User prompt
2x2lik hareketsiz kayalar sabit kalmalı. Hareket etmemeli.
User prompt
Please fix the bug: 'Timeout.tick error: grid[writeY][x].animateToGridPosition is not a function' in or related to this line: 'grid[writeY][x].animateToGridPosition(x, writeY, function () {' Line Number: 449 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
4. ve 5. satıra, soldan 2x2 ve sağdan 2x2 hareket ettirilemez duvar koy.
User prompt
Bombanın patlamasına efekt koy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'colorIndex')' in or related to this line: 'if (grid[y][x].colorIndex === currentColor && !grid[y][x].isBomb && !currentIsBomb) {' Line Number: 214
User prompt
Aralara nadir gelen bomba koy. Bomba hareket ederse 3x3 alanındaki topları patlatsın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Patlamaya ses efekti koy.
User prompt
Topların patlamasına patlama efekti koy. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Ball Blast Match
Initial prompt
Bana Candy Crush benzeri match3 bir oyun yap. Şeker yerine top koy.
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var Ball = Container.expand(function (colorIndex, isBomb) {
	var self = Container.call(this);
	self.colorIndex = colorIndex;
	self.isBomb = isBomb || false;
	self.gridX = 0;
	self.gridY = 0;
	self.isAnimating = false;
	var ballColors = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall'];
	var assetName = self.isBomb ? 'bombBall' : ballColors[colorIndex];
	var ballGraphics = self.attachAsset(assetName, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.setGridPosition = function (gridX, gridY) {
		self.gridX = gridX;
		self.gridY = gridY;
		var targetX = gridOffsetX + gridX * cellSize + cellSize * 0.5;
		var targetY = gridOffsetY + gridY * cellSize + cellSize * 0.5;
		self.x = targetX;
		self.y = targetY;
	};
	self.animateToGridPosition = function (gridX, gridY, onComplete) {
		self.gridX = gridX;
		self.gridY = gridY;
		var targetX = gridOffsetX + gridX * cellSize + cellSize * 0.5;
		var targetY = gridOffsetY + gridY * cellSize + cellSize * 0.5;
		self.isAnimating = true;
		tween(self, {
			x: targetX,
			y: targetY
		}, {
			duration: 300,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				self.isAnimating = false;
				if (onComplete) onComplete();
			}
		});
	};
	return self;
});
var Wall = Container.expand(function () {
	var self = Container.call(this);
	self.isWall = true;
	self.gridX = 0;
	self.gridY = 0;
	var wallGraphics = self.attachAsset('wall', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.setGridPosition = function (gridX, gridY) {
		self.gridX = gridX;
		self.gridY = gridY;
		var targetX = gridOffsetX + gridX * cellSize + cellSize * 0.5;
		var targetY = gridOffsetY + gridY * cellSize + cellSize * 0.5;
		self.x = targetX;
		self.y = targetY;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x222222
});
/**** 
* Game Code
****/ 
var gridSize = 8;
var cellSize = 200;
var gridOffsetX = (2048 - gridSize * cellSize) * 0.5;
var gridOffsetY = (2732 - gridSize * cellSize) * 0.5 - 200;
var grid = [];
var selectedBall = null;
var isProcessing = false;
var movesLeft = 30;
var targetScore = 5000;
var animatingBalls = 0;
// Create grid background
var background = game.attachAsset('gridBackground', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 * 0.5,
	y: gridOffsetY + 800
});
// Initialize UI
var scoreText = new Text2('Score: 0', {
	size: 80,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var movesText = new Text2('Moves: ' + movesLeft, {
	size: 60,
	fill: 0xFFFFFF
});
movesText.anchor.set(1, 0);
movesText.x = -50;
movesText.y = 100;
