User prompt
The text Next Level should be inside a prism and filled, visible and like a button.
User prompt
At the end of the episode, the episode score will flash on the screen and the next level button will appear on the screen.
User prompt
Sections must be passable .
User prompt
Improve the gameplay of the levels. Create new level designs. Make it more complicated and enjoyable.
User prompt
There is a bug in 5-way matchmaking
User prompt
When there was a 4-way match in the sections, the entire column disappeared. There is a bug.
User prompt
There must be a square-shaped match of 4. When that match occurs, the bomb should shine in the place where the match is and destroy the 8 squares next to it.
User prompt
The sections should be more complicated
User prompt
When the 4 explodes, there is a bug, solve that problem
User prompt
Each section should have a different design and gameplay. Design different levels. Don't play the same thing over and over.
User prompt
There should be next level and prev level buttons at the bottom of the game.
User prompt
Lower
User prompt
Level should not have too high goals.
User prompt
The level at the bottom left should be seen. There should be a difficult section in every 5 levels, like a boss section.
User prompt
The goals for each section should be achievable. The difficulty should increase as the level increases. The sections are easy at the beginning. The sections should be harder as they progress.
User prompt
I want you to do your calculations for each section and make it really passable. The game will progress level by level. Another feature should be a reset button at the bottom. The user should be able to restart the section.
User prompt
If the same boxes are placed side by side as a result of the change of location and there is no explosion, the boxes should return to their original place.
User prompt
I will decide which box to choose. I will swap places with the other box by holding it down. Swapping can only be done with adjacent squares and if there is no match, that is, if it does not comply with the rules, it is The box returns to its original place
User prompt
Boxes are not changing places again
User prompt
Make it like candy crush all gameplay and rules
User prompt
I should be able to move in all directions
User prompt
Some of my picks don't move
User prompt
Sync by phone. It doesn't select the box I clicked
User prompt
Fix the tile selection synchronization bug where clicking a tile incorrectly selects another adjacent tile. Debug the grid coordinate system by recalculating click/touch positions relative to the grid's top-left origin, add boundary checks to prevent out-of-grid selections, implement precise hitbox detection for each tile, and ensure tile positions update correctly during animations. Remove any offset miscalculations in the posToGrid() function and verify z-index layers to prevent overlapping elements from intercepting clicks. Add debug visuals to highlight the actually selected tile area during testing.
User prompt
Fix the tile movement bug in the match-3 game where players cannot swap adjacent tiles. Ensure tiles respond to clicks/taps by highlighting when selected, validate swaps (check if tiles are adjacent and create valid matches), animate smooth position transitions, and reset input states after animations. Debug grid coordinate calculations to prevent misaligned clicks, add proper event listeners for tile interaction, and ensure the swap logic doesn’t lock the game state. Include visual feedback for invalid swaps and re-enable input after animations complete
