User prompt
Increase parts and slots
User prompt
Increase parts and slots by 80%
User prompt
Increase parts and slots by 100%
User prompt
When I add the pieces, the sound called ''combo'' should play
User prompt
make a asset for background name ''Background''
User prompt
make a asset for background name ''Background''
User prompt
make cell background asset entity name ''cell_background''2
User prompt
make asset for every cell
User prompt
for each slot where we place the puzzle layer, add entity name 1
User prompt
add asset for game board ''1''
User prompt
add asset for game board
User prompt
make bigger game board
User prompt
make bigger pieces
User prompt
Make it according to the puzzle board and pieces
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 152
User prompt
add a colorful background image
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
User prompt
Please fix the bug: 'dynamicAssets[t].push is not a function' in or related to this line: 'var bgImg = LK.getAsset('pop', {' Line Number: 363
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- HexTile: A single hexagon on the board --- var HexTile = Container.expand(function () { var self = Container.call(this); // Color: 'pink', 'blue', 'yellow', 'green', 'purple', 'orange' self.color = 'pink'; self.gridQ = 0; // axial q self.gridR = 0; // axial r self.occupied = false; self.face = null; // Attach hex asset self.setColor = function (color) { self.color = color; if (self.hex) self.removeChild(self.hex); self.hex = self.attachAsset('hex_' + color, { anchorX: 0.5, anchorY: 0.5 }); // Add face if (self.face) self.removeChild(self.face); self.face = self.attachAsset('face', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.7, scaleY: 0.7 }); }; self.setEmpty = function () { self.occupied = false; if (self.hex) self.hex.visible = false; if (self.face) self.face.visible = false; }; self.setFilled = function (color) { self.occupied = true; self.setColor(color); self.hex.visible = true; self.face.visible = true; }; // Pop animation self.pop = function () { if (!self.occupied) return; self.setEmpty(); }; return self; }); // --- Piece: A draggable group of 1-5 hexes in a shape --- var Piece = Container.expand(function () { var self = Container.call(this); // Shape: array of {q, r, color} self.shape = []; self.hexes = []; self.dragging = false; self.valid = true; // is current placement valid // Generate a piece from a shape definition self.setShape = function (shape) { self.shape = shape; // Remove old hexes for (var i = 0; i < self.hexes.length; ++i) self.removeChild(self.hexes[i]); self.hexes = []; // Add new hexes for (var i = 0; i < shape.length; ++i) { var hex = self.attachAsset('hex_' + shape[i].color, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Add face var face = self.attachAsset('face', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.7, scaleY: 0.7 }); hex.addChild(face); self.hexes.push(hex); } // Position hexes for (var i = 0; i < shape.length; ++i) { var pos = axialToPixel(shape[i].q, shape[i].r, pieceHexSize); self.hexes[i].x = pos.x; self.hexes[i].y = pos.y; } }; // Highlight for valid/invalid placement self.setValid = function (valid) { self.valid = valid; for (var i = 0; i < self.hexes.length; ++i) { self.hexes[i].alpha = valid ? 