LK.gui.topRight.addChild(movesText);
var targetText = new Text2('Target: ' + targetScore, {
	size: 60,
	fill: 0xFFFF00
});
targetText.anchor.set(0, 0);
targetText.x = 50;
targetText.y = 100;
LK.gui.topLeft.addChild(targetText);
// Initialize grid
function initializeGrid() {
	grid = [];
	for (var y = 0; y < gridSize; y++) {
		grid[y] = [];
		for (var x = 0; x < gridSize; x++) {
			// Check if this position should be a wall
			var isWallPosition = false;
			if ((y === 3 || y === 4) && (x === 0 || x === 1 || x === 6 || x === 7)) {
				isWallPosition = true;
			}
			if (isWallPosition) {
				var wall = new Wall();
				wall.setGridPosition(x, y);
				grid[y][x] = wall;
				game.addChild(wall);
			} else {
				var isBomb = Math.random() < 0.05; // 5% chance for bomb
				var colorIndex = Math.floor(Math.random() * 5);
				var ball = new Ball(colorIndex, isBomb);
				ball.setGridPosition(x, y);
				grid[y][x] = ball;
				game.addChild(ball);
			}
		}
	}
	// Remove initial matches
	var hasMatches = true;
	while (hasMatches) {
		var matches = findMatches();
		if (matches.length > 0) {
			for (var i = 0; i < matches.length; i++) {
				var match = matches[i];
				var isBomb = Math.random() < 0.05; // 5% chance for bomb
				var newColorIndex = Math.floor(Math.random() * 5);
				grid[match.y][match.x].colorIndex = newColorIndex;
				grid[match.y][match.x].isBomb = isBomb;
				// Update ball graphics
				var ball = grid[match.y][match.x];
				ball.removeChildren();
				var ballColors = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall'];
				var assetName = isBomb ? 'bombBall' : ballColors[newColorIndex];
				ball.attachAsset(assetName, {
					anchorX: 0.5,
					anchorY: 0.5
				});
			}
		} else {
			hasMatches = false;
		}
	}
}
function getBallAt(x, y) {
	if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) return null;
	var cell = grid[y][x];
	if (cell && cell.isWall) return null; // Treat walls as empty for ball operations
	return cell;
}
function isAdjacent(ball1, ball2) {
	var dx = Math.abs(ball1.gridX - ball2.gridX);
	var dy = Math.abs(ball1.gridY - ball2.gridY);
	return dx === 1 && dy === 0 || dx === 0 && dy === 1;
}
function swapBalls(ball1, ball2) {
	var tempX = ball1.gridX;
	var tempY = ball1.gridY;
	// Update grid positions
	grid[ball1.gridY][ball1.gridX] = ball2;
	grid[ball2.gridY][ball2.gridX] = ball1;
	// Animate to new positions
	animatingBalls += 2;
	ball1.animateToGridPosition(ball2.gridX, ball2.gridY, function () {
		animatingBalls--;
		// Check if this ball is a bomb and explode it
		if (ball1.isBomb) {
			explodeBomb(ball1.gridX, ball1.gridY);
			LK.setTimeout(function () {
				dropBalls();
			}, 300);
		}
	});
	ball2.animateToGridPosition(tempX, tempY, function () {
		animatingBalls--;
		// Check if this ball is a bomb and explode it
		if (ball2.isBomb) {
			explodeBomb(ball2.gridX, ball2.gridY);
			LK.setTimeout(function () {
				dropBalls();
			}, 300);
		}
	});
}
function findMatches() {
	var matches = [];
	var checked = [];
	// Initialize checked array
	for (var y = 0; y < gridSize; y++) {
		checked[y] = [];
		for (var x = 0; x < gridSize; x++) {
			checked[y][x] = false;
		}
	}
	// Check horizontal matches
	for (var y = 0; y < gridSize; y++) {
		var count = 1;
		var currentColor = grid[y][0] ? grid[y][0].colorIndex : -1;
		var currentIsBomb = grid[y][0] ? grid[y][0].isBomb : false;
		for (var x = 1; x < gridSize; x++) {
			if (grid[y][x] && grid[y][x].colorIndex === currentColor && !grid[y][x].isBomb && !currentIsBomb) {
				count++;
			} else {
				if (count >= 3) {
					for (var i = x - count; i < x; i++) {
						if (!checked[y][i]) {
