User prompt
remove the ı block
User prompt
merkez noktasını hatalı ayarlamışşın bunu düzelt
User prompt
blokların kendi etrafında dönüşünü optimize et
User prompt
çizgilerin rengini değiştir bloklar üstünde zor görünüyor mevcut renk
User prompt
bu çizgiler düşen bloklardada olsun
User prompt
blokların daha net belli olması için oyun alanının karelerine göre çizgiler çek
User prompt
oyun alanındaki yatay kare sayısını azalt ama küçültme
User prompt
ı bloğu dönmüyor
Code edit (1 edits merged)
Please save this source code
User prompt
düzelt
User prompt
ı harfi dönmüyor
User prompt
Tamam neon efektini kaldir
User prompt
Its stilleri broken the neon efekt should be top of the blocks
User prompt
Make a Tetris-style block stacking game with large, clearly visible blocks. Each block should be around 40x40 pixels or bigger so they are easily seen on both desktop and mobile screens. The neon glow effect should apply directly to the blocks themselves, not just the edges or screen borders. Use glowing neon colors like electric blue, magenta, neon green, and hot pink — each block type should have a distinct neon color. The background should remain pure black to maximize contrast. Add subtle neon trails following the falling blocks. When a line is cleared, show a glowing ripple or flash effect centered on that line. Avoid placing neon decorations on the screen edges — keep focus on the blocks. The overall look should be retro-futuristic and synthwave-inspired. Ensure the UI is minimal and that buttons are clean and styled to match the neon theme.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Tetromino class
var Tetromino = Container.expand(function () {
var self = Container.call(this);
// Properties
self.type = null;
self.shape = null; // array of [x,y]
self.rotation = 0;
self.blocks = [];
self.x = 0; // board col
self.y = 0; // board row
self.isPowerup = false;
self.powerupType = null;
// Initialize tetromino
self.init = function (type, isPowerup) {
self.type = type;
self.isPowerup = !!isPowerup;
self.rotation = 0;
self.shape = [];
// Copy shape
var base = TETROMINO_SHAPES[type][0];
for (var i = 0; i < base.length; i++) {
self.shape.push([base[i][0], base[i][1]]);
}
self.blocks = [];
self.removeChildren();
// Special handling for I block: use a single image asset for the whole tetromino
if (self.type === 'I') {
var block = self.attachAsset('I', {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE * 4,
height: CELL_SIZE
});
self.blocks.push(block);
} else {
for (var i = 0; i < self.shape.length; i++) {
var block;
if (self.isPowerup && i === 0) {
block = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE,
height: CELL_SIZE
});
self.powerupType = 'clearLine'; // Only one powerup for MVP
} else {
block = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE,
height: CELL_SIZE
});
}
self.blocks.push(block);
}
}
self.x = Math.floor(BOARD_COLS / 2) - 2;
self.y = 0;
self.updateBlockPositions();
};
// Update block positions
self.updateBlockPositions = function () {
if (self.type === 'I') {
// Center the I block image over the 4 cells
// Find min/max x/y for the I shape
var minX = 99,
maxX = -99,
minY = 99,
maxY = -99;
for (var i = 0; i < self.shape.length; i++) {
if (self.shape[i][0] < minX) minX = self.shape[i][0];
if (self.shape[i][0] > maxX) maxX = self.shape[i][0];
if (self.shape[i][1] < minY) minY = self.shape[i][1];
if (self.shape[i][1] > maxY) maxY = self.shape[i][1];
}
// The I block is always 4 wide, 1 tall
// Place the image so its center matches the center of the 4 cells
var centerX = 0,
centerY = 0;
for (var i = 0; i < self.shape.length; i++) {
centerX += self.x + self.shape[i][0];
centerY += self.y + self.shape[i][1];
}
centerX = centerX / self.shape.length;