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Candy class var Candy = Container.expand(function () { var self = Container.call(this); // Properties self.type = getRandomCandyType(); self.special = SPECIAL_NONE; self.blocker = BLOCKER_NONE; self.row = 0; self.col = 0; self.isFalling = false; self.isMatched = false; self.isSelected = false; self.asset = null; // Attach asset function updateAsset() { if (self.asset) { self.removeChild(self.asset); self.asset.destroy(); } var assetId = self.type; if (self.special === SPECIAL_STRIPED) assetId = 'candy_striped'; if (self.special === SPECIAL_BOMB) assetId = 'candy_bomb'; if (self.special === SPECIAL_RAINBOW) assetId = 'candy_rainbow'; if (self.blocker === BLOCKER_CHOCOLATE) assetId = 'blocker_chocolate'; if (self.blocker === BLOCKER_ICE) assetId = 'blocker_ice'; self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); if (self.isSelected) { self.asset.scaleX = 1.15; self.asset.scaleY = 1.15; } else { self.asset.scaleX = 1; self.asset.scaleY = 1; } } // Set type self.setType = function (type, special, blocker) { self.type = type || getRandomCandyType(); self.special = special || SPECIAL_NONE; self.blocker = blocker || BLOCKER_NONE; updateAsset(); }; // Set selected self.setSelected = function (selected) { self.isSelected = selected; updateAsset(); }; // Animate to position self.moveTo = function (x, y, duration, onFinish) { tween(self, { x: x, y: y }, { duration: duration || 200, easing: tween.easeInOut, onFinish: onFinish }); }; // Destroy self.destroyCandy = function () { if (self.asset) { self.removeChild(self.asset); self.asset.destroy(); self.asset = null; } self.destroy(); }; // Init updateAsset(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222244 }); /**** * Game Code ****/ // Candy types // Music // Sounds // Blockers // Special candies // Candy shapes/colors // Board data var CANDY_TYPES = ['candy_red', 'candy_green', 'candy_blue', 'candy_yellow', 'candy_purple', 'candy_orange']; // Special types var SPECIAL_NONE = 0; var SPECIAL_STRIPED = 1; var SPECIAL_BOMB = 2; var SPECIAL_RAINBOW = 3; // Blocker types var BLOCKER_NONE = 0; var BLOCKER_CHOCOLATE = 1; var BLOCKER_ICE = 2; // Board size var BOARD_COLS = 7; var BOARD_ROWS = 9; var CELL_SIZE = 200; var BOARD_OFFSET_X = Math.floor((2048 - BOARD_COLS * CELL_SIZE) / 2); var BOARD_OFFSET_Y = 300; // Helper: get random candy type function getRandomCandyType() { return CANDY_TYPES[Math.floor(Math.random() * CANDY_TYPES.length)]; } // Helper: get random int function randInt(a, b) { return a + Math.floor(Math.random() * (b - a + 1)); } var board = []; var candies = []; var selectedCandy = null; var swapping = false; var animating = false; var movesLeft = 20; var targetScore = 5000; var score = 0; var scoreTxt = null; var movesTxt = null; var targetTxt = null; var boardContainer = null; var matchQueue = []; var refillQueue = []; var isProcessing = false; // GUI scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); movesTxt = new Text2('Moves: 20', { size: 70, fill: "#fff" }); movesTxt.anchor.set(0.5, 0); LK.gui.top.addChild(movesTxt); movesTxt.y = 110; targetTxt = new Text2('Target: 5000', { size: 60, fill: "#fff" }); targetTxt.anchor.set(0.5, 0); LK.gui.top.addChild(targetTxt); targetTxt.y = 180; // Board container boardContainer = new Container(); game.addChild(boardContainer); boardContainer.x = BOARD_OFFSET_X; boardContainer.y = BOARD_OFFSET_Y; // Initialize board function initBoard() { // Clear previous for (var i = 0; i < candies.length; ++i) { if (candies[i]) candies[i].destroyCandy(); } candies = []; board = []; for (var row = 0; row < BOARD_ROWS; ++row) { board[row] = []; for (var col = 0; col < BOARD_COLS; ++col) { var candy = new Candy(); candy.row = row; candy.col = col; candy.x = col * CELL_SIZE + CELL_SIZE / 2; candy.y = row * CELL_SIZE + CELL_SIZE / 2; boardContainer.addChild(candy); candies.push(candy); board[row][col] = candy; } } // Remove initial matches removeInitialMatches(); } // Remove initial matches to avoid auto-matches