							matches.push({
								x: i,
								y: y
							});
							checked[y][i] = true;
						}
					}
				}
				count = 1;
				currentColor = grid[y][x] ? grid[y][x].colorIndex : -1;
				currentIsBomb = grid[y][x] ? grid[y][x].isBomb : false;
			}
		}
		if (count >= 3) {
			for (var i = gridSize - count; i < gridSize; i++) {
				if (!checked[y][i]) {
					matches.push({
						x: i,
						y: y
					});
					checked[y][i] = true;
				}
			}
		}
	}
	// Check vertical matches
	for (var x = 0; x < gridSize; x++) {
		var count = 1;
		var currentColor = grid[0][x] ? grid[0][x].colorIndex : -1;
		var currentIsBomb = grid[0][x] ? grid[0][x].isBomb : false;
		for (var y = 1; y < gridSize; y++) {
			if (grid[y][x] && grid[y][x].colorIndex === currentColor && !grid[y][x].isBomb && !currentIsBomb) {
				count++;
			} else {
				if (count >= 3) {
					for (var i = y - count; i < y; i++) {
						if (!checked[i][x]) {
							matches.push({
								x: x,
								y: i
							});
							checked[i][x] = true;
						}
					}
				}
				count = 1;
				currentColor = grid[y][x] ? grid[y][x].colorIndex : -1;
			}
		}
		if (count >= 3) {
			for (var i = gridSize - count; i < gridSize; i++) {
				if (!checked[i][x]) {
					matches.push({
						x: x,
						y: i
					});
					checked[i][x] = true;
				}
			}
		}
	}
	return matches;
}
function createExplosionEffect(x, y, colorIndex) {
	var ballColors = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall'];
	var particleCount = 8;
	// Play explosion sound effect
	LK.getSound('explosion').play();
	for (var i = 0; i < particleCount; i++) {
		// Create small particle
		var particle = game.attachAsset(ballColors[colorIndex], {
			anchorX: 0.5,
			anchorY: 0.5,
			x: x,
			y: y,
			scaleX: 0.3,
			scaleY: 0.3
		});
		// Calculate random direction and distance
		var angle = Math.PI * 2 / particleCount * i + (Math.random() - 0.5) * 0.5;
		var distance = 80 + Math.random() * 60;
		var targetX = x + Math.cos(angle) * distance;
		var targetY = y + Math.sin(angle) * distance;
		var rotationSpeed = (Math.random() - 0.5) * Math.PI * 4;
		// Animate particle explosion
		tween(particle, {
			x: targetX,
			y: targetY,
			alpha: 0,
			scaleX: 0.1,
			scaleY: 0.1,
			rotation: rotationSpeed
		}, {
			duration: 400 + Math.random() * 200,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				particle.destroy();
			}
		});
	}
}
function explodeBomb(bombX, bombY) {
	var explodedBalls = [];
	var points = 0;
	// Play bomb explosion sound
	LK.getSound('bombExplosion').play();
	// Create large explosion effect at bomb position
	var bombBall = grid[bombY][bombX];
	if (bombBall) {
		createBombExplosionEffect(bombBall.x, bombBall.y);
	}
	// Explode 3x3 area around bomb
	for (var dy = -1; dy <= 1; dy++) {
		for (var dx = -1; dx <= 1; dx++) {
			var targetX = bombX + dx;
			var targetY = bombY + dy;
			if (targetX >= 0 && targetX < gridSize && targetY >= 0 && targetY < gridSize) {
				var targetBall = grid[targetY][targetX];
				if (targetBall) {
					explodedBalls.push({
						x: targetX,
						y: targetY
					});
					points += 50;
				}
			}
		}
	}
	// Remove exploded balls
	for (var i = 0; i < explodedBalls.length; i++) {
		var pos = explodedBalls[i];
		var ball = grid[pos.y][pos.x];
		if (ball) {
			// Create explosion effect for each ball
			createExplosionEffect(ball.x, ball.y, ball.isBomb ? 0 : ball.colorIndex);
			tween(ball, {
				alpha: 0,
				scaleX: 0,
				scaleY: 0
			}, {
				duration: 200,
				easing: tween.easeIn
			});
			ball.destroy();
			grid[pos.y][pos.x] = null;
		}
	}
	LK.setScore(LK.getScore() + points);
