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Code edit (15 edits merged)
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.tick = function () {}')' in this line: 'self.tick = function () {};' Line Number: 19
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add a tick method on Cell and for each tick in board call this tick method
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Code edit (5 edits merged)
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In block do not set block.width and block.height
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Rather than matching lines vertically and horizontally. Match lines diagonally across the board. Remove any line that is full diagonally. Even if this line does not have 10 filled squares. E.g. the corners only need 1 tile to be removed. Diagonal lines exists as a cross across the board. E.g. 0,0 to 10,10 is as valid as 10,0 to 0,10
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Now self.checkLines works in the other direction but not the original direction. self.checkLines should check for diagonal lines crossing the board in either direction of a cross across the board. Make sure tiles are removed in all 4 directions.
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Now self.checkLines works in the other direction but not the original direction. self.checkLines should check for diagonal lines crossing the board in either direction of a cross across the board.
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checkLines does not seem to match lines that are diagonal across the board in both crossing directions. Can we fix this?
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In checkLines, the logic seems wrong. Lines should be removed if a full diagonal line starting from any edge brick across the board is fully filled.
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Rather than matching lines vertically and horizontally. Match lines diagonally across the board. Remove any line that is full diagonally. Even if this line does not have 10 filled squares. E.g. the corners only need 1 tile to be removed.
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Rather than matching lines vertically and horizontally. Match lines diagonally across the board. This will result in lines with less than 10 nodes in being full lines. That's ok.
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Rather than matching lines on the x and y direction. Match lines diagonally
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Rotate board by 45 degrees
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in var block = self.createAsset('block_' + ShapeTypes[offset], 'Block Graphics', .5, .5); just use offset
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Use separate asset ids for each block shape in createAsset in Block
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Use separate assets for each block type in createAsset in Block
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For each block type in Block use a separate asset for createAsset rather than just 'block'
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In block, do not set tint where you currently do block.tint
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in cell do not set filled.tint
var Particle = Container.expand(function (tint) {
var self = Container.call(this);
self.tint = tint;
var particleGraphics = self.createAsset('particle', 'Particle Graphics', 0.5, 0.5);
particleGraphics.rotation = Math.random() * Math.PI * 2;
particleGraphics.tint = self.tint;
self.vx = Math.random() * 4 - 2;
self.vy = Math.random() * 4 - 2;
self.alpha = 1;
self.lifetime = 60;
self.tick = function () {
self.x += self.vx;
self.y += self.vy;
self.alpha -= 1 / self.lifetime;
if (self.alpha <= 0) self.destroy();
};
});
var Cell = Container.expand(function () {
var self = Container.call(this);
self.filled = false;
var empty = self.createAsset('cell', 'Filled with a cell (empty)', .5, .5);
empty.alpa = .8;
var filled = self.createAsset('block', 'Filled with a block', .5, .5);
empty.y = 2;
self.currentTint = 0xffffff;
self.setFill = function (isFilled) {
self.filled = isFilled;
empty.visible = !self.filled;
filled.visible = self.filled;
};
self.getTint = function () {
return self.currentTint;
