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In the if (self.mergeMode) { test in processMergeAndGameOver set alpha to .4
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In the if (self.mergeMode) { test in processMergeAndGameOver set alpha to .3
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in tick, before calling processMergeAndGameOver set all elements of grid (not bggrid) alpha to 1
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only run the grid.forEach(function (row) { code in processMergeAndGameOver if mergeMode is true
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at the bottom of processMergeAndGameOver, inside the if (!isAnyRowMoving && !self.mergeMode) { test set the alpha on all grid (not bggrid) elements that does not belong to toMerge to .5
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at the bottom of processMergeAndGameOver, inside the if (!isAnyRowMoving && !self.mergeMode) { test set the alpha on all grid elements that does not belong to toMerge to .5
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in tick inside the allNotMoving before we set toDelete, if toDelete has any items, set mergeMode to false and call processMergeAndGameOver
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move if (!isAnyRowMoving && !self.mergeMode) { and the contents of if (!isAnyRowMoving && !self.mergeMode) { to a helper method
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update mergeConnectedNeighbors to >= 3
Code edit (1 edits merged)
Please save this source code
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in the down handler we set in addAndHandleCell, if mergeMode is true, call mergeConnectedNeighbors with the targetCell
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in stage.on('up', function (obj) { update gridContainer.addChild(cell); to addAndHandleCell
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in mergeConnectedNeighbors update self.addAndHandleCell(newCell); to use addAndHandleCell
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update cell name in addAndHandleCell to targetCell
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in stage up use mergeConnectedNeighbors rather than gridContainer.addChild(cell);
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in mergeConnectedNeighbors use addAndHandleCell rather than gridContainer.addChild(newCell);
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Add a helper method to game that accepts a cell and then does gridContainer.addChild(cell) and define a down handler on that cell.
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in mergeConnectedNeighbors only execute everything in the method if connectedNeighbors.length > 3
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move var connectedNeighbors to the top of mergeConnectedNeighbors make sure that the old one is deleted such that connectedNeighbors is only defined once
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move var connectedNeighbors to the top of mergeConnectedNeighbors make sure to delete the old one
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you do var connectedNeighbors twice in self.mergeConnectedNeighbors delete the one above connectedNeighbors
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move var connectedNeighbors to the top of mergeConnectedNeighbors
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in tile.on('down' return if mergeMode is true
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in if (connectedNeighbors.length >= 3) { instead of calling mergeConnectedNeighbors push connectedNeighbors to toMove and set mergeMode to true
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Update if (!isAnyRowMoving) { to also not execute if mergeMode is true
function hsvToRgb(h, s, v) {
var i = Math.floor(h * 6), f = h * 6 - i, p = v * (1 - s), q = v * (1 - f * s), t = v * (1 - (1 - f) * s), mod = i % 6, r = [v, q, p, p, t, v][mod], g = [t, v, v, q, p, p][mod], b = [p, p, t, v, v, q][mod];
return (r * 255 << 16) + (g * 255 << 8) + b * 255;
}
var Tile = Container.expand(function (type) {
var self = Container.call(this);
var tileGraphics = self.createAsset('tile', 'Grid Tile', .5, .5);
tileGraphics.alpha = 0;
self.targetX = 0;
self.targetY = 0;
self.isMoving = false;
self.totalTypes = 3;
self.type = type || Math.floor(Math.random() * self.totalTypes);