	scoreText.setText('Score: ' + LK.getScore());
}
function removeMatches(matches) {
	var points = 0;
	if (matches.length >= 5) {
		points += 400;
	} else if (matches.length === 4) {
		points += 200;
	} else if (matches.length >= 3) {
		points += 100;
	}
	for (var i = 0; i < matches.length; i++) {
		var match = matches[i];
		var ball = grid[match.y][match.x];
		if (ball) {
			// Create explosion effect
			createExplosionEffect(ball.x, ball.y, ball.colorIndex);
			tween(ball, {
				alpha: 0,
				scaleX: 0,
				scaleY: 0
			}, {
				duration: 200,
				easing: tween.easeIn
			});
			ball.destroy();
			grid[match.y][match.x] = null;
		}
	}
	LK.setScore(LK.getScore() + points);
	scoreText.setText('Score: ' + LK.getScore());
	if (matches.length > 0) {
		LK.getSound('match').play();
	}
}
function dropBalls() {
	var dropsHappened = false;
	for (var x = 0; x < gridSize; x++) {
		var writeY = gridSize - 1;
		// Skip writeY positions that have walls
		while (writeY >= 0 && grid[writeY][x] && grid[writeY][x].isWall) {
			writeY--;
		}
		for (var y = gridSize - 1; y >= 0; y--) {
			// Skip walls completely - they don't move
			if (grid[y][x] && grid[y][x].isWall) {
				continue;
			}
			if (grid[y][x] !== null) {
				if (y !== writeY) {
					grid[writeY][x] = grid[y][x];
					grid[y][x] = null;
					animatingBalls++;
					grid[writeY][x].animateToGridPosition(x, writeY, function () {
						animatingBalls--;
					});
					dropsHappened = true;
				}
				writeY--;
				// Skip writeY positions that have walls
				while (writeY >= 0 && grid[writeY][x] && grid[writeY][x].isWall) {
					writeY--;
				}
			}
		}
		// Fill empty spaces at top (but not where walls should be)
		for (var y = writeY; y >= 0; y--) {
			// Check if this position should be a wall
			var isWallPosition = false;
			if ((y === 3 || y === 4) && (x === 0 || x === 1 || x === 6 || x === 7)) {
				isWallPosition = true;
			}
			if (!isWallPosition) {
				var isBomb = Math.random() < 0.05; // 5% chance for bomb
				var colorIndex = Math.floor(Math.random() * 5);
				var ball = new Ball(colorIndex, isBomb);
				ball.setGridPosition(x, y - gridSize);
				grid[y][x] = ball;
				game.addChild(ball);
				animatingBalls++;
				ball.animateToGridPosition(x, y, function () {
					animatingBalls--;
				});
				dropsHappened = true;
			}
		}
	}
	return dropsHappened;
}
function processMatches() {
	if (isProcessing || animatingBalls > 0) return;
	var matches = findMatches();
	if (matches.length > 0) {
		isProcessing = true;
		removeMatches(matches);
		LK.setTimeout(function () {
			dropBalls();
			LK.setTimeout(function () {
				isProcessing = false;
			}, 400);
		}, 300);
	}
}
function checkGameEnd() {
	if (movesLeft <= 0) {
		if (LK.getScore() >= targetScore) {
			LK.showYouWin();
		} else {
			LK.showGameOver();
		}
	}
}
game.down = function (x, y, obj) {
	if (isProcessing || animatingBalls > 0) return;
	// Convert to grid coordinates
	var gridX = Math.floor((x - gridOffsetX) / cellSize);
	var gridY = Math.floor((y - gridOffsetY) / cellSize);
	var clickedCell = grid[gridY] && grid[gridY][gridX] ? grid[gridY][gridX] : null;
	if (!clickedCell || clickedCell.isWall) return;
	var clickedBall = clickedCell;
	if (selectedBall === null) {
		selectedBall = clickedBall;
		tween(selectedBall, {
			scaleX: 1.2,
			scaleY: 1.2
		}, {
			duration: 200,
			easing: tween.easeOut
		});
	} else if (selectedBall === clickedBall) {
		tween(selectedBall, {
			scaleX: 1,
			scaleY: 1
		}, {
			duration: 200,
			easing: tween.easeOut
		});
		selectedBall = null;
	} else if (isAdjacent(selectedBall, clickedBall)) {
		// Attempt swap
