User prompt
As soon as the game starts, the matchmaking will start with the first move.
User prompt
Increase the match rate of balls
User prompt
Reduce chain ball formation
User prompt
Let there be chained balls that cannot move without a bomb or a match, and should have chains on them. āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Get 10 points and a bomb as a reward when you match 4 balls at the same time
User prompt
Start the game from level 1
User prompt
The game starts from level 2 fix this
User prompt
All kinds of matching possibilities are provided for the balls
User prompt
Add a health box that drops with the same rarity as bombs, increases movement by 5 when clicked
User prompt
Undo previous prompt
User prompt
Add a gold system to the game, so that extra bombs can be purchased with 1 gold coin at each level. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Change the game's music with the music asset named Ana
User prompt
Replace the game's music with the ana named music asset
User prompt
Add the ama named music in the assets to the game as music
User prompt
The shape of the map changes at each level āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the wasted moves reduce the right to move
User prompt
Move right score and level text side by side
User prompt
Add a progressively harder level system to the game āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove target score and the game will continue forever
User prompt
Using a bomb will cost you 3 moves and the bomb spawn rate will decrease even more. āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Give the bomba named asset to bomb
User prompt
Please fix the bug: 'Uncaught TypeError: ball.explode is not a function' in or related to this line: 'ball.explode();' Line Number: 115 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a bomb that will appear every now and then and explode a 3x3 area when dragged āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Some balls are not moving fix this āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'out')' in or related to this line: 'tween(ball, {' Line Number: 134 āŖš” Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function (color) { var self = Container.call(this); self.ballColor = color; self.gridX = 0; self.gridY = 0; self.isAnimating = false; var ballAssets = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall', 'orangeBall']; var assetToUse = ballAssets[color]; var ballGraphics = self.attachAsset(assetToUse, { anchorX: 0.5, anchorY: 0.5 }); self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridStartX + gridX * cellSize + cellSize / 2; self.y = gridStartY + gridY * cellSize + cellSize / 2; }; self.explode = function () { // Scale up and fade out explosion effect tween(self, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isBomb = true; self.isDragging = false; // Create bomb visual using the Bomba asset var bombGraphics = self.attachAsset('Bomba', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add pulsing animation to make it stand out self.pulseAnimation = function () { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && !self.isDragging) { self.pulseAnimation(); } } }); } }); }; self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridStartX + gridX * cellSize + cellSize / 2; self.y = gridStartY + gridY * cellSize + cellSize / 2; }; self.explode = function () { // Simple bomb explosion effect (same as Ball explode method) tween(self, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; self.explode3x3 = function () { // Explode all balls in a 3x3 area around the bomb var centerX = self.gridX; var centerY = self.gridY; var explodedCount = 0; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { var targetX = centerX + dx; var targetY = centerY + dy; if (targetX >= 0 && targetX < gridSize && targetY >= 0 && targetY < gridSize) { var ball = grid[targetY][targetX]; if (ball) { ball.explode(); grid[targetY][targetX] = null; explodedCount++; } } } } // Award points for exploded balls LK.setScore(LK.getScore() + explodedCount * 15); scoreText.setText('Score: ' + LK.getScore()); checkLevelProgression(); // Remove bomb from grid grid[self.gridY][self.gridX] = null; // Explosion