var hue = self.type / self.totalTypes;
var color = hsvToRgb(hue, 0.5, 1);
tileGraphics.tint = color;
self.cells = [];
var cellWidth = 0;
var cellHeight = 0;
self.structure = [];
if (self.type === 0) {
self.structure = [[1, 1]];
var cell1 = new Cell();
var cell2 = new Cell();
cellWidth = cell1.width;
cellHeight = cell1.height;
self.cells.push(cell1);
self.cells.push(cell2);
} else if (self.type === 1) {
self.structure = [[1], [1]];
var cell1 = new Cell();
var cell2 = new Cell();
cellWidth = cell1.width;
cellHeight = cell1.height;
self.cells.push(cell1);
self.cells.push(cell2);
} else if (self.type === 2) {
self.structure = [[1]];
var cell1 = new Cell();
cellWidth = cell1.width;
cellHeight = cell1.height;
self.cells.push(cell1);
}
self.cells.forEach(function (cell, index) {
if (self.type === 0) {
cell.x = index === 0 ? self.x - cellWidth / 2 : self.x + cellWidth / 2;
cell.y = self.y;
} else if (self.type === 1) {
cell.x = self.x;
cell.y = index === 0 ? self.y - cellHeight / 2 : self.y + cellHeight / 2;
}
self.addChild(cell);
});
self.move = function (x, y, instant) {
self.targetX = x;
self.targetY = y;
if (instant) {
self.x = x;
self.y = y;
}
};
self.tick = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
self.x += dx * 0.15;
self.y += dy * 0.15;
self.isMoving = true;
} else {
self.x = self.targetX;
self.y = self.targetY;
self.isMoving = false;
}
};
});
var GridBackgroundCell = Container.expand(function () {
var self = Container.call(this);
var bgCellGraphics = self.createAsset('gridCell', 'Background Grid Cell', 0.5, 0.5);
bgCellGraphics.alpha = 0.5;
bgCellGraphics.x += 10;
bgCellGraphics.y += 15;
self.setAlphaAndTint = function (alpha, tint) {
bgCellGraphics.alpha = 0.5;
bgCellGraphics.tint = tint;
};
});
var Cell = Container.expand(function (type) {
var self = Container.call(this);
var cellGraphics = self.createAsset('cell', 'Grid Cell', .5, .5);
var clockGraphics = self.createAsset('clock', 'Clock Graphics', .5, .5);
clockGraphics.y = -8;
clockGraphics.x = -4;
clockGraphics.blendMode = 2;
self.targetX = 0;
self.targetY = 0;
self.isMoving = false;
self.totalTypes = 5;
self.type = type !== undefined ? type : Math.floor(Math.random() * self.totalTypes);
var hue = self.type / self.totalTypes;
var color = hsvToRgb(hue, 0.3, 1);
cellGraphics.tint = color;
clockGraphics.rotation = self.type * (2 * Math.PI / self.totalTypes);
self.move = function (x, y, instant) {
self.targetX = x;
self.targetY = y;
if (instant) {
self.x = x;
self.y = y;
}
};
self.tick = function () {
var acceleration = 1;
self.speedX = self.speedX || 0;
self.speedY = self.speedY || 0;
var threshold = 1;
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
if (Math.abs(dx) < threshold && Math.abs(dy) < threshold) {
self.x = self.targetX;
self.y = self.targetY;
self.isMoving = false;
self.speedX = 0;
self.speedY = 0;
} else {
if (dx !== 0) {
self.speedX += dx > 0 ? acceleration : -acceleration;
}
if (dy !== 0) {
self.speedY += dy > 0 ? acceleration : -acceleration;
}
var nextX = self.x + self.speedX;
var nextY = self.y + self.speedY;
if (self.speedX > 0 && nextX > self.targetX || self.speedX < 0 && nextX < self.targetX) {
nextX = self.targetX;
self.speedX = 0;
}
if (self.speedY > 0 && nextY > self.targetY || self.speedY < 0 && nextY < self.targetY) {
nextY = self.targetY;
self.speedY = 0;
}
self.x = nextX;
self.y = nextY;
self.isMoving = self.x !== self.targetX || self.y !== self.targetY;
}
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
self.mergeConnectedNeighbors = function (cell) {
var colRow = self.findCellColRow(cell);
var newType = (cell.type + 1) % cell.totalTypes;
var newCell = new Cell(newType);
newCell.visible = false;
var connectedNeighbors = self.findConnectedNeighbors(cell);
connectedNeighbors.forEach(function (neighborCell) {
var neighborColRow = self.findCellColRow(neighborCell);
if (neighborColRow) {
grid[neighborColRow.col][neighborColRow.row] = null;
neighborCell.isMoving = true;
toDelete.push(neighborCell);
neighborCell.move(cell.x, cell.y);
self.score += 1;
scoreTxt.setText(self.score.toString());
}
}, this);
if (colRow) {
var targetPos = this.calculateTargetPosition(colRow.col, colRow.row);
newCell.move(targetPos.x, targetPos.y, true);
newCell.isMoving = true;
grid[colRow.col][colRow.row] = newCell;
gridContainer.addChild(newCell);
}
};
self.mergeMode = false;
self.score = 0;
LK.stageContainer.setBackgroundColor(0xffffff);
var backgroundGraphics = self.createAsset('background', 'Background Graphics', .5, .5);
self.addChild(backgroundGraphics);
backgroundGraphics.x = 2048 / 2;
backgroundGraphics.y = 2732 / 2;
backgroundGraphics.alpha = 0.5;
var bottomTileBackground = self.createAsset('bottomTileBackground', 'Bottom Tile Background', .5, 1);
self.addChild(bottomTileBackground);
bottomTileBackground.x = 2048 / 2;
bottomTileBackground.y = 2732;
bottomTileBackground.alpha = 0.5;
self.findCellColRow = function (cell) {
for (var col = 0; col < gridWidth; col++) {
for (var row = 0; row < gridHeight; row++) {
if (grid[col][row] === cell) {
return {
col: col,
row: row
};
}
}
}
return null;
};
self.canPlaceAnyTile = function () {
for (var i = 0; i < bottomTiles.length; i++) {
var tile = bottomTiles[i];
for (var col = 0; col < gridWidth; col++) {
for (var row = 0; row < gridHeight; row++) {
if (self.canPlaceTile(tile, col, row)) {
return true;
}
}
}
}
return false;
};
self.canPlaceTile = function (tile, gridX, gridY) {
for (var row = 0; row < tile.structure.length; row++) {
for (var col = 0; col < tile.structure[row].length; col++) {
if (tile.structure[row][col] === 1) {
var targetCol = gridX + col;
var targetRow = gridY + row;
if (targetCol < 0 || targetCol >= gridWidth || targetRow < 0 || targetRow >= gridHeight) {
return false;
}
if (grid[targetCol][targetRow]) {
return false;
}
}
}
}
return true;
};
self.toTest = [];
this.getOverlappingCells = function (tile) {
var overlappingCells = [];
var shouldReturnEmpty = false;
tile.cells.forEach(function (cell) {
var cellBounds = cell.getBounds();
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var bgCell = bgGrid[i][j];
var bgCellBounds = bgCell.getBounds();
if (cellBounds.contains(bgCellBounds.x + bgCellBounds.width / 2, bgCellBounds.y + bgCellBounds.height / 2)) {
if (grid[i][j]) {
shouldReturnEmpty = true;
break;
}
overlappingCells.push(bgCell);
}
}
if (shouldReturnEmpty) {
break;
}
}
});
if (shouldReturnEmpty) {
return [];
}
return overlappingCells;
};
self.resetBackgroundGridCells = function () {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var bgCell = bgGrid[i][j];
bgCell.setAlphaAndTint(0.7, 0xFFFFFF);
}
}
};
var gridWidth = 5;
var gridHeight = 5;
var gridSpacing = 2;
var tempTile = new Tile();
var tileWidth = tempTile.width;
var tileHeight = tempTile.height;
tempTile.destroy();
var tempCell = new Cell();
var cellWidth = 320;
var cellHeight = 320;
tempCell.destroy();
var gridContainer = new Container();
self.addChild(gridContainer);
var totalGridWidth = gridWidth * (cellWidth + gridSpacing) - gridSpacing;
var totalGridHeight = gridHeight * (cellHeight + gridSpacing) - gridSpacing;
gridContainer.x = (2048 - totalGridWidth) / 2 + cellWidth / 2;
gridContainer.y = (2732 - totalGridHeight) / 2 + cellHeight / 2 - 290;
self.calculateTargetPosition = function (col, row) {
return {
x: col * (cellWidth + gridSpacing),
y: row * (cellHeight + gridSpacing)
};
};
self.findConnectedNeighbors = function (cell, connectedNeighbors) {
connectedNeighbors = connectedNeighbors || [];
if (!cell) return [];
var cellType = cell.type;
var cellColRow = self.findCellColRow(cell);
if (cellColRow) {
var directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
directions.forEach(function (dir) {
var newRow = cellColRow.row + dir[0];
var newCol = cellColRow.col + dir[1];
if (newRow >= 0 && newRow < gridHeight && newCol >= 0 && newCol < gridWidth) {
var neighborCell = grid[newCol][newRow];
if (neighborCell && neighborCell.visible && neighborCell.type === cellType && connectedNeighbors.indexOf(neighborCell) === -1) {
connectedNeighbors.push(neighborCell);
self.findConnectedNeighbors(neighborCell, connectedNeighbors);
}
}
});
}
return connectedNeighbors;
};
self.findBgCellColRow = function (bgCell) {
for (var col = 0; col < gridWidth; col++) {
for (var row = 0; row < gridHeight; row++) {
if (bgGrid[col][row] === bgCell) {
return {
col: col,
row: row
};
}
}
}
return null;
};
var grid = Array(5).fill().map(() => Array(5).fill(null));
var bgGrid = Array(5).fill().map(() => Array(5).fill(null));
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var bgCell = new GridBackgroundCell();
var targetPos = self.calculateTargetPosition(i, j);
bgCell.x = targetPos.x;
bgCell.y = targetPos.y;
bgGrid[i][j] = bgCell;
gridContainer.addChild(bgCell);
}
}
for (var k = 0; k < 2; k++) {
var randomCol = Math.floor(Math.random() * gridWidth);
var randomRow = Math.floor(Math.random() * gridHeight);
while (grid[randomCol][randomRow]) {
randomCol = Math.floor(Math.random() * gridWidth);
randomRow = Math.floor(Math.random() * gridHeight);
}
var cell = new Cell();
var targetPos = self.calculateTargetPosition(randomCol, randomRow);
cell.move(targetPos.x, targetPos.y, true);
grid[randomCol][randomRow] = cell;
gridContainer.addChild(cell);
}
stage.on('move', function (obj) {
if (draggedTile) {
var pos = obj.event.getLocalPosition(self);
draggedTile.x = pos.x;
draggedTile.y = pos.y;
self.highlightOverlappingCells(draggedTile);
}
});
self.highlightOverlappingCells = function (tile) {
self.resetBackgroundGridCells();
var overlappingCells = self.getOverlappingCells(tile);
if (overlappingCells.length !== tile.cells.length) return;
overlappingCells.forEach(function (bgCell) {
bgCell.setAlphaAndTint(1, 0xFFFFFF);
});
};
LK.on('tick', function () {
if (toDelete.length > 0) {
var allNotMoving = toDelete.every(function (cell) {
return !cell.isMoving;
});
if (allNotMoving) {
toDelete.forEach(function (cell) {
cell.destroy();
});
toDelete = [];
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
if (grid[i][j] && !grid[i][j].visible) {
grid[i][j].visible = true;
self.toTest.push(grid[i][j]);
}
}
}
} else {
for (var i = 0; i < toDelete.length; i++) {
toDelete[i].tick();
}
}
}
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
if (grid[i][j]) grid[i][j].tick();
}
}
for (var i = 0; i < bottomTiles.length; i++) {
if (bottomTiles[i] !== draggedTile) {
bottomTiles[i].tick();
}
}
var isAnyRowMoving = grid.some(row => row.some(cell => cell && cell.isMoving));
if (!isAnyRowMoving && !self.mergeMode) {
while (self.toTest.length > 0) {
var cell = self.toTest.shift();
var colRow = self.findCellColRow(cell);
var connectedNeighbors = self.findConnectedNeighbors(cell);
if (connectedNeighbors.length >= 3) {
self.mergeConnectedNeighbors(cell, connectedNeighbors);
}
}
var isAnyTileMoving = bottomTiles.some(function (tile) {
return tile.isMoving;
});
isAnyRowMoving = grid.some(row => row.some(cell => cell && cell.isMoving));
if (!isAnyTileMoving && !self.canPlaceAnyTile() && !isAnyRowMoving && toDelete.length === 0) {
LK.showGameOver();
}
}
});
var bottomTiles = [];
var toDelete = [];
var toMerge = [];
var draggedTile = null;
self.addBottomTiles = function () {
var numberOfTiles = 3;
var totalTilesWidth = numberOfTiles * tileWidth + (numberOfTiles - 1) * gridSpacing;
var margin = (2048 - totalTilesWidth) / 2;
var spacing = margin + tileWidth / 2;
var posY = 2732 - tileHeight / 2 - margin;
for (var i = 0; i < numberOfTiles; i++) {
var tile = new Tile();
var posX = spacing + i * (tileWidth + gridSpacing);
tile.move(posX, 2732 + tileHeight, true);
tile.move(posX, posY);
bottomTiles[i] = tile;
tile.on('down', function () {
draggedTile = this;
});
self.addChild(tile);
}
};
var scoreTxt = new Text2('0', {
size: 150,
fill: '#ffffff',
font: 'Impact',
dropShadow: true,
dropShadowColor: '#000000',
dropShadowBlur: 4,
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 6
});
scoreTxt.anchor.set(.5, 0);
LK.gui.topCenter.addChild(scoreTxt);
stage.on('up', function (obj) {
self.resetBackgroundGridCells();
if (draggedTile) {
var overlappingCells = self.getOverlappingCells(draggedTile);
if (overlappingCells.length === draggedTile.cells.length) {
overlappingCells.forEach(function (bgCell, index) {
var colRow = self.findBgCellColRow(bgCell);
if (colRow && draggedTile.cells[index]) {
var cell = draggedTile.cells[index];
var targetPos = self.calculateTargetPosition(colRow.col, colRow.row);
cell.move(targetPos.x, targetPos.y, true);
grid[colRow.col][colRow.row] = cell;
gridContainer.addChild(cell);
self.toTest.push(cell);
}
});
var tileIndex = bottomTiles.indexOf(draggedTile);
if (tileIndex !== -1) {
bottomTiles.splice(tileIndex, 1);
}
draggedTile.destroy();
if (bottomTiles.length === 0) {
self.addBottomTiles();
}
draggedTile = null;
}
}
draggedTile = null;
});
self.addBottomTiles();
});
Simple White square round corners. Vector. No details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Background for relaxing puzzle game. Pastel colors, flat shaded, vector art. Flowers. Blocks. Relaxing. Clouds Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple White square round corners. Vector. No details. Single Game Texture. In-Game asset. 2d. White background. High contrast. No shadows.
Simple black arrow pointing up. Mouse cursor like.