===================================================================
--- original.js
+++ change.js
@@ -112,10 +112,10 @@
};
self.rotateShapeRandomly();
self.blocks = [];
var background = self.createAsset('background', 'Background Graphics', .5, .5);
- background.alpha = 1;
- var blockSize = 160;
+ background.alpha = 0;
+ var blockSize = 100;
background.width = 4 * blockSize;
background.height = 4 * blockSize;
self.addChild(background);
self.offsetX = 0;
@@ -169,13 +169,13 @@
};
self.getOverlappingCells = function () {
var cells = [];
var boardPos = {
- x: -board.x + self.x + 160 * 4 + blockOffsetX + 160,
- y: -board.y + self.y + 160 * 4 + blockOffsetY + 160
+ x: -board.x + self.x + 100 * 4 + blockOffsetX + 100,
+ y: -board.y + self.y + 100 * 4 + blockOffsetY + 100
};
- var startX = Math.floor(boardPos.x / 160);
- var startY = Math.floor(boardPos.y / 160);
+ var startX = Math.floor(boardPos.x / 100);
+ var startY = Math.floor(boardPos.y / 100);
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var cell = board.grid && board.grid[startY + i] && board.grid[startY + i][startX + j];
@@ -208,50 +208,50 @@
var Board = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
Board.prototype.spawnParticles = function (x, y, tint) {
- for (var i = 0; i < 12; i++) {
+ for (var i = 0; i < 18; i++) {
var particle = new Particle(tint);
particle.x = x;
particle.y = y;
this.particles.push(particle);
this.addChild(particle);
}
};
- self.grid = new Array(12).fill(null).map(() => new Array(12).fill(null));
- var size = 158;
- var totalWidth = 12 * size;
- var totalHeight = 12 * size;
- for (var i = 0; i < 12; i++) {
- for (var j = 0; j < 12; j++) {
+ self.grid = new Array(20).fill(null).map(() => new Array(20).fill(null));
+ var size = 98;
+ var totalWidth = 20 * size;
+ var totalHeight = 20 * size;
+ for (var i = 0; i < 20; i++) {
+ for (var j = 0; j < 20; j++) {
var cell = new Cell();
cell.x = i * size - totalWidth / 2 + size / 2;
cell.y = j * size - totalHeight / 2 + size / 2;
self.grid[j][i] = cell;
self.addChild(cell);
}
}
self.removeTint = function () {
- for (var i = 0; i < 12; i++) {
- for (var j = 0; j < 12; j++) {
+ for (var i = 0; i < 20; i++) {
+ for (var j = 0; j < 20; j++) {
if (!self.grid[i][j].filled) {
self.grid[i][j].setTint(0xffffff);
}
}
}
};
self.checkLines = function () {
var rowsRemoved = 0;
- for (var i = 0; i < 12; i++) {
+ for (var i = 0; i < 20; i++) {
var rowFilled = true;
var colFilled = true;
- for (var j = 0; j < 12; j++) {
+ for (var j = 0; j < 20; j++) {
if (!self.grid[i][j].filled) rowFilled = false;
if (!self.grid[j][i].filled) colFilled = false;
}
if (rowFilled || colFilled) {
rowsRemoved += (rowFilled ? 1 : 0) + (colFilled ? 1 : 0);
- for (var j = 0; j < 12; j++) {
+ for (var j = 0; j < 20; j++) {
if (rowFilled) {
self.grid[i][j].setFill(false);
self.spawnParticles(self.grid[i][j].x, self.grid[i][j].y, self.grid[i][j].getTint());
}
@@ -273,10 +273,10 @@
self.particles.splice(i, 1);
}
}
}
- for (var i = 0; i < 12; i++) {
- for (var j = 0; j < 12; j++) {
+ for (var i = 0; i < 20; i++) {
+ for (var j = 0; j < 20; j++) {
self.grid[i][j].tick(i, j);
}
}
};
@@ -290,9 +290,9 @@
var blocks = [];
var dragTarget;
var board = self.addChild(new Board());
board.x = 2048 / 2;
- board.y = 2732 / 2 - 250 + 30;
+ board.y = 2732 / 2 - 250 + 30 + 150;
var targetOffset;
self.createBlock = function (index) {
var block = new Block(board);
block.x = 2048 / 2 + (index - 1) * (block.width + 30);
@@ -331,9 +331,9 @@
self.createBlocks();
}
var pointsToAdd = board.checkLines();
if (pointsToAdd) {
- score += Math.pow(pointsToAdd, 2) * 10;
+ score += Math.pow(pointsToAdd, 2) * 20;
scoreTxt.setText(score);
}
}
board.removeTint();
@@ -358,16 +358,16 @@
LK.gui.topCenter.addChild(scoreTxt);
self.isMovePossible = function () {
for (var a = 0; a < blocks.length; a++) {
if (blocks[a]) {
- for (var i = 0; i < 10; i++) {
- for (var j = 0; j < 10; j++) {
+ for (var i = 0; i < 20; i++) {
+ for (var j = 0; j < 20; j++) {
if (board.grid[i][j].filled) continue;
var canPlace = true;
for (var k = 0; k < blocks[a].shape.length; k++) {
for (var l = 0; l < blocks[a].shape[k].length; l++) {
if (blocks[a].shape[k][l] === 1) {
- if (i + k < 0 || i + k >= 10 || j + l < 0 || j + l >= 10 || board.grid[i + k][j + l].filled) {
+ if (i + k < 0 || i + k >= 20 || j + l < 0 || j + l >= 20 || board.grid[i + k][j + l].filled) {
canPlace = false;
break;
}
}
remove painted bits
a yellow furry cuddly ball of fur. little feet. No ears. cute happy face. Cartoon style. Cute art style. Simple vector style. Pastel colors, flat shaded, vector art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove painted bits
a purple furry cuddly ball of fur. little feet. No ears. cute happy face. Cartoon style. Cute art style. Simple vector style. Pastel colors, flat shaded, vector art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a colbalt blue furry cuddly ball of fur. little feet. No ears. cute happy face. Cartoon style. Cute art style. Simple vector style. Pastel colors, flat shaded, vector art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Light gray square with round corners, With play symbol in middle. flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
high definition, with lots of soft colorful fluffy fur balls. happy cartoon faces. exploding from middle of screen. No words
Light gray square, With a re-start symbol in middle.black boderline around outerend of button. flat shaded, hyper-casual game. 2D. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.