centerY = centerY / self.shape.length;
self.blocks[0].x = centerX * CELL_SIZE + CELL_SIZE / 2;
self.blocks[0].y = centerY * CELL_SIZE + CELL_SIZE / 2;
} else {
for (var i = 0; i < self.shape.length; i++) {
var pos = self.shape[i];
self.blocks[i].x = (self.x + pos[0]) * CELL_SIZE + CELL_SIZE / 2;
self.blocks[i].y = (self.y + pos[1]) * CELL_SIZE + CELL_SIZE / 2;
}
}
};
// Try move
self.tryMove = function (dx, dy, board) {
if (self.canMove(dx, dy, self.shape, board)) {
self.x += dx;
self.y += dy;
self.updateBlockPositions();
return true;
}
return false;
};
// Try rotate
self.tryRotate = function (board) {
var rotated;
if (self.type === 'I') {
// Special rotation logic for I block as a single piece
// The I block alternates between horizontal and vertical
if (self.rotation % 2 === 0) {
// Horizontal to vertical (centered on the 2nd block)
rotated = [[2, 0], [2, 1], [2, 2], [2, 3]];
} else {
// Vertical to horizontal (centered on the 2nd block)
rotated = [[0, 1], [1, 1], [2, 1], [3, 1]];
}
} else {
rotated = rotateShape(self.shape);
}
if (self.canMove(0, 0, rotated, board)) {
self.shape = rotated;
self.rotation = (self.rotation + 1) % 4;
self.updateBlockPositions();
return true;
}
return false;
};
// Can move/rotate
self.canMove = function (dx, dy, shape, board) {
for (var i = 0; i < shape.length; i++) {
var nx = self.x + shape[i][0] + dx;
var ny = self.y + shape[i][1] + dy;
if (nx < 0 || nx >= BOARD_COLS || ny < 0 || ny >= BOARD_ROWS) return false;
if (board[ny][nx]) return false;
}
return true;
};
// Lock tetromino into board
self.lockToBoard = function (board, blockRefs) {
if (self.type === 'I') {
for (var i = 0; i < self.shape.length; i++) {
var nx = self.x + self.shape[i][0];
var ny = self.y + self.shape[i][1];
board[ny][nx] = self.type;
blockRefs[ny][nx] = self.blocks[0];
}
} else {
for (var i = 0; i < self.shape.length; i++) {
var nx = self.x + self.shape[i][0];
var ny = self.y + self.shape[i][1];
board[ny][nx] = self.isPowerup && i === 0 ? 'powerup' : self.type;
blockRefs[ny][nx] = self.blocks[i];
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Board state: 2D array [row][col], 0 = empty, else type string
// Tetromino shapes (classic + new)
// Colors for each tetromino type
// New shapes
// Power-up block
// Power-up effect
// Tetromino definitions (relative coordinates for each block in the tetromino)
var TETROMINO_SHAPES = {
I: [[[0, 1], [1, 1], [2, 1], [3, 1]]],
O: [[[1, 0], [2, 0], [1, 1], [2, 1]]],
T: [[[1, 0], [0, 1], [1, 1], [2, 1]]],
S: [[[1, 0], [2, 0], [0, 1], [1, 1]]],
Z: [[[0, 0], [1, 0], [1, 1], [2, 1]]],
J: [[[0, 0], [0, 1], [1, 1], [2, 1]]],
L: [[[2, 0], [0, 1], [1, 1], [2, 1]]],
U: [[[0, 0], [2, 0], [0, 1], [1, 1], [2, 1]]],
P: [[[0, 0], [1, 0], [0, 1], [1, 1], [0, 2]]],
Dot: [[[1, 1]]]
};
var TETROMINO_TYPES = ['I', 'O', 'T', 'S', 'Z', 'J', 'L', 'U', 'P'];
var POWERUP_CHANCE = 0.08; // 8% chance for a powerup block
// Board settings
var BOARD_COLS = 12; // Increased width for a wider play area
var BOARD_ROWS = 20;
var CELL_SIZE = 90; // px, fits well on 2048x2732
var BOARD_OFFSET_X = Math.floor((2048 - BOARD_COLS * CELL_SIZE) / 2) - 80; // Shift left to make space for preview
var BOARD_OFFSET_Y = 300;
// Helper: rotate a shape (array of [x,y]) 90deg clockwise
function rotateShape(shape) {
var maxX = 0,
maxY = 0;
for (var i = 0; i < shape.length; i++) {
if (shape[i][0] > maxX) maxX = shape[i][0];
if (shape[i][1] > maxY) maxY = shape[i][1];
}
var rotated = [];
for (var i = 0; i < shape.length; i++) {
var x = shape[i][0],
y = shape[i][1];
rotated.push([maxY - y, x]);
}
return rotated;
}
var board = [];
var blockRefs = []; // 2D array of block display objects
for (var r = 0; r < BOARD_ROWS; r++) {
board[r] = [];
blockRefs[r] = [];
for (var c = 0; c < BOARD_COLS; c++) {
