) {
// Right movement
currentPiece.move(1, 0);
} else if (y > rotateZone) {
// Drop piece faster
currentPiece.move(0, 1);
} else {
// Rotate piece
currentPiece.rotate();
}
};
game.update = function () {
if (currentPiece) {
// Update fall speed based on level
currentPiece.fallSpeed = Math.max(30, 120 - (gameLevel - 1) * 8);
}
// Update UI
scoreText.setText('Score: ' + LK.getScore());
levelText.setText('Level: ' + gameLevel);
linesText.setText('Lines: ' + linesCleared);
}; ===================================================================
--- original.js
+++ change.js
@@ -76,19 +76,16 @@
}
};
self.updatePosition = function () {
var shape = self.shapes[self.type][self.rotation];
- for (var i = 0; i < self.blocks.length; i++) {
- var blockIndex = 0;
- for (var y = 0; y < shape.length; y++) {
- for (var x = 0; x < shape[y].length; x++) {
- if (shape[y][x] === 1) {
- if (blockIndex === i) {
- self.blocks[i].setGridPosition(self.gridX + x, self.gridY + y);
- break;
- }
- blockIndex++;
+ var blockIndex = 0;
+ for (var y = 0; y < shape.length; y++) {
+ for (var x = 0; x < shape[y].length; x++) {
+ if (shape[y][x] === 1) {
+ if (blockIndex < self.blocks.length) {
+ self.blocks[blockIndex].setGridPosition(self.gridX + x, self.gridY + y);
}
+ blockIndex++;
}
}
}
};
@@ -125,9 +122,9 @@
self.rotate = function () {
var newRotation = (self.rotation + 1) % 4;
if (self.canMoveTo(self.gridX, self.gridY, newRotation)) {
self.rotation = newRotation;
- self.createBlocks();
+ self.updatePosition();
LK.getSound('piece_rotate').play();
return true;
}
return false;
@@ -153,8 +150,10 @@
if (!gameGrid[block.gridY]) gameGrid[block.gridY] = [];
gameGrid[block.gridY][block.gridX] = block;
}
}
+ // Remove blocks from this tetromino since they're now part of the grid
+ self.blocks = [];
LK.getSound('piece_drop').play();
checkCompleteLines();
// Clear current piece reference first
currentPiece = null;
@@ -162,8 +161,19 @@
LK.setTimeout(function () {
spawnNewPiece();
}, 50);
};
+ self.destroy = function () {
+ // Clean up all blocks when tetromino is destroyed
+ for (var i = 0; i < self.blocks.length; i++) {
+ if (self.blocks[i] && self.blocks[i].destroy) {
+ self.blocks[i].destroy();
+ }
+ }
+ self.blocks = [];
+ // Call parent destroy
+ Container.prototype.destroy.call(self);
+ };
return self;
});
/****