User prompt
When updating score text also update Lk set score
User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.yOffsetArray[currentOffset]')' in this line: 'var ty = self.yOffsetArray[currentOffset] || -15;' Line Number: 54
User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.yOffsetArray[offset]')' in this line: 'asset.y = self.yOffsetArray[offset] || -15;' Line Number: 39
User prompt
Create a variable for the y offset array in the root of Cell. Rather than having it in the code twice
User prompt
Create a variable for the y offset array in Cell. Rather than having it in the code twice
Code edit (1 edits merged)
Please save this source code
User prompt
Increase score text strokeThickness to 16
User prompt
change the score drop shadow to an outline with the same color
Code edit (15 edits merged)
Please save this source code
User prompt
set score label color to 0x94f1fd
Code edit (1 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -1,4 +1,7 @@
+/****
+* Classes
+****/
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);
@@ -11,9 +14,11 @@
self.tick = function () {
self.x += self.vx;
self.y += self.vy;
self.alpha -= 1 / self.lifetime;
- if (self.alpha <= 0) self.destroy();
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
};
});
var Cell = Container.expand(function () {
var self = Container.call(this);
@@ -29,9 +34,10 @@
empty.visible = !self.filled;
if (isFilled) {
if (asset) {
asset.x = 0;
- asset.y = [-25, -10, -20, -25, -25, -20][offset] || -15;
+ var yOffsetArray = [-25, -10, -20, -25, -25, -20];
+ asset.y = yOffsetArray[offset] || -15;
currentOffset = offset;
self.addChild(asset);
filled = asset;
}
@@ -44,9 +50,9 @@
};
self.tick = function (i, j) {
if (filled) {
var offset = Math.cos(((i + j) * 3 + LK.ticks / 2) / 6) / 20;
- var ty = [-25, -10, -20, -25, -25, -20][currentOffset] || -15;
+ var ty = self.yOffsetArray[currentOffset] || -15;
filled.y = ty + Math.abs(offset * 200) - 5;
filled.rotation = offset;
}
};
@@ -60,33 +66,33 @@
self.setFill(false);
});
var Block = Container.expand(function (board) {
var self = Container.call(this);
- var hsvToRgb = function (h, s, v) {
+ var hsvToRgb = function hsvToRgb(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);
+ r = v, g = t, b = p;
break;
case 1:
- (r = q, g = v, b = p);
+ r = q, g = v, b = p;
break;
case 2:
- (r = p, g = v, b = t);
+ r = p, g = v, b = t;
break;
case 3:
- (r = p, g = q, b = v);
+ r = p, g = q, b = v;
break;
case 4:
- (r = t, g = p, b = v);
+ r = t, g = p, b = v;
break;
case 5:
- (r = v, g = p, b = q);
+ r = v, g = p, b = q;
break;
}
return (Math.round(r * 255) << 16) + (Math.round(g * 255) << 8) + Math.round(b * 255);
};
@@ -106,9 +112,13 @@
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.shape = self.shape[0].map(function (val, index) {
+ return self.shape.map(function (row) {
+ return row[index];
+ }).reverse();
+ });
}
};
self.rotateShapeRandomly();
self.blocks = [];
@@ -200,9 +210,13 @@
};
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.shape = self.shape[0].map(function (val, index) {
+ return self.shape.map(function (row) {
+ return row[index];
+ }).reverse();
+ });
}
};
});
var Board = Container.expand(function () {
@@ -216,9 +230,11 @@
this.particles.push(particle);
this.addChild(particle);
}
};
- self.grid = new Array(10).fill(null).map(() => new Array(10).fill(null));
+ self.grid = new Array(10).fill(null).map(function () {
+ return new Array(10).fill(null);
+ });
var size = 158;
var totalWidth = 10 * size;
var totalHeight = 10 * size;
for (var i = 0; i < 10; i++) {
@@ -244,10 +260,14 @@
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 (!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++) {
@@ -281,121 +301,137 @@
}
};
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 + 65;
- var blocks = [];
- var dragTarget;
- var board = self.addChild(new Board());