board[r][c] = 0;
blockRefs[r][c] = null;
}
}
// Score and level
var score = 0;
var level = 1;
var linesCleared = 0;
var fallInterval = 1000; // ms, decreases with level
// GUI
var scoreTxt = new Text2('0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var levelTxt = new Text2('Lv.1', {
size: 60,
fill: "#fff"
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 110;
// Next tetromino preview
var nextTetrominoType = null;
var nextTetrominoPreview = new Container();
game.addChild(nextTetrominoPreview);
// Current falling tetromino
var currentTetromino = null;
// Game state
var isGameOver = false;
var isDropping = false;
var dropTimer = null;
var moveTimer = null;
var moveDir = 0; // -1 left, 1 right, 0 none
// Helper: spawn new tetromino
function spawnTetromino() {
var type = nextTetrominoType;
if (!type) {
type = TETROMINO_TYPES[Math.floor(Math.random() * TETROMINO_TYPES.length)];
}
var isPowerup = Math.random() < POWERUP_CHANCE;
var tetro = new Tetromino();
tetro.init(type, isPowerup);
game.addChild(tetro);
currentTetromino = tetro;
// Next
nextTetrominoType = TETROMINO_TYPES[Math.floor(Math.random() * TETROMINO_TYPES.length)];
updateNextPreview();
// Flash effect on next preview
if (nextTetrominoPreview.children && nextTetrominoPreview.children.length > 0) {
for (var i = 0; i < nextTetrominoPreview.children.length; i++) {
LK.effects.flashObject(nextTetrominoPreview.children[i], 0xffffff, 180);
}
}
// If cannot place, game over
if (!tetro.canMove(0, 0, tetro.shape, board)) {
isGameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Helper: update next preview
function updateNextPreview() {
nextTetrominoPreview.removeChildren();
var type = nextTetrominoType;
if (!type) return;
var shape = TETROMINO_SHAPES[type][0];
// Find min/max for centering
var minX = 99,
maxX = -99,
minY = 99,
maxY = -99;
for (var i = 0; i < shape.length; i++) {
if (shape[i][0] < minX) minX = shape[i][0];
if (shape[i][0] > maxX) maxX = shape[i][0];
if (shape[i][1] < minY) minY = shape[i][1];
if (shape[i][1] > maxY) maxY = shape[i][1];
}
var previewWidth = (maxX - minX + 1) * CELL_SIZE;
var previewHeight = (maxY - minY + 1) * CELL_SIZE;
if (type === 'I') {
// Show as a single image asset
var block = LK.getAsset('I', {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE * 4,
height: CELL_SIZE
});
// Center the image in the preview area
block.x = (maxX - minX + 1) * CELL_SIZE / 2;
block.y = (maxY - minY + 1) * CELL_SIZE / 2;
nextTetrominoPreview.addChild(block);
} else {
for (var i = 0; i < shape.length; i++) {
var block = LK.getAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE,
height: CELL_SIZE
});
block.x = (shape[i][0] - minX) * CELL_SIZE + CELL_SIZE / 2;
block.y = (shape[i][1] - minY) * CELL_SIZE + CELL_SIZE / 2;
nextTetrominoPreview.addChild(block);
}
}
// Place preview to the right of the board, fully visible and inside the screen
nextTetrominoPreview.x = BOARD_OFFSET_X + BOARD_COLS * CELL_SIZE + 120;
nextTetrominoPreview.y = BOARD_OFFSET_Y + 200;
}
// Helper: clear full lines
function clearLines() {
var lines = [];
for (var r = 0; r < BOARD_ROWS; r++) {
var full = true;
for (var c = 0; c < BOARD_COLS; c++) {
if (!board[r][c]) {
full = false;
break;
}
}
if (full) lines.push(r);
}
if (lines.length === 0) return 0;
// Animate and remove lines
for (var i = 0; i < lines.length; i++) {
var row = lines[i];
for (var c = 0; c < BOARD_COLS; c++) {
if (blockRefs[row][c]) {
tween(blockRefs[row][c], {
alpha: 0
}, {
duration: 200,
onFinish: function (obj) {
if (obj.parent) obj.parent.removeChild(obj);
}.bind(null, blockRefs[row][c])
});
}
}
}
// Remove from board
for (var i = 0; i < lines.length; i++) {
var row = lines[i];
for (var c = 0; c < BOARD_COLS; c++) {
board[row][c] = 0;