		var tempGrid = [];
		for (var ty = 0; ty < gridSize; ty++) {
			tempGrid[ty] = [];
			for (var tx = 0; tx < gridSize; tx++) {
				tempGrid[ty][tx] = grid[ty][tx];
			}
		}
		// Temporarily swap in grid
		tempGrid[selectedBall.gridY][selectedBall.gridX] = clickedBall;
		tempGrid[clickedBall.gridY][clickedBall.gridX] = selectedBall;
		// Check if this creates matches
		var tempMatches = [];
		// Simplified match check for the swapped positions
		var ball1Color = selectedBall.colorIndex;
		var ball2Color = clickedBall.colorIndex;
		var hasValidMatch = false;
		// Check around first ball's new position
		var newX1 = clickedBall.gridX;
		var newY1 = clickedBall.gridY;
		// Check horizontal
		var count = 1;
		for (var i = newX1 - 1; i >= 0 && getBallAt(i, newY1) && getBallAt(i, newY1).colorIndex === ball1Color; i--) count++;
		for (var i = newX1 + 1; i < gridSize && getBallAt(i, newY1) && getBallAt(i, newY1).colorIndex === ball1Color; i++) count++;
		if (count >= 3) hasValidMatch = true;
		// Check vertical
		count = 1;
		for (var i = newY1 - 1; i >= 0 && getBallAt(newX1, i) && getBallAt(newX1, i).colorIndex === ball1Color; i--) count++;
		for (var i = newY1 + 1; i < gridSize && getBallAt(newX1, i) && getBallAt(newX1, i).colorIndex === ball1Color; i++) count++;
		if (count >= 3) hasValidMatch = true;
		// Check around second ball's new position
		var newX2 = selectedBall.gridX;
		var newY2 = selectedBall.gridY;
		// Check horizontal
		count = 1;
		for (var i = newX2 - 1; i >= 0 && getBallAt(i, newY2) && getBallAt(i, newY2).colorIndex === ball2Color; i--) count++;
		for (var i = newX2 + 1; i < gridSize && getBallAt(i, newY2) && getBallAt(i, newY2).colorIndex === ball2Color; i++) count++;
		if (count >= 3) hasValidMatch = true;
		// Check vertical
		count = 1;
		for (var i = newY2 - 1; i >= 0 && getBallAt(newX2, i) && getBallAt(newX2, i).colorIndex === ball2Color; i--) count++;
		for (var i = newY2 + 1; i < gridSize && getBallAt(newX2, i) && getBallAt(newX2, i).colorIndex === ball2Color; i++) count++;
		if (count >= 3) hasValidMatch = true;
		if (hasValidMatch) {
			// Valid move
			movesLeft--;
			movesText.setText('Moves: ' + movesLeft);
			LK.getSound('swap').play();
			swapBalls(selectedBall, clickedBall);
			LK.setTimeout(function () {
				processMatches();
			}, 400);
		}
		tween(selectedBall, {
			scaleX: 1,
			scaleY: 1
		}, {
			duration: 200,
			easing: tween.easeOut
		});
		selectedBall = null;
	} else {
		tween(selectedBall, {
			scaleX: 1,
			scaleY: 1
		}, {
			duration: 200,
			easing: tween.easeOut
		});
		selectedBall = clickedBall;
		tween(selectedBall, {
			scaleX: 1.2,
			scaleY: 1.2
		}, {
			duration: 200,
			easing: tween.easeOut
		});
	}
};
game.update = function () {
	processMatches();
	checkGameEnd();
};
// Initialize the game
initializeGrid();
function createBombExplosionEffect(x, y) {
	// Create screen shake effect
	var originalX = game.x;
	var originalY = game.y;
	var shakeIntensity = 20;
	var shakeDuration = 500;
	// Shake animation
	for (var i = 0; i < 10; i++) {
		LK.setTimeout(function () {
			var shakeX = (Math.random() - 0.5) * shakeIntensity;
			var shakeY = (Math.random() - 0.5) * shakeIntensity;
			tween(game, {
				x: originalX + shakeX,
				y: originalY + shakeY
			}, {
				duration: 50,
				easing: tween.easeOut
			});
		}, i * 50);
	}
	// Return to original position
	LK.setTimeout(function () {
		tween(game, {
			x: originalX,
			y: originalY
		}, {
			duration: 100,
			easing: tween.easeOut
		});
	}, shakeDuration);
	// Create large explosion particles
	var particleCount = 16;
