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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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 ****/ // Game constants // Tetromino blocks - using different colors for each piece type // Cyan // Yellow // Purple // Green // Red // Blue // Orange 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]; // Create particle explosion effect for this line for (var x = 0; x < GRID_WIDTH; x++) { if (gameGrid[lineY][x]) { var block = gameGrid[lineY][x]; // Create explosion effect before destroying var originalX = block.x; var originalY = block.y; var originalScaleX = block.scaleX; var originalScaleY = block.scaleY; var originalAlpha = block.alpha; // Random direction for explosion var randomX = originalX + (Math.random() - 0.5) * 400; var randomY = originalY + (Math.random() - 0.5) * 200; // Animate block flying away and fading tween(block, { x: randomX, y: randomY, scaleX: originalScaleX * 0.2, scaleY: originalScaleY * 0.2, alpha: 0, rotation: (Math.random() - 0.5) * Math.PI * 2 }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { if (block && block.destroy) { block.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
@@ -291,9 +291,9 @@
scaleY: originalScaleY * 0.2,
alpha: 0,
rotation: (Math.random() - 0.5) * Math.PI * 2
}, {
- duration: 80,
+ duration: 60,
easing: tween.easeOut,
onFinish: function onFinish() {
if (block && block.destroy) {
block.destroy();