blockRefs[row][c] = null;
}
}
// Drop above lines
for (var i = lines.length - 1; i >= 0; i--) {
var row = lines[i];
for (var r = row - 1; r >= 0; r--) {
for (var c = 0; c < BOARD_COLS; c++) {
board[r + 1][c] = board[r][c];
blockRefs[r + 1][c] = blockRefs[r][c];
if (blockRefs[r + 1][c]) {
tween(blockRefs[r + 1][c], {
y: blockRefs[r + 1][c].y + CELL_SIZE
}, {
duration: 100
});
}
}
}
// Clear top row
for (var c = 0; c < BOARD_COLS; c++) {
board[0][c] = 0;
blockRefs[0][c] = null;
}
}
return lines.length;
}
// Helper: activate powerup
function activatePowerup(row) {
// For MVP: clear the row where powerup landed
for (var c = 0; c < BOARD_COLS; c++) {
if (blockRefs[row][c]) {
tween(blockRefs[row][c], {
alpha: 0
}, {
duration: 200,
onFinish: function (obj) {
if (obj.parent) obj.parent.removeChild(obj);
}.bind(null, blockRefs[row][c])
});
board[row][c] = 0;
blockRefs[row][c] = null;
}
}
// Drop above lines
for (var r = row - 1; r >= 0; r--) {
for (var c = 0; c < BOARD_COLS; c++) {
board[r + 1][c] = board[r][c];
blockRefs[r + 1][c] = blockRefs[r][c];
if (blockRefs[r + 1][c]) {
tween(blockRefs[r + 1][c], {
y: blockRefs[r + 1][c].y + CELL_SIZE
}, {
duration: 100
});
}
}
}
// Clear top row
for (var c = 0; c < BOARD_COLS; c++) {
board[0][c] = 0;
blockRefs[0][c] = null;
}
}
// Helper: update score/level
function updateScore(lines) {
var points = [0, 100, 300, 500, 800];
score += points[lines] || 0;
linesCleared += lines;
scoreTxt.setText(score);
var newLevel = 1 + Math.floor(linesCleared / 10);
if (newLevel !== level) {
level = newLevel;
levelTxt.setText('Lv.' + level);
fallInterval = Math.max(150, 1000 - (level - 1) * 100);
}
}
// Helper: draw board grid (for visual reference)
var gridLines = new Container();
game.addChild(gridLines);
for (var r = 0; r <= BOARD_ROWS; r++) {
for (var c = 0; c <= BOARD_COLS; c++) {
if (r < BOARD_ROWS && c < BOARD_COLS) {
var cell = LK.getAsset('O', {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE - 4,
height: CELL_SIZE - 4,
color: 0x222222
});
cell.x = c * CELL_SIZE + CELL_SIZE / 2;
cell.y = r * CELL_SIZE + CELL_SIZE / 2;
cell.alpha = 0.15;
gridLines.addChild(cell);
}
}
}
gridLines.x = BOARD_OFFSET_X;
gridLines.y = BOARD_OFFSET_Y;
// Move all blocks/containers to board offset
function updateBoardDisplayOffsets() {
gridLines.x = BOARD_OFFSET_X;
gridLines.y = BOARD_OFFSET_Y;
for (var r = 0; r < BOARD_ROWS; r++) {
for (var c = 0; c < BOARD_COLS; c++) {
if (blockRefs[r][c]) {
blockRefs[r][c].x = c * CELL_SIZE + CELL_SIZE / 2 + BOARD_OFFSET_X;
blockRefs[r][c].y = r * CELL_SIZE + CELL_SIZE / 2 + BOARD_OFFSET_Y;
}
}
}
if (currentTetromino) {
for (var i = 0; i < currentTetromino.blocks.length; i++) {
currentTetromino.blocks[i].x += BOARD_OFFSET_X;
currentTetromino.blocks[i].y += BOARD_OFFSET_Y;
}
}
}
// Remove board offset from tetromino before logic
function removeTetrominoOffset() {
if (currentTetromino) {
for (var i = 0; i < currentTetromino.blocks.length; i++) {
currentTetromino.blocks[i].x -= BOARD_OFFSET_X;
currentTetromino.blocks[i].y -= BOARD_OFFSET_Y;
}
}
}
// Touch controls
var dragStartX = null;
var dragStartY = null;
var dragTetrominoX = null;
var dragTetrominoY = null;
var lastTouchMove = 0;
var touchDown = false;
var hardDrop = false;
// Convert screen x,y to board col,row
function screenToBoard(x, y) {
var bx = Math.floor((x - BOARD_OFFSET_X) / CELL_SIZE);
var by = Math.floor((y - BOARD_OFFSET_Y) / CELL_SIZE);
return {
col: bx,
row: by
};
}
// Touch/mouse events
game.down = function (x, y, obj) {
if (isGameOver || !currentTetromino) return;
dragStartX = x;
dragStartY = y;
dragTetrominoX = currentTetromino.x;
dragTetrominoY = currentTetromino.y;
touchDown = true;
hardDrop = false;
lastTouchMove = Date.now();
};
game.move = function (x, y, obj) {
