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Before calling the GameOver method, call a GameOver Jingle sound.
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Before calling game over, please play a game of Jenga.
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insert the //insert bounce sound effect here
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Insert pop sound at //Insert sound here
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Migrate to the latest version of LK
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set bg color to 4e338c
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When setting score text also update LK.setScore
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Set drop shadow distance to 9
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Double the distance on the drop shadow on the score text
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Double the size of the score text outline
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Add black outline to score text
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Remove the snow
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Copy Yuletide Match
===================================================================
--- original.js
+++ change.js
@@ -1,31 +1,65 @@
/****
* Classes
-****/
-var Particle = Container.expand(function (color, gravityMultiplier) {
+****/
+var Cell = Container.expand(function (type, totalTypes) {
var self = Container.call(this);
- gravityMultiplier = typeof gravityMultiplier === 'undefined' ? 1 : gravityMultiplier;
- self.gravityMultiplier = gravityMultiplier;
- self.graphics = self.attachAsset('particle', {
+ 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
});
- 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;
+ cellBackground.alpha = 0;
+ var cellGraphics = self.createAsset(assetName, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self._move_migrated = function (x, y, instant) {
+ self.targetX = x;
+ self.targetY = y;
+ if (instant) {
+ self.x = x;
+ self.y = y;
+ }
+ };
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);
+ 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;
}
- self.destroy();
+ 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 Heart = Container.expand(function () {
@@ -82,80 +116,46 @@
}
self.lives = lives;
};
});
-var Cell = Container.expand(function (type, totalTypes) {
+var Particle = Container.expand(function (color, gravityMultiplier) {
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', {
+ gravityMultiplier = typeof gravityMultiplier === 'undefined' ? 1 : gravityMultiplier;
+ self.gravityMultiplier = gravityMultiplier;
+ self.graphics = self.attachAsset('particle', {
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.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 () {
- 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;
+ 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);
}
- 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;
+ self.destroy();
}
};
});
/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x4e338c
});
/****
* Game Code
-****/
+****/
function hsvToRgb(h, s, v) {
var i = Math.floor(h * 6),
f = h * 6 - i,
p = v * (1 - s),
@@ -220,9 +220,9 @@
game.deleteCell(cell);
}
var newCell = new Cell(undefined, game.totalCellTypes);
var targetPos = game.calculateTargetPosition(colIndex, rowIndex);
- newCell.move(targetPos.x, targetPos.y, true);
+ newCell._move_migrated(targetPos.x, targetPos.y, true);
game.attachCellListeners(newCell);
newCell.y = -100;
grid[colIndex][rowIndex] = newCell;
gridContainer.addChild(newCell);
@@ -305,9 +305,9 @@
cell.destroy();
}
};
game.attachCellListeners = function (cell) {
- cell.on('down', function (obj) {
+ cell.on('down', function (x, y, obj) {
var connectedNeighbors = game.findConnectedNeighbors(cell);
if (connectedNeighbors.length > 0) {
score += 10 * connectedNeighbors.length + (connectedNeighbors.length - 2) * 5;
LK.setScore(score);
@@ -319,10 +319,10 @@
game.moveToEmptySpace('down', false);
game.moveToEmptySpace('left', true);
}
});
- cell.on('up', function (obj) {});
- cell.on('move', function (obj) {});
+ cell.on('up', function (x, y, obj) {});
+ cell.on('move', function (x, y, obj) {});
};
var grid = [];
var scoreText = new Text2(score.toString(), {
size: 150,
@@ -336,18 +336,18 @@
stroke: '#000000',
strokeThickness: 12
});
scoreText.anchor.set(.5, 0);
-LK.gui.topCenter.addChild(scoreText);
+LK.gui.top.addChild(scoreText);
var lifeIndicator = new LifeIndicator(10);
lifeIndicator.y = 260;
-LK.gui.topCenter.addChild(lifeIndicator);
+LK.gui.top.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);
+ cell._move_migrated(targetPos.x, targetPos.y, true);
game.attachCellListeners(cell);
grid[i][j] = cell;
gridContainer.addChild(cell);
}
@@ -374,9 +374,9 @@
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);
+ targetCell._move_migrated(targetPos.x, targetPos.y);
grid[targetCol][targetRow] = targetCell;
grid[targetCol + dx][targetRow + dy] = null;
moved = true;
}
@@ -386,9 +386,9 @@
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);
+ targetCell._move_migrated(targetPos.x, targetPos.y);
grid[col][row] = targetCell;
grid[targetCol][targetRow] = null;
moved = true;
}
Cartoon Christmas candy cane 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.
Simple Cartoon Christmas particle. White. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Vibrant Green striped cartoon candy. Game asset. 2d. Blank background. High contrast. No shadows.
Blue circular candy
Vibrant cartoon candy gold star. Game asset. 2d. Blank background. High contrast. No shadows.
Vibrant cartoon candy white marshmallow. Game asset. 2d. Blank background. High contrast. No shadows.
Vibrant teal candy. cartoon. Sugar ring. Game asset. 2d. Blank background. High contrast. No shadows.
Vibrant red candy heart. cartoon. Sugar. Game asset. 2d. Blank background. High contrast. No shadows.
Simple Casual game background cartoon candy.