};
self.setTint = function (tint) {
self.currentTint = tint;
empty.tint = tint;
};
self.setFill(false);
});
var Block = Container.expand(function (board) {
var self = Container.call(this);
var hsvToRgb = function (h, s, v) {
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0:
(r = v, g = t, b = p);
break;
case 1:
(r = q, g = v, b = p);
break;
case 2:
(r = p, g = v, b = t);
break;
case 3:
(r = p, g = q, b = v);
break;
case 4:
(r = t, g = p, b = v);
break;
case 5:
(r = v, g = p, b = q);
break;
}
return (Math.round(r * 255) << 16) + (Math.round(g * 255) << 8) + Math.round(b * 255);
};
var ShapeTypes = {
SINGLE: [[1]],
TRI: [[1, 1, 1]],
QUAD: [[1, 1, 1, 1]],
LSHAPE: [[1, 0, 0], [1, 0, 0], [1, 1, 1]],
BLOCK: [[1, 1], [1, 1]],
SMALLLSHAPE: [[1, 0], [1, 1]]
};
var shapes = Object.values(ShapeTypes);
var offset = Math.floor(Math.random() * shapes.length);
self.shape = shapes[offset];
var hue = offset % shapes.length / shapes.length;
self.color = hsvToRgb(hue, 0.6, 1);
self.rotateShapeRandomly = function () {
var rotations = Math.floor(Math.random() * 4);
for (var r = 0; r < rotations; r++) {
self.shape = self.shape[0].map((val, index) => self.shape.map(row => row[index]).reverse());
}
};
self.rotateShapeRandomly();
self.blocks = [];
var background = self.createAsset('background', 'Background Graphics', .5, .5);
background.alpha = 0;
var blockSize = 160;
background.width = 4 * blockSize;
background.height = 4 * blockSize;
self.addChild(background);
self.offsetX = 0;
self.offsetY = 0;
var blockOffsetX = (background.width / 2 - self.shape[0].length * blockSize) / 2 - blockSize / 2;
var blockOffsetY = (background.height / 2 - self.shape.length * blockSize) / 2 - blockSize / 2;
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var block = self.createAsset('block', 'Block Graphics', .5, .5);
block.tint = self.color;
block.width = blockSize;
block.height = blockSize;
block.x = j * blockSize + blockOffsetX;
block.y = i * blockSize + blockOffsetY;
self.blocks.push(block);
self.addChild(block);
}
}
}
self.startX = 0;
self.startY = 0;
self.moveTowardsHomePosition = function () {
var dx = self.startX - self.x;
var dy = self.startY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
self.x += dx * 0.3;
self.y += dy * 0.3;
} else {
self.x = self.startX;
self.y = self.startY;
}
};
var currentX = 0;
var currentY = 0;
self.moveToDragTarget = function () {
var ox = -this.targetX;
var oy = (LK.is.mobile ? 400 : 0) - this.targetY;
this.targetX += ox / 5;
this.targetY += oy / 5;
this.x = currentX - this.targetX;
this.y = currentY - this.targetY;
};
self.move = function (x, y) {
currentX = x;
currentY = y;
self.x = x - this.targetX;
self.y = y - this.targetY;
};
self.setStartPosition = function (x, y) {
self.startX = x;
self.startY = y;
};
self.getOverlappingCells = function () {
var cells = [];
var boardPos = {
x: -board.x + self.x + 160 * 4 + blockOffsetX + 160,
y: -board.y + self.y + 160 * 4 + blockOffsetY + 160
};
var startX = Math.floor(boardPos.x / 160);
var startY = Math.floor(boardPos.y / 160);
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var cell = board.grid && board.grid[startY + i] && board.grid[startY + i][startX + j];
if (cell && !cell.filled) {
cells.push(cell);
} else {
return null;
}
}
}
}
return cells;
};
self.showOverlap = function () {
var cells = self.getOverlappingCells();
if (cells) {
for (var a = 0; a < cells.length; a++) {
var cell = cells[a];
cell.setTint(self.color);
}
}
};
self.rotateShapeRandomly = function () {
var rotations = Math.floor(Math.random() * 4);
for (var r = 0; r < rotations; r++) {
self.shape = self.shape[0].map((val, index) => self.shape.map(row => row[index]).reverse());
}
};
});
var Board = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
Board.prototype.spawnParticles = function (x, y, tint) {
for (var i = 0; i < 10; i++) {
var particle = new Particle(tint);
particle.x = x;
particle.y = y;
this.particles.push(particle);
this.addChild(particle);
}
};
var background = self.createAsset('background', 'Board outline', .5, .5);
background.y = -20;
background.alpha = .4;
background.blendMode = 1;
self.grid = new Array(10).fill(null).map(() => new Array(10).fill(null));
var size = 158;
var totalWidth = 10 * size;
var totalHeight = 10 * size;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