at start function removeInitialMatches() { for (var row = 0; row < BOARD_ROWS; ++row) { for (var col = 0; col < BOARD_COLS; ++col) { var type = board[row][col].type; // Check left if (col >= 2 && board[row][col - 1].type === type && board[row][col - 2].type === type) { var newType = getRandomCandyType(); while (newType === type) newType = getRandomCandyType(); board[row][col].setType(newType); } // Check up if (row >= 2 && board[row - 1][col].type === type && board[row - 2][col].type === type) { var newType = getRandomCandyType(); while (newType === type) newType = getRandomCandyType(); board[row][col].setType(newType); } } } } // Get candy at board position function getCandyAt(row, col) { if (row < 0 || row >= BOARD_ROWS || col < 0 || col >= BOARD_COLS) return null; return board[row][col]; } // Swap two candies function swapCandies(c1, c2, cb) { swapping = true; var r1 = c1.row, c1c = c1.col, r2 = c2.row, c2c = c2.col; // Swap in board board[r1][c1c] = c2; board[r2][c2c] = c1; // Swap row/col var tmpRow = c1.row, tmpCol = c1.col; c1.row = c2.row; c1.col = c2.col; c2.row = tmpRow; c2.col = tmpCol; // Animate var done = 0; c1.moveTo(c1.col * CELL_SIZE + CELL_SIZE / 2, c1.row * CELL_SIZE + CELL_SIZE / 2, 180, function () { done++; if (done === 2 && cb) { swapping = false; cb(); } }); c2.moveTo(c2.col * CELL_SIZE + CELL_SIZE / 2, c2.row * CELL_SIZE + CELL_SIZE / 2, 180, function () { done++; if (done === 2 && cb) { swapping = false; cb(); } }); LK.getSound('swap').play(); } // Check if two candies are adjacent function areAdjacent(c1, c2) { var dr = Math.abs(c1.row - c2.row); var dc = Math.abs(c1.col - c2.col); return dr + dc === 1; } // Find all matches on the board function findMatches() { var matches = []; // Horizontal for (var row = 0; row < BOARD_ROWS; ++row) { var count = 1; for (var col = 1; col < BOARD_COLS; ++col) { var prev = board[row][col - 1]; var curr = board[row][col]; if (curr.type === prev.type && curr.blocker === BLOCKER_NONE && prev.blocker === BLOCKER_NONE) { count++; } else { if (count >= 3) { for (var k = 0; k < count; ++k) { matches.push(board[row][col - 1 - k]); } } count = 1; } } if (count >= 3) { for (var k = 0; k < count; ++k) { matches.push(board[row][BOARD_COLS - 1 - k]); } } } // Vertical for (var col = 0; col < BOARD_COLS; ++col) { var count = 1; for (var row = 1; row < BOARD_ROWS; ++row) { var prev = board[row - 1][col]; var curr = board[row][col]; if (curr.type === prev.type && curr.blocker === BLOCKER_NONE && prev.blocker === BLOCKER_NONE) { count++; } else { if (count >= 3) { for (var k = 0; k < count; ++k) { matches.push(board[row - 1 - k][col]); } } count = 1; } } if (count >= 3) { for (var k = 0; k < count; ++k) { matches.push(board[BOARD_ROWS - 1 - k][col]); } } } // Remove duplicates var unique = []; for (var i = 0; i < matches.length; ++i) { if (unique.indexOf(matches[i]) === -1) unique.push(matches[i]); } return unique; } // Remove matched candies and animate function removeMatches(matches, cb) { if (!matches || matches.length === 0) { if (cb) cb(); return; } LK.getSound('match').play(); var done = 0; for (var i = 0; i < matches.length; ++i) { var candy = matches[i]; candy.isMatched = true; // Animate scale down and fade tween(candy, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function (candy) { return function () { if (candy.asset) { candy.removeChild(candy.asset); candy.asset.destroy(); candy.asset = null; } candy.visible = false; done++; if (done === matches.length && cb) cb(); }; }(candy) }); // Add score score += 100; } } // Drop candies to fill empty spaces function dropCandies(cb) { var moved = false; for (var col = 0; col < BOARD_COLS; ++col) { for (var row = BOARD_ROWS - 1; row >= 0; --row) { var candy = board[row][col]; if (!candy.isMatched && candy.visible) continue; // Find nearest above for (var above = row - 1; above >= 0; --above) { var aboveCandy = board[above][col]; if (!aboveCandy.isMatched && aboveCandy.visible) { // Move aboveCandy down board[row][col] = aboveCandy; aboveCandy.row = row; aboveCandy.col = col; aboveCandy.moveTo(col * CELL_SIZE + CELL_SIZE / 2, row * CELL_SIZE + CELL_SIZE / 2, 180); board[above][col] = candy; moved = true; break; } } } } if (cb) LK.setTimeout(cb, moved ? 