if (isGameOver || !currentTetromino || !touchDown) return;
var dx = x - dragStartX;
var dy = y - dragStartY;
var moved = false;
// Horizontal drag: move left/right
if (Math.abs(dx) > CELL_SIZE / 2) {
var dir = dx > 0 ? 1 : -1;
if (currentTetromino.tryMove(dir, 0, board)) {
dragStartX = x;
dragTetrominoX = currentTetromino.x;
moved = true;
}
}
// Vertical drag: hard drop
if (dy > CELL_SIZE * 2 && !hardDrop) {
// Hard drop
while (currentTetromino.tryMove(0, 1, board)) {}
hardDrop = true;
moved = true;
}
// Tap: rotate (handled in up)
if (moved) {
currentTetromino.updateBlockPositions();
updateBoardDisplayOffsets();
}
};
game.up = function (x, y, obj) {
if (isGameOver || !currentTetromino) return;
touchDown = false;
var dt = Date.now() - lastTouchMove;
var dx = x - dragStartX;
var dy = y - dragStartY;
// Tap: rotate
if (Math.abs(dx) < 30 && Math.abs(dy) < 30 && dt < 400) {
removeTetrominoOffset();
currentTetromino.tryRotate(board);
currentTetromino.updateBlockPositions();
updateBoardDisplayOffsets();
}
};
// Auto fall
function scheduleDrop() {
if (dropTimer) LK.clearTimeout(dropTimer);
if (isGameOver) return;
dropTimer = LK.setTimeout(function () {
if (isGameOver) return;
removeTetrominoOffset();
var moved = currentTetromino.tryMove(0, 1, board);
currentTetromino.updateBlockPositions();
updateBoardDisplayOffsets();
if (!moved) {
// Lock to board
currentTetromino.lockToBoard(board, blockRefs);
// Flash effect on lock
for (var i = 0; i < currentTetromino.blocks.length; i++) {
LK.effects.flashObject(currentTetromino.blocks[i], 0xffffff, 180);
}
// Powerup check
var landedPowerup = false;
for (var i = 0; i < currentTetromino.shape.length; i++) {
var nx = currentTetromino.x + currentTetromino.shape[i][0];
var ny = currentTetromino.y + currentTetromino.shape[i][1];
if (board[ny][nx] === 'powerup') {
activatePowerup(ny);
landedPowerup = true;
}
}
// Clear lines
var lines = clearLines();
updateScore(lines);
// Do not remove tetromino blocks here; they are now part of the board and will be removed when lines are cleared
currentTetromino = null;
// Spawn next
spawnTetromino();
updateBoardDisplayOffsets();
}
scheduleDrop();
}, fallInterval);
}
// Game update
game.update = function () {
// No per-frame logic needed for MVP
};
// Start game
function startGame() {
// Reset board
for (var r = 0; r < BOARD_ROWS; r++) {
for (var c = 0; c < BOARD_COLS; c++) {
board[r][c] = 0;
if (blockRefs[r][c]) {
if (blockRefs[r][c].parent) blockRefs[r][c].parent.removeChild(blockRefs[r][c]);
blockRefs[r][c] = null;
}
}
}
score = 0;
level = 1;
linesCleared = 0;
fallInterval = 1000;
scoreTxt.setText(score);
levelTxt.setText('Lv.1');
isGameOver = false;
nextTetrominoType = TETROMINO_TYPES[Math.floor(Math.random() * TETROMINO_TYPES.length)];
updateNextPreview();
if (currentTetromino) {
for (var i = 0; i < currentTetromino.blocks.length; i++) {
if (currentTetromino.blocks[i].parent) currentTetromino.blocks[i].parent.removeChild(currentTetromino.blocks[i]);
}
currentTetromino = null;
}
spawnTetromino();
updateBoardDisplayOffsets();
scheduleDrop();
}
// On game over, restart on new game
LK.on('gameStart', function () {
startGame();
});
// Initial start
LK.playMusic('tetris_bgm');
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -117,12 +117,12 @@
if (self.type === 'I') {
// Special rotation logic for I block as a single piece
// The I block alternates between horizontal and vertical
if (self.rotation % 2 === 0) {
- // Horizontal to vertical
+ // Horizontal to vertical (centered on the 2nd block)
rotated = [[2, 0], [2, 1], [2, 2], [2, 3]];
} else {
- // Vertical to horizontal
+ // Vertical to horizontal (centered on the 2nd block)
rotated = [[0, 1], [1, 1], [2, 1], [3, 1]];
}
} else {
rotated = rotateShape(self.shape);