var cell = new Cell();
cell.x = i * size - totalWidth / 2 + size / 2;
cell.y = j * size - totalHeight / 2 + size / 2;
self.grid[j][i] = cell;
self.addChild(cell);
}
}
self.removeTint = function () {
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
if (!self.grid[i][j].filled) {
self.grid[i][j].setTint(0xffffff);
}
}
}
};
self.checkLines = function () {
var rowsRemoved = 0;
for (var i = 0; i < 10; i++) {
var rowFilled = true;
var colFilled = true;
for (var j = 0; j < 10; j++) {
if (!self.grid[i][j].filled) rowFilled = false;
if (!self.grid[j][i].filled) colFilled = false;
}
if (rowFilled || colFilled) {
rowsRemoved += (rowFilled ? 1 : 0) + (colFilled ? 1 : 0);
for (var j = 0; j < 10; j++) {
if (rowFilled) {
self.grid[i][j].setFill(false);
self.spawnParticles(self.grid[i][j].x, self.grid[i][j].y, self.grid[i][j].getTint());
}
if (colFilled) {
self.grid[j][i].setFill(false);
self.spawnParticles(self.grid[j][i].x, self.grid[j][i].y, self.grid[j][i].getTint());
}
}
}
}
return rowsRemoved;
};
self.tick = function () {
for (var i = self.particles.length - 1; i >= 0; i--) {
var particle = self.particles[i];
if (particle) {
particle.tick();
if (particle.alpha <= 0) {
self.particles.splice(i, 1);
}
}
}
};
self.placeBlock = function () {};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var gameBackground = self.createAsset('gameBackground', 'Background Graphics', .5, .5);
gameBackground.x = 2048 / 2;
gameBackground.y = 2732 / 2;
var tilesBackground = self.createAsset('tileBackground', 'Board outline', .5, .5);
tilesBackground.y = -20;
tilesBackground.alpha = .4;
tilesBackground.blendMode = 1;
var blocks = [];
var dragTarget;
var board = self.addChild(new Board());
board.x = 2048 / 2;
board.y = 2732 / 2 - 250 + 30;
tilesBackground.x = 2048 / 2;
tilesBackground.y = 2732 - 300;
var targetOffset;
self.createBlock = function (index) {
var block = new Block(board);
block.x = 2048 / 2 + (index - 1) * (block.width + 30);
block.y = 2732 + block.height;
block.setStartPosition(block.x, 2732 - block.height / 2 - 30);
blocks.push(block);
self.addChild(block);
block.on('down', function (obj) {
dragTarget = this;
var pos = obj.event.getLocalPosition(this);
var targetPos = obj.event.getLocalPosition(self);
this.targetX = pos.x;
this.targetY = pos.y;
dragTarget.move(targetPos.x, targetPos.y);
});
};
stage.on('move', function (obj) {
if (dragTarget) {
board.removeTint();
var pos = obj.event.getLocalPosition(self);
dragTarget.move(pos.x, pos.y);
dragTarget.showOverlap();
}
});
stage.on('up', function (obj) {
if (dragTarget) {
var cells = dragTarget.getOverlappingCells();
if (cells) {
for (var a = 0; a < cells.length; a++) {
cells[a].setFill(true);
cells[a].setTint(dragTarget.color);
}
blocks[blocks.indexOf(dragTarget)] = undefined;
dragTarget.destroy();
if (!blocks.some(block => block)) {
self.createBlocks();
}
var pointsToAdd = board.checkLines();
if (pointsToAdd) {
score += Math.pow(pointsToAdd, 2) * 10;
scoreTxt.setText(score);
}
}
board.removeTint();
dragTarget = undefined;
}
});
self.createBlocks = function () {
for (var i = 0; i < 3; i++) {
self.createBlock(i);
}
};
var score = 0;
self.createBlocks();
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff",
font: 'Impact',
dropShadow: true,
dropShadowColor: '#2a636e'
});
scoreTxt.anchor.set(.5, 0);
LK.gui.topCenter.addChild(scoreTxt);
self.isMovePossible = function () {
for (var a = 0; a < blocks.length; a++) {
if (blocks[a]) {
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
if (board.grid[i][j].filled) continue;
var canPlace = true;
for (var k = 0; k < blocks[a].shape.length; k++) {
for (var l = 0; l < blocks[a].shape[k].length; l++) {
if (blocks[a].shape[k][l] === 1) {
if (i + k < 0 || i + k >= 10 || j + l < 0 || j + l >= 10 || board.grid[i + k][j + l].filled) {
canPlace = false;
break;
}
}
}
if (!canPlace) break;
}
if (canPlace) return true;
}
}
}
}
return false;
};
var isGameOver = false;
LK.on('tick', function () {
board.tick();
if (isGameOver || !self.isMovePossible()) {
LK.effects.flashScreen(0xffffff, 1000);
LK.showGameOver();
}
for (var a = blocks.length - 1; a >= 0; a--) {
if (blocks[a]) {
if (blocks[a] != dragTarget) {
blocks[a].moveTowardsHomePosition();
} else {
blocks[a].moveToDragTarget();
}
}
}
});
});
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