200 : 0); } // Fill empty spaces with new candies function refillBoard(cb) { var created = false; for (var col = 0; col < BOARD_COLS; ++col) { for (var row = 0; row < BOARD_ROWS; ++row) { var candy = board[row][col]; if (!candy.isMatched && candy.visible) continue; // Create new candy var newCandy = new Candy(); newCandy.row = row; newCandy.col = col; newCandy.x = col * CELL_SIZE + CELL_SIZE / 2; newCandy.y = -CELL_SIZE + CELL_SIZE / 2; boardContainer.addChild(newCandy); candies.push(newCandy); board[row][col] = newCandy; newCandy.moveTo(col * CELL_SIZE + CELL_SIZE / 2, row * CELL_SIZE + CELL_SIZE / 2, 220); created = true; } } if (cb) LK.setTimeout(cb, created ? 220 : 0); } // Remove matched candies from board function clearMatchedCandies() { for (var row = 0; row < BOARD_ROWS; ++row) { for (var col = 0; col < BOARD_COLS; ++col) { var candy = board[row][col]; if (candy.isMatched) { candy.destroyCandy(); // Remove from candies array for (var i = 0; i < candies.length; ++i) { if (candies[i] === candy) { candies.splice(i, 1); break; } } // Replace with dummy invisible candy for drop logic var dummy = new Candy(); dummy.row = row; dummy.col = col; dummy.visible = false; board[row][col] = dummy; } } } } // Deselect all candies function deselectAll() { for (var i = 0; i < candies.length; ++i) { candies[i].setSelected(false); } selectedCandy = null; } // Handle user tap function handleTap(x, y, obj) { if (swapping || animating || isProcessing) return; // Convert to board coordinates, ensuring correct offset and boundaries // Remove any offset miscalculations: boardContainer.x/y is already set, so local is relative to grid origin var local = boardContainer.toLocal({ x: x, y: y }); // Clamp local.x/y to be within the grid area if (local.x < 0 || local.y < 0) return; var col = Math.floor(local.x / CELL_SIZE); var row = Math.floor(local.y / CELL_SIZE); // Clamp to grid bounds // Boundary check if (col < 0 || col >= BOARD_COLS || row < 0 || row >= BOARD_ROWS) return; var candy = board[row][col]; // Debug: Draw a highlight rectangle over the selected cell if (typeof handleTap._debugRect !== "undefined" && handleTap._debugRect) { boardContainer.removeChild(handleTap._debugRect); handleTap._debugRect.destroy(); handleTap._debugRect = null; } var debugRect = LK.getAsset('blocker_ice', { anchorX: 0, anchorY: 0, x: col * CELL_SIZE, y: row * CELL_SIZE, width: CELL_SIZE, height: CELL_SIZE, alpha: 0.25 }); // Insert debugRect at the bottom of boardContainer's children so it doesn't block candy input if (boardContainer.children && boardContainer.children.length > 0) { boardContainer.addChildAt(debugRect, 0); } else { boardContainer.addChild(debugRect); } handleTap._debugRect = debugRect; if (!candy || candy.blocker !== BLOCKER_NONE) return; // If nothing selected, select this candy if (!selectedCandy) { deselectAll(); selectedCandy = candy; candy.setSelected(true); return; } // If clicking the same candy, deselect if (selectedCandy === candy) { deselectAll(); return; } // If adjacent, try to swap if (areAdjacent(selectedCandy, candy)) { swapping = true; selectedCandy.setSelected(false); candy.setSelected(false); // Lock input during animation var c1 = selectedCandy; var c2 = candy; deselectAll(); swapCandies(c1, c2, function () { // After swap, check for matches var matches = findMatches(); if (matches.length > 0) { processMatches(); movesLeft--; updateGUI(); swapping = false; } else { // No match, swap back LK.getSound('fail').play(); // Animate a quick shake for both candies var origX1 = c1.col * CELL_SIZE + CELL_SIZE / 2; var origY1 = c1.row * CELL_SIZE + CELL_SIZE / 2; var origX2 = c2.col * CELL_SIZE + CELL_SIZE / 2; var origY2 = c2.row * CELL_SIZE + CELL_SIZE / 2; tween(c1, { x: origX1 + 20 }, { duration: 60, onFinish: function onFinish() { tween(c1, { x: origX1 }, { duration: 60 }); } }); tween(c2, { x: origX2 - 20 }, { duration: 60, onFinish: function onFinish() { tween(c2, { x: origX2 }, { duration: 60 }); } }); swapCandies(c1, c2, function () { swapping = false; deselectAll(); // Re-select the original candy for user feedback selectedCandy = c1; c1.setSelected(true); }); movesLeft--; updateGUI(); } }); return; } // Not adjacent, select new candy deselectAll(); selectedCandy = candy; candy.setSelected(true); } // Process matches and refill function processMatches() { isProcessing = true; var matches = findMatches(); if (matches.length === 0) { swapping = false; isProcessing = false; deselectAll(); checkGameEnd(); return; } removeMatches(matches, function () { clearMatchedCandies(); dropCandies(function () { refillBoard(function () { // After all refills, check for new matches var newMatches = findMatches(); if (newMatches.length > 0) { processMatches(); } else { swapping = false; isProcessing = false; deselectAll(); checkGameEnd(); } }); }); }); } // Update GUI function updateGUI() { scoreTxt.setText('Score: ' + score); movesTxt.setText('Moves: ' + movesLeft); targetTxt.setText('Target: ' + targetScore); } // Check for win/lose function checkGameEnd() { if (score >= targetScore) { LK.showYouWin(); } else if (movesLeft <= 0) { LK.showGameOver(); } } // Game event handlers game.down = function (x, y, obj) { // Don't allow tap in top left 100x100 if (x < 100 && y < 100) return; handleTap(x, y, obj); }; // No drag/move for now // Game update game.update = function () { // No per-frame logic needed for MVP }; // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.7, duration: 1000 } }); // Start game initBoard(); updateGUI();
===================================================================
--- original.js
+++ change.js
@@ -424,17 +424,44 @@
}
// Handle user tap
function handleTap(x, y, obj) {
if (swapping || animating || isProcessing) return;
- // Convert to board coordinates
+ // Convert to board coordinates, ensuring correct offset and boundaries
+ // Remove any offset miscalculations: boardContainer.x/y is already set, so local is relative to grid origin
var local = boardContainer.toLocal({
x: x,
y: y
});
+ // Clamp local.x/y to be within the grid area
+ if (local.x < 0 || local.y < 0) return;
var col = Math.floor(local.x / CELL_SIZE);
var row = Math.floor(local.y / CELL_SIZE);
+ // Clamp to grid bounds
+ // Boundary check
if (col < 0 || col >= BOARD_COLS || row < 0 || row >= BOARD_ROWS) return;
var candy = board[row][col];
+ // Debug: Draw a highlight rectangle over the selected cell
+ if (typeof handleTap._debugRect !== "undefined" && handleTap._debugRect) {
+ boardContainer.removeChild(handleTap._debugRect);
+ handleTap._debugRect.destroy();
+ handleTap._debugRect = null;
+ }
+ var debugRect = LK.getAsset('blocker_ice', {
+ anchorX: 0,
+ anchorY: 0,
+ x: col * CELL_SIZE,
+ y: row * CELL_SIZE,
+ width: CELL_SIZE,
+ height: CELL_SIZE,
+ alpha: 0.25
+ });
+ // Insert debugRect at the bottom of boardContainer's children so it doesn't block candy input
+ if (boardContainer.children && boardContainer.children.length > 0) {
+ boardContainer.addChildAt(debugRect, 0);
+ } else {
+ boardContainer.addChild(debugRect);
+ }
+ handleTap._debugRect = debugRect;
if (!candy || candy.blocker !== BLOCKER_NONE) return;
// If nothing selected, select this candy
if (!selectedCandy) {
deselectAll();