1 : 0.4; } }; return self; }); /**** * Initialize Game ****/ /**** * Helper Functions ****/ // Hex math var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Add main background image --- var bgImg = LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1, scaleY: 1, alpha: 1 }); game.addChild(bgImg); // --- Add dreamy cloud background --- // Hex tile shapes (pastel colors) // Cloud background (large, white, semi-transparent ellipses) // Faces (as colored ellipses for now, can be replaced with images later) // Pop effect // Sound effects /**** * Helper Functions ****/ // Hex math function _typeof6(o) { "@babel/helpers - typeof"; return _typeof6 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof6(o); } function _typeof5(o) { "@babel/helpers - typeof"; return _typeof5 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof5(o); } function _typeof4(o) { "@babel/helpers - typeof"; return _typeof4 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof4(o); } function _typeof3(o) { "@babel/helpers - typeof"; return _typeof3 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof3(o); } function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var sqrt3 = Math.sqrt(3); function axialToPixel(q, r, size) { // Flat-topped hex var x = size * (3 / 2 * q); var y = size * (sqrt3 * (r + q / 2)); return { x: x, y: y }; } function pixelToAxial(x, y, size) { var q = 2 / 3 * x / size; var r = (-1 / 3 * x + sqrt3 / 3 * y) / size; return hexRound(q, r); } function hexRound(q, r) { var x = q; var z = r; var y = -x - z; var rx = Math.round(x); var ry = Math.round(y); var rz = Math.round(z); var x_diff = Math.abs(rx - x); var y_diff = Math.abs(ry - y); var z_diff = Math.abs(rz - z); if (x_diff > y_diff && x_diff > z_diff) rx = -ry - rz;else if (y_diff > z_diff) ry = -rx - rz;else rz = -rx - ry; return { q: rx, r: rz }; } // Generate random color function randomColor() { var arr = ['pink', 'blue', 'yellow', 'green', 'purple', 'orange']; return arr[Math.floor(Math.random() * arr.length)]; } // Piece shape library (axial coordinates, always includes 0,0) // Only allow shapes with at most 3 hexes var pieceShapes = [ // Single [{ q: 0, r: 0 }], // Line 2 [{ q: 0, r: 0 }, { q: 1, r: 0 }], // Line 3 [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 2, r: 0 }], // L shape [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 1, r: 1 }], // Triangle [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 0, r: 1 }]]; // Generate a random piece shape with random colors function randomPieceShape() { var base = pieceShapes[Math.floor(Math.random() * pieceShapes.length)]; var color = randomColor(); var arr = []; for (var i = 0; i < base.length; ++i) { arr.push({ q: base[i].q, r: base[i].r, color: color }); } return arr; } /**** * Game Board Setup ****/ // Board size var boardRadius = 7; // 7 rings from center (total diameter 15) var boardHexSize = 54; // px, for board tiles (slightly smaller to fit more) var pieceHexSize = boardHexSize; // px, for piece tiles (match board tile size) // Board center in pixels var boardCenterX = 2048 / 2; var boardCenterY = 1200; // Board data: array of {q, r, tile} var boardTiles = []; // Build board: all hexes with |q|+|r|+|s| <= boardRadius for (var q = -boardRadius; q <= boardRadius; ++q) { for (var r = -boardRadius; r <= boardRadius; ++r) { var s = -q - r; if (Math.abs(q) <= boardRadius && Math.abs(r) <= boardRadius && Math.abs(s) <= boardRadius) { // Create tile var tile = new HexTile(); tile.gridQ = q; tile.gridR = r; tile.setEmpty(); var pos = axialToPixel(q, r, boardHexSize); tile.x = boardCenterX + pos.x; tile.y = boardCenterY + pos.y; // Add a unique asset for every cell (behind the tile) with entity name 'cell_background2' var cellAsset = LK.getAsset('cell_background', { anchorX: 0.5, anchorY: 0.5, x: tile.x, y: tile.y, scaleX: boardHexSize / 100, scaleY: boardHexSize / 100, alpha: 0.22, entityName: 'cell_background2' }); game.addChild(cellAsset); boardTiles.push({ q: q, r: r, tile: tile }); } } } // Helper: find tile at q,r function getTile(q, r) { for (var i = 0; i < boardTiles.length; ++i) { if (boardTiles[i].q === q && boardTiles[i].r === r) return boardTiles[i].tile; } return null; } var cloud1 = LK.getAsset('cloud1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 300, y: 400, alpha: 0.18 }); var cloud2 = LK.getAsset('cloud2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 250, y: 600, alpha: 0.13 }); var cloud3 = LK.getAsset('cloud3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 200, y: 900, alpha: 0.10 }); game.addChild(cloud1); game.addChild(cloud2); game.addChild(cloud3); // --- Add game board image '1' behind tiles --- var boardImg1 = LK.getAsset('1', { anchorX: 0.5, anchorY: 0.5, x: boardCenterX, y: boardCenterY, scaleX: 15, scaleY: 15, alpha: 0.18 }); game.addChild(boardImg1); // --- Add board tiles to game --- for (var i = 0; i < boardTiles.length; ++i) { game.addChild(boardTiles[i].tile); } // --- Score display --- var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Piece tray (bottom center) --- var trayY = 2732 - 350; var trayX = 2048 / 2; var traySpacing = 220; var trayPieces = [null, null, null, null, null]; // 5 pieces at a time // --- Generate new pieces in tray --- function refillTray() { for (var i = 0; i < 5; ++i) { if (trayPieces[i]) { trayPieces[i].destroy(); trayPieces[i] = null; } var piece = new Piece(); piece.setShape(randomPieceShape()); piece.x = trayX + (i - 2) * traySpacing; piece.y = trayY; trayPieces[i] = piece; game.addChild(piece); } } refillTray(); // --- Drag and drop logic --- var draggingPiece = null; var dragOffsetX = 0; var dragOffsetY = 0; var dragStartX = 0; var dragStartY = 0; // Helper: get board position under a pixel function getBoardPosUnder(x, y) { // Convert to board-local var px = x - boardCenterX; var py = y - boardCenterY; var axial = pixelToAxial(px, py, boardHexSize); return axial; } // Helper: can place piece at board q,r function canPlacePiece(piece, q, r) { for (var i = 0; i < piece.shape.length; ++i) { var dq = piece.shape[i].q; var dr = piece.shape[i].r; var tile = getTile(q + dq, r + dr); if (!tile || tile.occupied) return false; } return true; } // Helper: place piece at board q,r function placePiece(piece, q, r) { for (var i = 0; i < piece.shape.length; ++i) { var dq = piece.shape[i].q; var dr = piece.shape[i].r; var color = piece.shape[i].color; var tile = getTile(q + dq, r + dr); if (tile) { tile.setFilled(color); // Add entity name '1' to this slot tile.entityName = '1'; } } // Play combo sound when a piece is placed LK.getSound('combo').play(); } // Helper: remove piece from tray function removePieceFromTray(piece) { for (var i = 0; i < 5; ++i) { if (trayPieces[i] === piece) { trayPieces[i].destroy(); trayPieces[i] = null; } } } // --- Game move events --- game.down = function (x, y, obj) { // Check if a piece in tray is touched for (var i = 0; i < 5; ++i) { var piece = trayPieces[i]; if (!piece) continue; var local = piece.toLocal(game.toGlobal({ x: x, y: y })); // Check if touch is within piece bounds for (var j = 0; j < piece.hexes.length; ++j) { var hx = piece.hexes[j].x; var hy = piece.hexes[j].y; var dx = local.x - hx; var dy = local.y - hy; if (dx * dx + dy * dy < pieceHexSize * pieceHexSize * 0.4) { draggingPiece = piece; dragStartX = piece.x; dragStartY = piece.y; dragOffsetX = x - piece.x; dragOffsetY = y - piece.y; piece.dragging = true; piece.setValid(true); // Bring to front game.addChild(piece); return; } } } }; game.move = function (x, y, obj) { if (!draggingPiece) return; // Move piece draggingPiece.x = x - dragOffsetX; draggingPiece.y = y - dragOffsetY; // Snap to board if close var pos = getBoardPosUnder(draggingPiece.x, draggingPiece.y); var canPlace = canPlacePiece(draggingPiece, pos.q, pos.r); draggingPiece.setValid(canPlace); // Snap visual to nearest hex if close enough if (canPlace) { var snapPos = axialToPixel(pos.q, pos.r, boardHexSize); draggingPiece.x = boardCenterX + snapPos.x; draggingPiece.y = boardCenterY + snapPos.y; } }; game.up = function (x, y, obj) { if (!draggingPiece) return; // Try to place var pos = getBoardPosUnder(draggingPiece.x, draggingPiece.y); if (canPlacePiece(draggingPiece, pos.q, pos.r)) { // Snap piece visually to the grid before placing var snapPos = axialToPixel(pos.q, pos.r, boardHexSize); draggingPiece.x = boardCenterX + snapPos.x; draggingPiece.y = boardCenterY + snapPos.y; // Place placePiece(draggingPiece, pos.q, pos.r); removePieceFromTray(draggingPiece); draggingPiece.destroy(); draggingPiece = null; // Check for matches and refill tray if all used checkAndPopMatches(); if (trayPieces.every(function (p) { return !p; })) { refillTray(); } // Check for game over if (!canAnyPieceBePlaced()) { LK.showGameOver(); } } else { // Return to tray tween(draggingPiece, { x: dragStartX, y: dragStartY }, { duration: 200, easing: tween.easeOut }); draggingPiece.setValid(true); draggingPiece.dragging = false; draggingPiece = null; } }; // --- Line clearing logic --- // Find all full lines (horizontal or vertical), clear them, and chain function checkAndPopMatches() { var popped = false; var combos = 0; var linesToClear = []; // Helper: get all q/r/s values present on the board var qSet = {}; var rSet = {}; var sSet = {}; for (var i = 0; i < boardTiles.length; ++i) { var t = boardTiles[i]; qSet[t.q] = true; rSet[t.r] = true; sSet[-t.q - t.r] = true; } // Helper: get all tiles in a line (by q, r, or s) function getLineTiles(axis, value) { var arr = []; for (var i = 0; i < boardTiles.length; ++i) { var t = boardTiles[i]; if (axis === 'q' && t.q === value || axis === 'r' && t.r === value || axis === 's' && -t.q - t.r === value) { arr.push(t.tile); } } return arr; } // Check all q lines (vertical) for (var q in qSet) { var tiles = getLineTiles('q', parseInt(q)); if (tiles.length === 0) continue; var allOccupied = true; for (var i = 0; i < tiles.length; ++i) { if (!tiles[i].occupied) { allOccupied = false; break; } } if (allOccupied) { linesToClear.push(tiles); } } // Check all r lines (diagonal) for (var r in rSet) { var tiles = getLineTiles('r', parseInt(r)); if (tiles.length === 0) continue; var allOccupied = true; for (var i = 0; i < tiles.length; ++i) { if (!tiles[i].occupied) { allOccupied = false; break; } } if (allOccupied) { linesToClear.push(tiles); } } // Check all s lines (other diagonal) for (var s in sSet) { var tiles = getLineTiles('s', parseInt(s)); if (tiles.length === 0) continue; var allOccupied = true; for (var i = 0; i < tiles.length; ++i) { if (!tiles[i].occupied) { allOccupied = false; break; } } if (allOccupied) { linesToClear.push(tiles); } } // Remove duplicates (tiles may be in multiple lines) var clearedTiles = {}; for (var i = 0; i < linesToClear.length; ++i) { for (var j = 0; j < linesToClear[i].length; ++j) { clearedTiles[linesToClear[i][j].gridQ + ',' + linesToClear[i][j].gridR] = linesToClear[i][j]; } } var clearedArr = []; for (var k in clearedTiles) clearedArr.push(clearedTiles[k]); if (clearedArr.length > 0) { for (var i = 0; i < clearedArr.length; ++i) { clearedArr[i].pop(); } score += clearedArr.length; popped = true; combos = linesToClear.length; } if (popped) { scoreTxt.setText(score); if (combos > 1) { LK.getSound('combo').play(); } // Chain: after pop, check again after short delay LK.setTimeout(checkAndPopMatches, 400); } } // --- Can any piece be placed? --- function canAnyPieceBePlaced() { for (var i = 0; i < 5; ++i) { var piece = trayPieces[i]; if (!piece) continue; // Try all board positions for (var j = 0; j < boardTiles.length; ++j) { var q = boardTiles[j].q; var r = boardTiles[j].r; if (canPlacePiece(piece, q, r)) return true; } } return false; } // --- Game update (not used for now) --- game.update = function () { // No per-frame logic needed };
