User prompt
add a colorful vibrant happy background image
User prompt
The rule of the game is the same, it doesn't matter if the color is the same or different. Just arrange the puzzle pieces in the same vertical or horizontal order.
User prompt
Re-arrange the puzzle pieces to fit the hexagon shapes in the background
User prompt
The puzzle pieces and the place they are placed on the game board should be the same size.
User prompt
add an image to the game board to make it visible
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Puzzle pieces should consist of at most 3 pieces
User prompt
Create a relaxing and colorful mobile puzzle game on a hexagonal grid. The player is given 3 puzzle pieces at a time, each made of connected hexagonal tiles in different shapes and colors. The goal is to drag and place these pieces onto the grid. When an entire horizontal or vertical line is filled with tiles of the **same color**, that line is cleared, and the player earns points. Only full lines with the same color disappear — partial or mixed-color lines do not count. Chain clears and combo bonuses are possible if multiple lines clear at once. The game continues until no more pieces can be placed on the board. The core gameplay loop is: place → clear full lines of the same color → score → repeat. Simple, satisfying, and endlessly replayable.
User prompt
make gameboard visible
User prompt
Create a casual mobile puzzle game on a hexagonal grid. The player is given 3 puzzle pieces at a time, made up of connected hexagonal tiles in various shapes. The player must drag and place these pieces onto the grid. If 3 or more same-colored tiles are placed adjacent to each other, they disappear, and the player earns points. Chain reactions can occur when multiple matches happen after one move. The game continues until no more pieces can be placed on the grid. The core gameplay loop is: place → match → clear → repeat. Simple to learn, hard to master. Designed to be highly replayable and addictive.
User prompt
fix bugs
User prompt
delete pop animation effect
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 187
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 172
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 157
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 142
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 127
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 123
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 124
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 118
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 116
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 111
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Render a grid of hexagonal tiles aligned properly in a honeycomb pattern. Allow game pieces composed of multiple hexagons to be dragged and dropped onto the board. Pieces must snap to the hex grid.
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 106
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 97
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 95
/**** * 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 ****/ // Hex math /**** * Helper Functions ****/ // Sound effects // Pop effect // Faces (as colored ellipses for now, can be replaced with images later) // Cloud background (large, white, semi-transparent ellipses) // Hex tile shapes (pastel colors) // --- Add dreamy cloud background --- 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 = 5; // 5 rings from center (total diameter 11) var boardHexSize = 60; // px, for board tiles 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; 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; } // --- Add vibrant, colorful background image --- var bgImg = LK.getAsset('pop', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 22, scaleY: 26, alpha: 0.45 }); game.addChild(bgImg); 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 behind tiles --- var boardImg = LK.getAsset('game_board', { anchorX: 0.5, anchorY: 0.5, x: boardCenterX, y: boardCenterY, scaleX: 12, scaleY: 12, alpha: 0.18 }); game.addChild(boardImg); // --- 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 = 320; var trayPieces = [null, null, null]; // 3 pieces at a time // --- Generate new pieces in tray --- function refillTray() { for (var i = 0; i < 3; ++i) { if (trayPieces[i]) { trayPieces[i].destroy(); trayPieces[i] = null; } var piece = new Piece(); piece.setShape(randomPieceShape()); piece.x = trayX + (i - 1) * 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); } } // Helper: remove piece from tray function removePieceFromTray(piece) { for (var i = 0; i < 3; ++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 < 3; ++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) of the same color, clear them, and chain function checkAndPopMatches() { var popped = false; var combos = 0; var linesToClear = []; var colorForLine = []; // 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); colorForLine.push(null); } } // 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); colorForLine.push(null); } } // 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); colorForLine.push(null); } } // 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 < 3; ++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
@@ -315,8 +315,19 @@
if (boardTiles[i].q === q && boardTiles[i].r === r) return boardTiles[i].tile;
}
return null;
}
+// --- Add vibrant, colorful background image ---
+var bgImg = LK.getAsset('pop', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ scaleX: 22,
+ scaleY: 26,
+ alpha: 0.45
+});
+game.addChild(bgImg);
var cloud1 = LK.getAsset('cloud1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
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