- board.x = 2048 / 2;
- board.y = 2732 / 2 - 250 + 30;
- 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();
- }
+
+/****
+* Initialize Game
+****/
+var game = new LK.Game({
+ backgroundColor: 0x000000
+});
+
+/****
+* Game Code
+****/
+var gameBackground = game.createAsset('gameBackground', 'Background Graphics', .5, .5);
+gameBackground.x = 2048 / 2;
+gameBackground.y = 2732 / 2 + 65;
+var blocks = [];
+var dragTarget;
+var board = game.addChild(new Board());
+board.x = 2048 / 2;
+board.y = 2732 / 2 - 250 + 30;
+var targetOffset;
+game.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);
+ game.addChild(block);
+ block.on('down', function (obj) {
+ dragTarget = this;
+ var pos = obj.event.getLocalPosition(this);
+ var targetPos = obj.event.getLocalPosition(game);
+ this.targetX = pos.x;
+ this.targetY = pos.y;
+ dragTarget.move(targetPos.x, targetPos.y);
});
- 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, dragTarget.blocks[a], dragTarget.offset);
- 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);
- }
+};
+game.on('move', function (obj) {
+ if (dragTarget) {
+ board.removeTint();
+ var pos = obj.event.getLocalPosition(game);
+ dragTarget.move(pos.x, pos.y);
+ dragTarget.showOverlap();
+ }
+});
+game.on('up', function (obj) {
+ if (dragTarget) {
+ var cells = dragTarget.getOverlappingCells();
+ if (cells) {
+ for (var a = 0; a < cells.length; a++) {
+ cells[a].setFill(true, dragTarget.blocks[a], dragTarget.offset);
+ cells[a].setTint(dragTarget.color);
}
- board.removeTint();
- dragTarget = undefined;
+ blocks[blocks.indexOf(dragTarget)] = undefined;
+ dragTarget.destroy();
+ if (!blocks.some(function (block) {
+ return block;
+ })) {
+ game.createBlocks();
+ }
+ var pointsToAdd = board.checkLines();
+ if (pointsToAdd) {
+ score += Math.pow(pointsToAdd, 2) * 10;
+ scoreTxt.setText(score);
+ }
}
- });
- 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',
- stroke: '#2a636e',
- strokeThickness: 16
- });
- 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;
- }
+ board.removeTint();
+ dragTarget = undefined;
+ }
+});
+game.createBlocks = function () {
+ for (var i = 0; i < 3; i++) {
+ game.createBlock(i);
+ }
+};
+var score = 0;
+game.createBlocks();
+var scoreTxt = new Text2('0', {
+ size: 150,
+ fill: "#ffffff",
+ font: 'Impact',
+ stroke: '#2a636e',
+ strokeThickness: 16
+});
+scoreTxt.anchor.set(.5, 0);
+LK.gui.topCenter.addChild(scoreTxt);
+game.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;
+ 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();
- }
+ }
+ return false;
+};
+var isGameOver = false;
+LK.on('tick', function () {
+ board.tick();
+ if (isGameOver || !game.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();
}
}
- });
-});
+ }
+});
\ No newline at end of file
White square with tight round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White particle cloud. Cartoon. Bright outline. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Perfectly square red Christmas decoration. Cartoon. Cute art style
Perfectly square yellow Christmas decoration. Cartoon style. Cute art style. Simple vector style.
Perfectly square bright blue Christmas decoration with cute happyy face. Cartoon style. Cute art style. Simple vector style.
Perfectly square bright purple Christmas decoration with cute happyy face. Cartoon style. Cute art style. Simple vector style.
Perfectly square bright green Christmas decoration with cute happyy face. Cartoon style. Cute art style. Simple vector style. No Shadows
Perfectly square bright cobalt blue Christmas decoration with cute happyy face. Cartoon style. Cute art style. Simple vector style. No Shadows Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Background for hyper casual puzzle game. Showing Santas workshop. Pastel colors, flat shaded, vector art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.