User prompt
Blok lar kendi etraflarında dönüyor aşağı gelmiyorlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Block lar aşağı düşmüyor
User prompt
Oyunu geliştir ve animasyon dahada akıcı olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Diller kısmını ekle 3 dil seçeneği olsun İngilizce Türkçe ve almanca ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ses efektleri ekle
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(hearts[h], {' Line Number: 599
User prompt
Daha akıcı gözükmesi için animasyon ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuna müzik ekle telifsiz olsun
User prompt
Zor yazısı gözükmüyor mavi yaz
User prompt
Müzik ekle zorluk menüsü ekle blok lar biraz büyült ve oyunu geliştir
User prompt
Menü ekle oyunun ismi yazsın oyun ismi SÜMÜKLÜ ÇOCUK FİRARDA olsun ve oyunu biraz zorlaştır ve geliştirme
User prompt
Can barı ekrana sığmıyor ve biraz skor puanımız artıkça hızı artsın zorlarsan
Code edit (1 edits merged)
Please save this source code
User prompt
Tap Rush
Initial prompt
Basit bir mobil oyun yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Block = Container.expand(function () { var self = Container.call(this); self.blockType = 'normal'; self.fallSpeed = 5; self.points = 10; var blockGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); self.setColor = function (color) { blockGraphics.tint = color; }; self.setPowerUp = function (type) { self.blockType = type; self.removeChildren(); var powerupGraphics = self.attachAsset('powerupBlock', { anchorX: 0.5, anchorY: 0.5 }); self.points = 50; }; self.update = function () { self.y += self.fallSpeed; // Add subtle rotation while falling self.rotation += 0.02; }; self.down = function (x, y, obj) { if (self.parent) { handleBlockTap(self); } }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var MenuScreen = Container.expand(function () { var self = Container.call(this); // Background overlay var bg = self.attachAsset('menuBg', { width: 2048, height: 2732, color: 0x000000, shape: 'box', anchorX: 0, anchorY: 0 }); bg.alpha = 0; // Animate background fade in tween(bg, { alpha: 0.8 }, { duration: 800, easing: tween.easeOut }); // Game title var titleTxt = new Text2(getText('title'), { size: 120, fill: 0xFFFF00 }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 1024; titleTxt.y = 350; // Start higher titleTxt.alpha = 0; self.addChild(titleTxt); // Animate title slide down and fade in tween(titleTxt, { y: 550, alpha: 1 }, { duration: 1000, easing: tween.elasticOut }); var subtitleTxt = new Text2(getText('subtitle'), { size: 100, fill: 0xFF4444 }); subtitleTxt.anchor.set(0.5, 0.5); subtitleTxt.x = 1024; subtitleTxt.y = 700; self.addChild(subtitleTxt); // Language selection var languageTxt = new Text2(getText('language'), { size: 60, fill: 0xFFFFFF }); languageTxt.anchor.set(0.5, 0.5); languageTxt.x = 1024; languageTxt.y = 850; self.addChild(languageTxt); // Language buttons var enBtn = self.attachAsset('startBtn', { width: 200, height: 80, color: 0x4444FF, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); enBtn.x = 700; enBtn.y = 920; var enTxt = new Text2('EN', { size: 50, fill: 0x000000 }); enTxt.anchor.set(0.5, 0.5); enTxt.x = 700; enTxt.y = 920; self.addChild(enTxt); var trBtn = self.attachAsset('startBtn', { width: 200, height: 80, color: 0x4444FF, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); trBtn.x = 1024; trBtn.y = 920; var trTxt = new Text2('TR', { size: 50, fill: 0x000000 }); trTxt.anchor.set(0.5, 0.5); trTxt.x = 1024; trTxt.y = 920; self.addChild(trTxt); var deBtn = self.attachAsset('startBtn', { width: 200, height: 80, color: 0x4444FF, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); deBtn.x = 1348; deBtn.y = 920; var deTxt = new Text2('DE', { size: 50, fill: 0x000000 }); deTxt.anchor.set(0.5, 0.5); deTxt.x = 1348; deTxt.y = 920; self.addChild(deTxt); // Difficulty selection var difficultyTxt = new Text2(getText('difficulty'), { size: 70, fill: 0xFFFFFF }); difficultyTxt.anchor.set(0.5, 0.5); difficultyTxt.x = 1024; difficultyTxt.y = 1050; self.addChild(difficultyTxt); // Easy button var easyBtn = self.attachAsset('startBtn', { width: 300, height: 100, color: 0x44FF44, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); easyBtn.x = 700; easyBtn.y = 1200; var easyTxt = new Text2(getText('easy'), { size: 60, fill: 0x000000 }); easyTxt.anchor.set(0.5, 0.5); easyTxt.x = 700; easyTxt.y = 1200; self.addChild(easyTxt); // Medium button var mediumBtn = self.attachAsset('startBtn', { width: 300, height: 100, color: 0xFFFF44, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); mediumBtn.x = 1024; mediumBtn.y = 1200; var mediumTxt = new Text2(getText('medium'), { size: 60, fill: 0x000000 }); mediumTxt.anchor.set(0.5, 0.5); mediumTxt.x = 1024; mediumTxt.y = 1200; self.addChild(mediumTxt); // Hard button var hardBtn = self.attachAsset('startBtn', { width: 300, height: 100, color: 0xFF4444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); hardBtn.x = 1348; hardBtn.y = 1200; var hardTxt = new Text2(getText('hard'), { size: 60, fill: 0x4444FF }); hardTxt.anchor.set(0.5, 0.5); hardTxt.x = 1348; hardTxt.y = 1200; self.addChild(hardTxt); // Start button var startBtn = self.attachAsset('startBtn', { width: 400, height: 150, color: 0x44FF44, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); startBtn.x = 1024; startBtn.y = 1500; var startTxt = new Text2(getText('start'), { size: 80, fill: 0x000000 }); startTxt.anchor.set(0.5, 0.5); startTxt.x = 1024; startTxt.y = 1500; self.addChild(startTxt); // High score display var highScoreTxt = new Text2(getText('highScore') + '0', { size: 60, fill: 0xFFFFFF }); highScoreTxt.anchor.set(0.5, 0.5); highScoreTxt.x = 1024; highScoreTxt.y = 1800; self.addChild(highScoreTxt); // Selected difficulty var selectedDifficulty = 1; // 0=easy, 1=medium, 2=hard var selectedTxt = new Text2(getText('selected') + getText('medium'), { size: 50, fill: 0xFFFF00 }); selectedTxt.anchor.set(0.5, 0.5); selectedTxt.x = 1024; selectedTxt.y = 1350; self.addChild(selectedTxt); self.updateHighScore = function () { var highScore = storage.highScore || 0; highScoreTxt.setText(getText('highScore') + highScore); }; self.refreshLanguage = function () { titleTxt.setText(getText('title')); subtitleTxt.setText(getText('subtitle')); languageTxt.setText(getText('language')); difficultyTxt.setText(getText('difficulty')); easyTxt.setText(getText('easy')); mediumTxt.setText(getText('medium')); hardTxt.setText(getText('hard')); startTxt.setText(getText('start')); var diffNames = [getText('easy'), getText('medium'), getText('hard')]; selectedTxt.setText(getText('selected') + diffNames[selectedDifficulty]); self.updateHighScore(); }; // Language button handlers enBtn.down = function () { LK.getSound('menuClick').play(); currentLanguage = 'en'; storage.language = 'en'; self.refreshLanguage(); enBtn.tint = 0xAAAAFF; trBtn.tint = 0xFFFFFF; deBtn.tint = 0xFFFFFF; }; trBtn.down = function () { LK.getSound('menuClick').play(); currentLanguage = 'tr'; storage.language = 'tr'; self.refreshLanguage(); enBtn.tint = 0xFFFFFF; trBtn.tint = 0xAAAAFF; deBtn.tint = 0xFFFFFF; }; deBtn.down = function () { LK.getSound('menuClick').play(); currentLanguage = 'de'; storage.language = 'de'; self.refreshLanguage(); enBtn.tint = 0xFFFFFF; trBtn.tint = 0xFFFFFF; deBtn.tint = 0xAAAAFF; }; // Set initial language highlight if (currentLanguage === 'en') { enBtn.tint = 0xAAAAFF; } else if (currentLanguage === 'tr') { trBtn.tint = 0xAAAAFF; } else if (currentLanguage === 'de') { deBtn.tint = 0xAAAAFF; } easyBtn.down = function () { LK.getSound('menuClick').play(); selectedDifficulty = 0; selectedTxt.setText(getText('selected') + getText('easy')); easyBtn.tint = 0xAAFFAA; mediumBtn.tint = 0xFFFFFF; hardBtn.tint = 0xFFFFFF; // Animate button press tween(easyBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(easyBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; mediumBtn.down = function () { LK.getSound('menuClick').play(); selectedDifficulty = 1; selectedTxt.setText(getText('selected') + getText('medium')); easyBtn.tint = 0xFFFFFF; mediumBtn.tint = 0xFFFFAA; hardBtn.tint = 0xFFFFFF; // Animate button press tween(mediumBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(mediumBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; hardBtn.down = function () { LK.getSound('menuClick').play(); selectedDifficulty = 2; selectedTxt.setText(getText('selected') + getText('hard')); easyBtn.tint = 0xFFFFFF; mediumBtn.tint = 0xFFFFFF; hardBtn.tint = 0xFFAAAA; // Animate button press tween(hardBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(hardBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; startBtn.down = function () { LK.getSound('gameStart').play(); // Animate start button tween(startBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(startBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); if (self.onStart) { self.onStart(selectedDifficulty); } }; // Set initial selection highlight mediumBtn.tint = 0xFFFFAA; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Language system var currentLanguage = storage.language || 'tr'; // Default to Turkish var languages = { en: { title: 'SNOTTY KID', subtitle: 'ON THE RUN', difficulty: 'Difficulty Level', easy: 'EASY', medium: 'MEDIUM', hard: 'HARD', start: 'START', highScore: 'High Score: ', selected: 'Selected: ', score: 'Score: ', combo: 'Combo x', language: 'Language' }, tr: { title: 'SÜMÜKLÜ ÇOCUK', subtitle: 'FİRARDA', difficulty: 'Zorluk Seviyesi', easy: 'KOLAY', medium: 'ORTA', hard: 'ZOR', start: 'BAŞLA', highScore: 'En Yüksek Skor: ', selected: 'Seçilen: ', score: 'Score: ', combo: 'Combo x', language: 'Dil' }, de: { title: 'ROTZIGES KIND', subtitle: 'AUF DER FLUCHT', difficulty: 'Schwierigkeitsgrad', easy: 'EINFACH', medium: 'MITTEL', hard: 'SCHWER', start: 'START', highScore: 'Höchste Punktzahl: ', selected: 'Ausgewählt: ', score: 'Punkte: ', combo: 'Combo x', language: 'Sprache' } }; function getText(key) { return languages[currentLanguage][key]; } // Game variables var blocks = []; var lives = 3; var score = 0; var combo = 0; var bestCombo = 0; var gameSpeed = 5; var powerUpActive = null; var powerUpTimer = null; var difficultyTimer = null; var spawnTimer = null; var hearts = []; var gameStarted = false; var menuScreen = null; var gameDifficulty = 1; // 0=easy, 1=medium, 2=hard var difficultySettings = { 0: { startSpeed: 3, maxSpeed: 15, spawnRate: 1000, powerUpChance: 0.05 }, // Easy 1: { startSpeed: 5, maxSpeed: 25, spawnRate: 800, powerUpChance: 0.03 }, // Medium 2: { startSpeed: 8, maxSpeed: 35, spawnRate: 600, powerUpChance: 0.02 } // Hard }; // Block colors var blockColors = [0xff4444, 0x44ff44, 0x4444ff, 0xff44ff, 0x44ffff]; var powerUpTypes = ['slowmo', 'clear', 'extralife']; // UI Elements var scoreTxt = new Text2(getText('score') + '0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var comboTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 100; LK.gui.top.addChild(comboTxt); // Lives display var livesContainer = new Container(); livesContainer.x = -50; // Moved left to ensure hearts stay on screen livesContainer.y = 50; LK.gui.topRight.addChild(livesContainer); // Initialize hearts function updateLivesDisplay() { livesContainer.removeChildren(); hearts = []; for (var i = 0; i < lives; i++) { var heart = new Heart(); heart.x = -i * 50; // Reduced spacing to fit better hearts.push(heart); livesContainer.addChild(heart); // Add gentle pulsing animation to hearts var pulseHeart = function pulseHeart(h, delay) { LK.setTimeout(function () { var _pulse = function pulse() { tween(h, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(h, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeInOut, onFinish: _pulse }); } }); }; _pulse(); }, delay); }; pulseHeart(heart, i * 200); } } // Game functions function spawnBlock() { var block = new Block(); block.x = Math.random() * (2048 - 200) + 100; block.y = -100; // Random chance for power-up if (Math.random() < difficultySettings[gameDifficulty].powerUpChance) { // Power-up chance based on difficulty var powerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; block.setPowerUp(powerUpType); } else { // Normal block with random color var color = blockColors[Math.floor(Math.random() * blockColors.length)]; block.setColor(color); } block.fallSpeed = gameSpeed; blocks.push(block); game.addChild(block); // Add spawn animation with floating effect block.scaleX = 0; block.scaleY = 0; block.alpha = 0.7; tween(block, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 500, easing: tween.elasticOut }); // Add subtle floating animation to blocks tween(block, { y: block.y - 10 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { var _floatUp = function floatUp() { tween(block, { y: block.y - 5 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(block, { y: block.y + 5 }, { duration: 800, easing: tween.easeInOut, onFinish: _floatUp }); } }); }; _floatUp(); } }); } function handleBlockTap(block) { var index = blocks.indexOf(block); if (index > -1) { blocks.splice(index, 1); // Handle power-ups if (block.blockType !== 'normal') { activatePowerUp(block.blockType); LK.getSound('powerup').play(); } else { LK.getSound('tap').play(); } // Update score and combo combo++; var points = block.points * Math.min(combo, 10); score += points; LK.setScore(score); scoreTxt.setText(getText('score') + score); // Enhanced score text animation with glow effect scoreTxt.tint = 0xFFFF88; // Slight yellow tint for glow tween(scoreTxt, { scaleX: 1.15, scaleY: 1.15 }, { duration: 200, easing: tween.elasticOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); // Reset tint after animation LK.setTimeout(function () { scoreTxt.tint = 0xFFFFFF; }, 300); } }); // Increase speed based on score - more aggressive scaling if (!powerUpActive) { var settings = difficultySettings[gameDifficulty]; var newSpeed = Math.min(settings.startSpeed + Math.floor(score / 50), settings.maxSpeed); if (newSpeed > gameSpeed) { gameSpeed = newSpeed; // Update existing blocks' speed for (var k = 0; k < blocks.length; k++) { blocks[k].fallSpeed = gameSpeed; } } } // Spawn extra blocks at higher scores if (score > 200 && Math.random() < 0.3) { LK.setTimeout(function () { if (gameStarted) { spawnBlock(); } }, 200); } if (combo > bestCombo) { bestCombo = combo; } // Show combo if (combo > 1) { comboTxt.setText(getText('combo') + combo); // Enhanced combo text animation with rotation and glow effect comboTxt.scaleX = 1.5; comboTxt.scaleY = 1.5; comboTxt.rotation = -0.2; comboTxt.alpha = 0.8; tween(comboTxt, { scaleX: 1, scaleY: 1, rotation: 0, alpha: 1 }, { duration: 400, easing: tween.elasticOut }); // Add subtle pulsing for high combos if (combo >= 5) { var _comboPulse = function comboPulse() { tween(comboTxt, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(comboTxt, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut, onFinish: _comboPulse }); } }); }; _comboPulse(); } if (combo % 5 === 0) { LK.getSound('combo').play(); } } // Visual feedback LK.effects.flashObject(block, 0xffffff, 200); // Animate block disappearing tween(block, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut }); // Remove block after animation LK.setTimeout(function () { if (block.parent) { block.destroy(); } }, 200); } } function activatePowerUp(type) { if (powerUpTimer) { LK.clearTimeout(powerUpTimer); } // Flash and scale effect for power-up activation for (var p = 0; p < blocks.length; p++) { if (blocks[p].blockType === 'normal') { tween(blocks[p], { scaleX: 0.9, scaleY: 0.9 }, { duration: 200, easing: tween.easeInOut, onFinish: function (b) { return function () { tween(b, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeInOut }); }; }(blocks[p]) }); } } switch (type) { case 'slowmo': powerUpActive = 'slowmo'; gameSpeed = 2; for (var i = 0; i < blocks.length; i++) { blocks[i].fallSpeed = gameSpeed; } powerUpTimer = LK.setTimeout(function () { powerUpActive = null; var settings = difficultySettings[gameDifficulty]; gameSpeed = Math.min(settings.startSpeed + Math.floor(score / 50), settings.maxSpeed); }, 3000); // Reduced from 5000 to 3000 break; case 'clear': var clearDelay = 0; for (var j = blocks.length - 1; j >= 0; j--) { var block = blocks[j]; if (block.blockType === 'normal') { LK.effects.flashObject(block, 0xffffff, 300); blocks.splice(j, 1); // Enhanced staggered clear animation with multiple effects LK.setTimeout(function (b, delay) { return function () { // First pulse the block tween(b, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Then shrink and spin tween(b, { scaleX: 0, scaleY: 0, rotation: Math.PI * 2, alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { if (b.parent) { b.destroy(); } } }); } }); }; }(block, clearDelay), clearDelay); clearDelay += 80; // Slightly longer stagger for smoother effect score += 5; } } LK.setScore(score); scoreTxt.setText(getText('score') + score); break; case 'extralife': if (lives < 5) { lives++; updateLivesDisplay(); } else { score += 100; LK.setScore(score); scoreTxt.setText(getText('score') + score); } break; } } function missBlock() { lives--; combo = 0; comboTxt.setText(''); LK.getSound('miss').play(); // Animate hearts before updating for (var h = 0; h < hearts.length; h++) { (function (heart) { tween(heart, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(heart, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); })(hearts[h]); } updateLivesDisplay(); // Flash screen red LK.effects.flashScreen(0xff0000, 500); if (lives <= 0) { LK.getSound('gameOver').play(); // Save high score var highScore = storage.highScore || 0; if (score > highScore) { storage.highScore = score; } var bestComboSaved = storage.bestCombo || 0; if (bestCombo > bestComboSaved) { storage.bestCombo = bestCombo; } LK.showGameOver(); LK.setTimeout(function () { showMenu(); }, 2000); } } // Initialize game function startGame(difficulty) { gameStarted = true; gameDifficulty = difficulty || 1; var settings = difficultySettings[gameDifficulty]; lives = 3; score = 0; combo = 0; bestCombo = 0; gameSpeed = settings.startSpeed; blocks = []; powerUpActive = null; if (menuScreen && menuScreen.parent) { menuScreen.destroy(); } updateLivesDisplay(); scoreTxt.setText(getText('score') + '0'); comboTxt.setText(''); // Play background music when game starts LK.playMusic('gameMusic', { volume: 0.5 }); // Start spawning blocks spawnTimer = LK.setInterval(function () { if (powerUpActive !== 'slowmo') { spawnBlock(); } else { if (LK.ticks % 2 === 0) { spawnBlock(); } } }, difficultySettings[gameDifficulty].spawnRate); } // Show menu on start function showMenu() { gameStarted = false; // Stop music when returning to menu LK.stopMusic(); // Clear any existing game state if (spawnTimer) { LK.clearInterval(spawnTimer); spawnTimer = null; } // Clear all blocks for (var i = blocks.length - 1; i >= 0; i--) { blocks[i].destroy(); } blocks = []; menuScreen = new MenuScreen(); menuScreen.updateHighScore(); menuScreen.onStart = function (difficulty) { startGame(difficulty); }; game.addChild(menuScreen); } // Show menu initially showMenu(); // Difficulty now increases based on score, not time // Game update loop game.update = function () { if (!gameStarted) return; for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; // Update block position (make it fall) block.update(); // Check if block reached bottom if (block.y > 2732 + 100) { blocks.splice(i, 1); block.destroy(); if (block.blockType === 'normal') { missBlock(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -959,8 +959,10 @@
game.update = function () {
if (!gameStarted) return;
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
+ // Update block position (make it fall)
+ block.update();
// Check if block reached bottom
if (block.y > 2732 + 100) {
blocks.splice(i, 1);
block.destroy();