	var ballColors = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall'];
	for (var i = 0; i < particleCount; i++) {
		// Create large particle
		var particle = game.attachAsset(ballColors[Math.floor(Math.random() * 5)], {
			anchorX: 0.5,
			anchorY: 0.5,
			x: x,
			y: y,
			scaleX: 0.8,
			scaleY: 0.8,
			alpha: 0.9
		});
		// Calculate explosion direction
		var angle = Math.PI * 2 / particleCount * i + (Math.random() - 0.5) * 0.8;
		var distance = 150 + Math.random() * 100;
		var targetX = x + Math.cos(angle) * distance;
		var targetY = y + Math.sin(angle) * distance;
		var rotationSpeed = (Math.random() - 0.5) * Math.PI * 6;
		// Animate large explosion
		tween(particle, {
			x: targetX,
			y: targetY,
			alpha: 0,
			scaleX: 0.2,
			scaleY: 0.2,
			rotation: rotationSpeed
		}, {
			duration: 600 + Math.random() * 300,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				particle.destroy();
			}
		});
	}
	// Create flash effect
	var flashOverlay = game.attachAsset('gridBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 * 0.5,
		y: 2732 * 0.5,
		scaleX: 5,
		scaleY: 5,
		alpha: 0,
		tint: 0xFFFFFF
	});
	// Flash animation
	tween(flashOverlay, {
		alpha: 0.7
	}, {
		duration: 100,
		easing: tween.easeOut,
		onFinish: function onFinish() {
			tween(flashOverlay, {
				alpha: 0
			}, {
				duration: 300,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					flashOverlay.destroy();
				}
			});
		}
	});
} ===================================================================
--- original.js
+++ change.js
@@ -417,29 +417,35 @@
 function dropBalls() {
 	var dropsHappened = false;
 	for (var x = 0; x < gridSize; x++) {
 		var writeY = gridSize - 1;
+		// Skip writeY positions that have walls
+		while (writeY >= 0 && grid[writeY][x] && grid[writeY][x].isWall) {
+			writeY--;
+		}
 		for (var y = gridSize - 1; y >= 0; y--) {
+			// Skip walls completely - they don't move
+			if (grid[y][x] && grid[y][x].isWall) {
+				continue;
+			}
 			if (grid[y][x] !== null) {
 				if (y !== writeY) {
 					grid[writeY][x] = grid[y][x];
 					grid[y][x] = null;
 					animatingBalls++;
-					if (grid[writeY][x].animateToGridPosition) {
-						grid[writeY][x].animateToGridPosition(x, writeY, function () {
-							animatingBalls--;
-						});
-					} else {
-						// If it's a wall, just update position directly and decrement counter
-						grid[writeY][x].setGridPosition(x, writeY);
+					grid[writeY][x].animateToGridPosition(x, writeY, function () {
 						animatingBalls--;
-					}
+					});
 					dropsHappened = true;
 				}
 				writeY--;
+				// Skip writeY positions that have walls
+				while (writeY >= 0 && grid[writeY][x] && grid[writeY][x].isWall) {
+					writeY--;
+				}
 			}
 		}
-		// Fill empty spaces at top
+		// Fill empty spaces at top (but not where walls should be)
 		for (var y = writeY; y >= 0; y--) {
 			// Check if this position should be a wall
 			var isWallPosition = false;
 			if ((y === 3 || y === 4) && (x === 0 || x === 1 || x === 6 || x === 7)) {
 dumb smiley blue face, perfect round. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 perfectly round, red angry face. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 perfectly round, yellow surprised face. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 perfectly round, pink clever poker face. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 perfectly round, green sad face. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 a bomb, perfectly round. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 perfect square, concrete wall. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat