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set bg color to 20497b
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set bg color to 478ff6
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Also update LK.setScore when updating scores
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Also update LK.setScore when updating scores
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When spawning particles in life indicator set gravityMultiplier to 0 on those particels
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On particle add a gravity multiplier and set it to 1. Multiply the Speed y modifier with that when updating speedy y in tick
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On particle add a gravity multiplier and set it to 1. Multiply the Speed y modifier with that
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Update life container to have it's own particle effect system for spawning particles when a life is lost
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Update life indicator to spawn particles when lives are lost
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move down LifeIndicator by 10px
Code edit (1 edits merged)
Please save this source code
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Move up board by 50px
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Update fixed colors to 82d756 5ecde9 f8a4a0 921d2a 7719f9 ffffff efa63b 7dd6a4
Code edit (1 edits merged)
Please save this source code
User prompt
Move up grid by 50px
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Update fixed colors to 82d756 5ecde9 f8a4a0 921d2a 7719f9 efa63b ffffff 7dd6a4
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add 5 to boardBackground y
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add 15 to boardBackground y
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assume cell width and hight are 200
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Set total cell types to 8 on init
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Move the 3 added to grid container x
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Initialize game with 8 total cell types
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Move board right by 3px
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Move down boardBackground.y by 5 px
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Add 20px to boardBackground y
/**** * Classes ****/ var Particle = Container.expand(function (color, gravityMultiplier) { var self = Container.call(this); gravityMultiplier = typeof gravityMultiplier === 'undefined' ? 1 : gravityMultiplier; self.gravityMultiplier = gravityMultiplier; self.graphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.graphics.tint = color; self.speedX = (Math.random() - 0.5) * 10; self.speedY = (Math.random() - 0.5) * 10; self.scaleX = self.scaleY = Math.random() * 0.5 + 0.5; self.alpha = 1; self.tick = function () { self.x += self.speedX; self.speedY += 0.7 * self.gravityMultiplier; self.y += self.speedY; self.alpha -= 0.02; if (self.alpha <= 0) { var index = particles.indexOf(self); if (index > -1) { particles.splice(index, 1); } self.destroy(); } }; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartBackground = self.attachAsset('heartBackground', { anchorX: 0.5, anchorY: 0.5 }); heartBackground.blendMode = 1; var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); }); var LifeIndicator = Container.expand(function (initialLives) { var self = Container.call(this); LifeIndicator.prototype.triggerLifeLostParticles = function (x, y) { var particleColors = [0xff0000, 0xff4500, 0xff6347]; for (var i = 0; i < 5; i++) { var color = particleColors[Math.floor(Math.random() * particleColors.length)]; var particle = new Particle(color, 0); particle.x = x; particle.y = y; particles.push(particle); this.addChild(particle); } }; self.lives = initialLives; self.hearts = []; var heartWidth = 110; var totalWidth = (self.lives - 1) * (heartWidth + 10); var startX = -totalWidth / 2; for (var i = 0; i < self.lives; i++) { var heart = new Heart(); heart.x = startX + i * (heartWidth + 10); self.hearts.push(heart); self.addChild(heart); } self.updateLives = function (lives) { lives = Math.max(0, lives); while (self.hearts.length > lives) { var heart = self.hearts.pop(); if (heart) { self.triggerLifeLostParticles(heart.x, heart.y); heart.destroy(); } } while (self.hearts.length < lives) { var newHeart = new Heart(); var heartWidth = 100; newHeart.x = startX + self.hearts.length * (heartWidth + 10); self.hearts.push(newHeart); self.addChild(newHeart); } self.lives = lives; }; }); var Snowflake = Container.expand(function () { var self = Container.call(this); self.rotation = Math.random() * Math.PI * 2; self.rotationSpeed = Math.random() * 0.05 - 0.025; var flakeGraphics = self.attachAsset('snowflake', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.5 + 1; self.direction = Math.random() * Math.PI * 2; self.xSpeed = Math.cos(self.direction) * Math.abs(Math.random() * 1 + 0.5); self.ySpeed = Math.abs(Math.sin(self.direction)) * self.speed; self.tick = function () { self.x += self.xSpeed; self.y += self.ySpeed; self.scale.x = self.scale.y = 0.5 + self.ySpeed / 6; self.rotation += self.rotationSpeed; if (self.x > 2048 || self.x < 0 || self.y > 2732) { self.x = Math.random() * 2048; self.y = -50; } }; }); var Cell = Container.expand(function (type, totalTypes) { var self = Container.call(this); self.targetX = 0; self.targetY = 0; self.isMoving = false; self.totalTypes = totalTypes; self.type = typeof type === 'undefined' ? Math.floor(Math.random() * self.totalTypes) : type; var assetName = 'cellType' + self.type; var cellBackground = self.attachAsset('cellBackground', { anchorX: 0.5, anchorY: 0.5 }); cellBackground.alpha = 0; var cellGraphics = self.createAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); 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 = 2; 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; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x20497b }); /**** * Game Code ****/ 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 particles = []; game.createParticleEffect = function (x, y, type) { var fixedColors = [0x82d756, 0x5ecde9, 0xf8a4a0, 0x921d2a, 0x7719f9, 0xffffff, 0xefa63b, 0x7dd6a4]; var color = fixedColors[type % fixedColors.length]; for (var i = 0; i < 10; i++) { var particle = new Particle(color); particle.x = x + gridContainer.x; particle.y = y + gridContainer.y; particles.push(particle); this.addChild(particle); } }; game.totalCellTypes = 2; var score = 0; game.hasPossibleMoves = function () { for (var col = 0; col < gridWidth; col++) { for (var row = 0; row < gridHeight; row++) { var cell = grid[col][row]; if (cell) { var neighbors = [{ x: col - 1, y: row }, { x: col + 1, y: row }, { x: col, y: row - 1 }, { x: col, y: row + 1 }]; for (var i = 0; i < neighbors.length; i++) { var pos = neighbors[i]; if (pos.x >= 0 && pos.x < gridWidth && pos.y >= 0 && pos.y < gridHeight) { var neighborCell = grid[pos.x][pos.y]; if (neighborCell && neighborCell.type === cell.type) { return true; } } } } } } return false; }; game.resetBoard = function () { grid.forEach(function (column, colIndex) { column.forEach(function (cell, rowIndex) { if (cell) { game.deleteCell(cell); } var newCell = new Cell(undefined, game.totalCellTypes); var targetPos = game.calculateTargetPosition(colIndex, rowIndex); newCell.move(targetPos.x, targetPos.y, true); game.attachCellListeners(newCell); newCell.y = -100; grid[colIndex][rowIndex] = newCell; gridContainer.addChild(newCell); }); }); }; var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); var gridWidth = 8; var gridHeight = 8; var gridSpacing = 8; var cellWidth = 200; var cellHeight = 200; var gridContainer = new Container(); var boardBackground = game.attachAsset('boardBackground', { anchorX: 0.5, anchorY: 0.5 }); boardBackground.alpha = 0.7; gridContainer.addChildAt(boardBackground, 0); game.addChild(gridContainer); var totalGridWidth = gridWidth * (cellWidth + gridSpacing) - gridSpacing; var totalGridHeight = gridHeight * (cellHeight + gridSpacing) - gridSpacing; gridContainer.x = (2048 - totalGridWidth) / 2 + cellWidth / 2 + 3; gridContainer.y = (2732 - totalGridHeight) / 2 + cellHeight / 2 + 90; boardBackground.x = totalGridWidth / 2 - cellWidth / 2; boardBackground.y = totalGridHeight / 2 - cellHeight / 2 + 30; game.calculateTargetPosition = function (col, row) { return { x: col * (cellWidth + gridSpacing), y: row * (cellHeight + gridSpacing) }; }; game.findConnectedNeighbors = function (cell, connectedNeighbors) { connectedNeighbors = connectedNeighbors || []; if (!cell) { return []; } var cellType = cell.type; var cellColRow = game.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.type === cellType && connectedNeighbors.indexOf(neighborCell) === -1) { connectedNeighbors.push(neighborCell); game.findConnectedNeighbors(neighborCell, connectedNeighbors); } } }); } return connectedNeighbors; }; game.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; }; game.deleteCell = function (cell) { var colRow = game.findCellColRow(cell); if (colRow) { grid[colRow.col][colRow.row] = null; game.createParticleEffect(cell.x, cell.y, cell.type); cell.destroy(); } }; game.attachCellListeners = function (cell) { cell.on('down', function (obj) { var connectedNeighbors = game.findConnectedNeighbors(cell); if (connectedNeighbors.length > 0) { score += 10 * connectedNeighbors.length + (connectedNeighbors.length - 2) * 5; LK.setScore(LK.getScore() + score); scoreText.setText(LK.getScore().toString()); var cellsToDestroy = [cell].concat(connectedNeighbors); cellsToDestroy.forEach(function (cell) { game.deleteCell(cell); }); game.moveToEmptySpace('down', false); game.moveToEmptySpace('left', true); } }); cell.on('up', function (obj) {}); cell.on('move', function (obj) {}); }; var grid = []; var scoreText = new Text2(score.toString(), { size: 150, fill: "#ffffff", weight: '800', dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.anchor.set(.5, 0); LK.gui.topCenter.addChild(scoreText); var lifeIndicator = new LifeIndicator(10); lifeIndicator.y = 260; LK.gui.topCenter.addChild(lifeIndicator); for (var i = 0; i < gridWidth; i++) { grid[i] = []; for (var j = 0; j < gridHeight; j++) { var cell = new Cell(undefined, game.totalCellTypes); var targetPos = game.calculateTargetPosition(i, j); cell.move(targetPos.x, targetPos.y, true); game.attachCellListeners(cell); grid[i][j] = cell; gridContainer.addChild(cell); } } game.moveToEmptySpace = function (direction, rowMode) { var moved; do { moved = false; var dx = direction === 'left' ? 1 : direction === 'right' ? -1 : 0; var dy = direction === 'up' ? 1 : direction === 'down' ? -1 : 0; for (var col = 0; col < gridWidth; col++) { for (var row = 0; row < gridHeight; row++) { if (!grid[col][row]) { var isRowOrColumnEmpty = true; if (rowMode) { for (var checkIndex = 0; checkIndex < (direction === 'left' || direction === 'right' ? gridHeight : gridWidth); checkIndex++) { isRowOrColumnEmpty = isRowOrColumnEmpty && !grid[direction === 'left' || direction === 'right' ? col : checkIndex][direction === 'up' || direction === 'down' ? row : checkIndex]; } } if (isRowOrColumnEmpty) { if (rowMode) { for (var checkIndex = 0; checkIndex < (direction === 'left' || direction === 'right' ? gridHeight : gridWidth); checkIndex++) { var targetCol = direction === 'left' || direction === 'right' ? col : checkIndex; var targetRow = direction === 'up' || direction === 'down' ? row : checkIndex; if (targetCol + dx >= 0 && targetCol + dx < gridWidth && targetRow + dy >= 0 && targetRow + dy < gridHeight && grid[targetCol + dx][targetRow + dy]) { var targetCell = grid[targetCol + dx][targetRow + dy]; var targetPos = game.calculateTargetPosition(targetCol, targetRow); targetCell.move(targetPos.x, targetPos.y); grid[targetCol][targetRow] = targetCell; grid[targetCol + dx][targetRow + dy] = null; moved = true; } } } else { var targetCol = col + dx; var targetRow = row + dy; if (targetCol >= 0 && targetCol < gridWidth && targetRow >= 0 && targetRow < gridHeight && grid[targetCol][targetRow]) { var targetCell = grid[targetCol][targetRow]; var targetPos = game.calculateTargetPosition(col, row); targetCell.move(targetPos.x, targetPos.y); grid[col][row] = targetCell; grid[targetCol][targetRow] = null; moved = true; } } } } } } } while (moved); }; var maxSnowflakes = 100; var snowflakeContainer = new Container(); game.addChildAt(snowflakeContainer, 1); var snowflakes = []; for (var i = 0; i < maxSnowflakes; i++) { var flake = new Snowflake(); flake.x = Math.random() * 2048; flake.y = Math.random() * 2732; snowflakeContainer.addChild(flake); snowflakes.push(flake); } LK.on('tick', function () { 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 < particles.length; i++) { particles[i].tick(); } for (var i = 0; i < snowflakes.length; i++) { snowflakes[i].tick(); } var cellsAreMoving = grid.some(function (column) { return column.some(function (cell) { return cell && cell.isMoving; }); }); if (!cellsAreMoving && !game.hasPossibleMoves()) { game.totalCellTypes = Math.min(8, 3 + Math.floor(score / 2000)); var tilesLeft = grid.reduce(function (acc, column) { return acc + column.filter(function (cell) { return cell !== null; }).length; }, 0); lifeIndicator.updateLives(lifeIndicator.lives - tilesLeft); if (lifeIndicator.lives <= 0) { LK.showGameOver(); } else { game.resetBoard(); } } });
===================================================================
--- original.js
+++ change.js
@@ -171,9 +171,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x478ff6
+ backgroundColor: 0x20497b
});
/****
* Game Code
Cartoon Christmas decoration Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas candy cane Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas stocking Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas yellow starr Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas ornament Blue Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas snow flake. Blue Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas outdoor scene. Forest, northern lights. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White square. Narrow round corners. Background element. Flat. Vector. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas heart Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple Cartoon Christmas particle. White. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas ornament yellow and purple Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon Christmas snow man head. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple Cartoon Christmas wreath. Purple Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.