===================================================================
--- original.js
+++ change.js
@@ -290,10 +290,10 @@
/****
* Game Board Setup
****/
// Board size
-var boardRadius = 9; // 9 rings from center (total diameter 19, ~80% more slots)
-var boardHexSize = 108; // px, for board tiles (80% larger)
+var boardRadius = 7; // 7 rings from center (total diameter 15)
+var boardHexSize = 54; // px, for board tiles (slightly smaller to fit more)
var pieceHexSize = boardHexSize; // px, for piece tiles (match board tile size)
// Board center in pixels
var boardCenterX = 2048 / 2;
var boardCenterY = 1200;
@@ -368,10 +368,10 @@
anchorX: 0.5,
anchorY: 0.5,
x: boardCenterX,
y: boardCenterY,
- scaleX: 12,
- scaleY: 12,
+ scaleX: 15,
+ scaleY: 15,
alpha: 0.18
});
game.addChild(boardImg1);
// --- Add board tiles to game ---
@@ -388,20 +388,20 @@
LK.gui.top.addChild(scoreTxt);
// --- Piece tray (bottom center) ---
var trayY = 2732 - 350;
var trayX = 2048 / 2;
-var traySpacing = 320;
-var trayPieces = [null, null, null]; // 3 pieces at a time
+var traySpacing = 220;
+var trayPieces = [null, null, null, null, null]; // 5 pieces at a time
// --- Generate new pieces in tray ---
function refillTray() {
- for (var i = 0; i < 3; ++i) {
+ for (var i = 0; i < 5; ++i) {
if (trayPieces[i]) {
trayPieces[i].destroy();
trayPieces[i] = null;
}
var piece = new Piece();
piece.setShape(randomPieceShape());
- piece.x = trayX + (i - 1) * traySpacing;
+ piece.x = trayX + (i - 2) * traySpacing;
piece.y = trayY;
trayPieces[i] = piece;
game.addChild(piece);
}
@@ -448,9 +448,9 @@
LK.getSound('combo').play();
}
// Helper: remove piece from tray
function removePieceFromTray(piece) {
- for (var i = 0; i < 3; ++i) {
+ for (var i = 0; i < 5; ++i) {
if (trayPieces[i] === piece) {
trayPieces[i].destroy();
trayPieces[i] = null;
}
@@ -458,9 +458,9 @@
}
// --- Game move events ---
game.down = function (x, y, obj) {
// Check if a piece in tray is touched
- for (var i = 0; i < 3; ++i) {
+ for (var i = 0; i < 5; ++i) {
var piece = trayPieces[i];
if (!piece) continue;
var local = piece.toLocal(game.toGlobal({
x: x,
@@ -641,9 +641,9 @@
}
}
// --- Can any piece be placed? ---
function canAnyPieceBePlaced() {
- for (var i = 0; i < 3; ++i) {
+ for (var i = 0; i < 5; ++i) {
var piece = trayPieces[i];
if (!piece) continue;
// Try all board positions
for (var j = 0; j < boardTiles.length; ++j) {
cloud. In-Game asset. 2d. High contrast. No shadows
cloud pink. In-Game asset. 2d. High contrast. No shadows
cloud orange. In-Game asset. 2d. High contrast. No shadows
cloud green. In-Game asset. 2d. High contrast. No shadows
cloud purple. In-Game asset. 2d. High contrast. No shadows
cloud yellow. In-Game asset. 2d. High contrast. No shadows
Background for relaxing puzzle game. In-Game asset. 2d. High contrast. No shadows
linear features cute face frameless. In-Game asset. 2d. High contrast. No shadows
White square with tight round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. In-Game asset. 2d. High contrast. No shadows
White hexagon with tight round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. In-Game asset. 2d. High contrast. No shadows