effect for bomb itself tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; // Start pulsing animation when created self.pulseAnimation(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Grid configuration variables needed by Ball class var gridSize = 8; var cellSize = 220; var gridStartX = (2048 - gridSize * cellSize) / 2; var gridStartY = 400; var grid = []; var selectedBall = null; var movesLeft = 30; var isProcessingMatches = false; var ballColors = 4; // Start with 4 colors for easier beginning var bombSpawnChance = 0.02; // 2% chance to spawn bomb instead of ball var draggedBomb = null; var lastMoveTime = 0; var currentLevel = 1; var baseMovesPerLevel = 30; var pointsToNextLevel = 500; // Points needed to advance to next level var totalPointsEarned = 0; // UI Elements var movesText = new Text2('Moves: 30', { size: 80, fill: 0xFFFFFF }); movesText.anchor.set(0.5, 0); LK.gui.top.addChild(movesText); movesText.y = 150; var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 250; var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFD700 }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 350; // Initialize grid function initializeGrid() { grid = []; for (var y = 0; y < gridSize; y++) { grid[y] = []; for (var x = 0; x < gridSize; x++) { grid[y][x] = null; } } // Fill grid with balls for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { createBallAt(x, y); } } // Remove initial matches while (findMatches().length > 0) { removeMatches(); dropBalls(); fillEmptySpaces(); } } function createBallAt(x, y) { // Sometimes create a bomb instead of a ball if (Math.random() < bombSpawnChance) { var bomb = new Bomb(); bomb.setGridPosition(x, y); grid[y][x] = bomb; game.addChild(bomb); // Animate bomb appearing bomb.scaleX = 0; bomb.scaleY = 0; bomb.alpha = 0; tween(bomb, { scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return bomb; } else { var color = Math.floor(Math.random() * ballColors); var ball = new Ball(color); ball.setGridPosition(x, y); grid[y][x] = ball; game.addChild(ball); // Animate ball appearing with scale and bounce ball.scaleX = 0; ball.scaleY = 0; ball.alpha = 0; tween(ball, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return ball; } } function getBallAt(x, y) { if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) { return null; } return grid[y][x]; } function swapBalls(ball1, ball2) { if (!ball1 || !ball2) { return false; } var x1 = ball1.gridX, y1 = ball1.gridY; var x2 = ball2.gridX, y2 = ball2.gridY; // Check if balls are adjacent var dx = Math.abs(x1 - x2); var dy = Math.abs(y1 - y2); if (dx + dy !== 1) { return false; } // Mark balls as animating ball1.isAnimating = true; ball2.isAnimating = true; // Store old positions var oldX1 = ball1.x, oldY1 = ball1.y; var oldX2 = ball2.x, oldY2 = ball2.y; // Swap positions in grid grid[y1][x1] = ball2; grid[y2][x2] = ball1; // Update ball positions ball1.setGridPosition(x2, y2); ball2.setGridPosition(x1, y1); // Store new positions var newX1 = ball1.x, newY1 = ball1.y; var newX2 = ball2.x, newY2 = ball2.y; // Reset to old positions for animation ball1.x = oldX1; ball1.y = oldY1; ball2.x = oldX2; ball2.y = oldY2; // Animate to new positions tween(ball1, { x: newX1, y: newY1 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { ball1.isAnimating = false; } }); tween(ball2, { x: newX2, y: newY2 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { ball2.isAnimating = false; } }); LK.getSound('swap').play(); return true; } function findMatches() { var matches = []; // Check horizontal matches for (var y = 0; y < gridSize; y++) { var count = 1; var currentColor = grid[y][0] ? grid[y][0].ballColor : -1; for (var x = 1; x < gridSize; x++) { var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; } else { if (count >= 3) { for (var i = x - count; i < x; i++) { matches.push({ x: i, y: y }); } } count = 1; currentColor = ball ? ball.ballColor : -1; } } if (count >= 3) { for (var i = gridSize - count; i < gridSize; i++) { matches.push({ x: i, y: y }); } } } // Check vertical matches for (var x = 0; x < gridSize; x++) { var count = 1; var currentColor = grid[0][x] ? grid[0][x].ballColor : -1; for (var y = 1; y < gridSize; y++) { var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; } else { if (count >= 3) { for (var i = y - count; i < y; i++) { matches.push({ x: x, y: i }); } } count = 1; currentColor = ball ? ball.ballColor : -1; } } if (count >= 3) { for (var i = gridSize - count; i < gridSize; i++) { matches.push({ x: x, y: i }); } } } return matches; } function removeMatches() { var matches = findMatches(); if (matches.length === 0) { return false; } var pointsEarned = matches.length * 10; for (var i = 0; i < matches.length; i++) { var match = matches[i]; var ball = grid[match.y][match.x]; if (ball) { ball.explode(); grid[match.y][match.x] = null; } } LK.setScore(LK.getScore() + pointsEarned); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('match').play(); checkLevelProgression(); return true; } function dropBalls() { for (var x = 0; x < gridSize; x++) { var writePos = gridSize - 1; for (var y = gridSize - 1; y >= 0; y--) { if (grid[y][x] !== null) { if (y !== writePos) { grid[writePos][x] = grid[y][x]; grid[y][x] = null; var ball = grid[writePos][x]; ball.isAnimating = true; var oldY = ball.y; ball.setGridPosition(x, writePos); var newY = ball.y; ball.y = oldY; // Animate ball falling down (function (ballToAnimate) { tween(ballToAnimate, { y: newY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { ballToAnimate.isAnimating = false; } }); })(ball); } writePos--; } } } } function fillEmptySpaces() { for (var x = 0; x < gridSize; x++) { for (var y = 0; y < gridSize; y++) { if (grid[y][x] === null) { createBallAt(x, y); } } } } function processMatches() { if (isProcessingMatches) { return; } isProcessingMatches = true; function processStep() { if (removeMatches()) { dropBalls(); fillEmptySpaces(); LK.setTimeout(function () { processStep(); }, 500); } else { isProcessingMatches = false; checkGameState(); } } processStep(); } function checkLevelProgression() { if (LK.getScore() >= pointsToNextLevel) { // Level up! currentLevel++; pointsToNextLevel += 300 + currentLevel * 200; // Increasingly harder to level up // Increase difficulty if (ballColors < 6) { ballColors = Math.min(6, 3 + currentLevel); // Max 6 colors } // Give bonus moves for leveling up, but fewer as levels increase var bonusMoves = Math.max(5, 15 - currentLevel); movesLeft += bonusMoves; // Update UI levelText.setText('Level: ' + currentLevel); movesText.setText('Moves: ' + movesLeft); // Visual celebration effect tween(levelText, { scaleX: 1.5, scaleY: 1.5, tint: 0x00FF00 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(levelText, { scaleX: 1, scaleY: 1, tint: 0xFFD700 }, { duration: 300, easing: tween.easeOut }); } }); // Flash screen green for level up LK.effects.flashScreen(0x00FF00, 800); } } function checkGameState() { checkLevelProgression(); if (movesLeft <= 0) { LK.showGameOver(); return; } } function getClickedBall(x, y) { var gridX = Math.floor((x - gridStartX) / cellSize); var gridY = Math.floor((y - gridStartY) / cellSize); if (gridX >= 0 && gridX < gridSize && gridY >= 0 && gridY < gridSize) { return getBallAt(gridX, gridY); } return null; } game.down = function (x, y, obj) { if (isProcessingMatches) { return; } var clickedBall = getClickedBall(x, y); if (clickedBall && !clickedBall.isAnimating) { // Check if it's a bomb if (clickedBall.isBomb) { draggedBomb = clickedBall; draggedBomb.isDragging = true; // Stop pulsing animation tween.stop(draggedBomb); // Make bomb slightly larger while dragging tween(draggedBomb, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); return; } // Regular ball logic if (selectedBall === null) { selectedBall = clickedBall; LK.effects.flashObject(selectedBall, 0xffffff, 200); } else if (selectedBall === clickedBall) { selectedBall = null; } else { if (swapBalls(selectedBall, clickedBall)) { movesLeft--; movesText.setText('Moves: ' + movesLeft); LK.setTimeout(function () { var matches = findMatches(); if (matches.length > 0) { processMatches(); } else { swapBalls(selectedBall, clickedBall); movesLeft++; movesText.setText('Moves: ' + movesLeft); } }, 300); } selectedBall = null; } } }; game.move = function (x, y, obj) { if (draggedBomb && Date.now() - lastMoveTime > 16) { // Throttle to ~60fps draggedBomb.x = x; draggedBomb.y = y; lastMoveTime = Date.now(); } }; game.up = function (x, y, obj) { if (draggedBomb) { // Explode bomb at current position draggedBomb.explode3x3(); // Using a bomb costs 3 moves movesLeft -= 3; movesText.setText('Moves: ' + movesLeft); // Process any resulting matches LK.setTimeout(function () { dropBalls(); fillEmptySpaces(); processMatches(); }, 100); draggedBomb = null; } }; // Initialize the game initializeGrid(); ;
===================================================================
--- original.js
+++ change.js
@@ -123,8 +123,9 @@
}
// Award points for exploded balls
LK.setScore(LK.getScore() + explodedCount * 15);
scoreText.setText('Score: ' + LK.getScore());
+ checkLevelProgression();
// Remove bomb from grid
grid[self.gridY][self.gridX] = null;
// Explosion effect for bomb itself
tween(self, {
@@ -164,12 +165,16 @@
var grid = [];
var selectedBall = null;
var movesLeft = 30;
var isProcessingMatches = false;
-var ballColors = 6;
+var ballColors = 4; // Start with 4 colors for easier beginning
var bombSpawnChance = 0.02; // 2% chance to spawn bomb instead of ball
var draggedBomb = null;
var lastMoveTime = 0;
+var currentLevel = 1;
+var baseMovesPerLevel = 30;
+var pointsToNextLevel = 500; // Points needed to advance to next level
+var totalPointsEarned = 0;
// UI Elements
var movesText = new Text2('Moves: 30', {
size: 80,
fill: 0xFFFFFF
@@ -183,8 +188,15 @@
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
scoreText.y = 250;
+var levelText = new Text2('Level: 1', {
+ size: 80,
+ fill: 0xFFD700
+});
+levelText.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelText);
+levelText.y = 350;
// Initialize grid
function initializeGrid() {
grid = [];
for (var y = 0; y < gridSize; y++) {
@@ -395,8 +407,9 @@
}
LK.setScore(LK.getScore() + pointsEarned);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('match').play();
+ checkLevelProgression();
return true;
}
function dropBalls() {
for (var x = 0; x < gridSize; x++) {
@@ -457,9 +470,48 @@
}
}
processStep();
}
+function checkLevelProgression() {
+ if (LK.getScore() >= pointsToNextLevel) {
+ // Level up!
+ currentLevel++;
+ pointsToNextLevel += 300 + currentLevel * 200; // Increasingly harder to level up
+ // Increase difficulty
+ if (ballColors < 6) {
+ ballColors = Math.min(6, 3 + currentLevel); // Max 6 colors
+ }
+ // Give bonus moves for leveling up, but fewer as levels increase
+ var bonusMoves = Math.max(5, 15 - currentLevel);
+ movesLeft += bonusMoves;
+ // Update UI
+ levelText.setText('Level: ' + currentLevel);
+ movesText.setText('Moves: ' + movesLeft);
+ // Visual celebration effect
+ tween(levelText, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ tint: 0x00FF00
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(levelText, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xFFD700
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ });
+ // Flash screen green for level up
+ LK.effects.flashScreen(0x00FF00, 800);
+ }
+}
function checkGameState() {
+ checkLevelProgression();
if (movesLeft <= 0) {
LK.showGameOver();
return;
}
An orange round ball with a silly smile. In-Game asset. High contrast. No shadows
A clever yellow round ball with a yellow confused expression
A cool blue round ball. In-Game asset. High contrast. No shadows He has sunglasses and a cool smile
A rich, greedy green ball has a wad of cash in his hand. In-Game asset. High contrast. No shadows
A nervous red ball with an angry face. In-Game asset. High contrast. No shadows
A black bomb. In-Game asset. No shadows
A wooden box with a heart symbol on it. In-Game asset. High contrast. No shadows
Metal chains in x shape. In-Game asset. High contrast. No shadows
A forest background. In-Game asset. High contrast. No shadows
A pocket watch. In-Game asset. High contrast. No shadows
Blue sky with sparse clouds. In-Game asset. High contrast. Realistic anime style
A pink woman ball. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A pig's face. High contrast. No shadows
Fark fence. In-Game asset. 2d. High contrast. No shadows
Ice cube. In-Game asset. High contrast. No shadows
A snowy forest. In-Game asset. 2d. High contrast. No shadows
A rocket. In-Game asset. 2d. High contrast. No shadows