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Bring combo system ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Prompt giving +10 seconds item Replace asset with the asset named Saat in assets
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Add an item that only appears in time trial mode +10 seconds
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Let's add a second game mode, time trial mode
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '4')' in or related to this line: 'return grid[y][x];' Line Number: 754
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Add a stylish main menu to your game
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After each level, the score required to go to the next level increases by 150.
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The number of moves you have at each level will decrease and it will become more difficult to move from level to level as you progress.
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Make the L-shaped level with a thickness of 4 and a length of 7.
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Increase the chance of balls matching by 3%
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Remove the X shaped level and add an L shaped level instead
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When you use the box that gives you the right to move, the balls on it will fall to the ground.
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Let the newly formed balls be compatible with the ball in the environment and below it.
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Harita boşluğuna eşleşme ile düşmeyi geri getir
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Oyunu biraz kolaylaştır
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Levelden levele geçişler 400 skorda bir olsun
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Reset button spend score
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Add a reset button to swap balls
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Fix bugs
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It is impossible to match maps with fix
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Let's add a background to the levels
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Increase the match rate of balls
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Remove Level text
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Add a bar to show how many points are left as you move from level to level, put it on the top right of the screen
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Close matchmaking as soon as the game starts
/**** * 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) { // If it's a chained ball, break the chain first if (ball.isChained) { ball.breakChain(); // Give extra points for breaking chains with bombs LK.setScore(LK.getScore() + 5); } ball.explode(); grid[targetY][targetX] = null; explodedCount++; } } } } // Award points for exploded balls LK.setScore(LK.getScore() + explodedCount * 15); scoreText.setText('Score: ' + LK.getScore()); // Update progress bar var currentScore = LK.getScore(); var progress = Math.min(1, currentScore / pointsToNextLevel); progressBarFill.width = progress * 400; progressText.setText(currentScore + '/' + pointsToNextLevel); 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; }); var ChainedBall = Container.expand(function (color) { var self = Container.call(this); self.ballColor = color; self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isChained = true; // Create chain background first (larger, darker) var chainGraphics = self.attachAsset('chain', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); // Create ball on top of chain var ballAssets = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall', 'orangeBall']; var assetToUse = ballAssets[color]; var ballGraphics = self.attachAsset(assetToUse, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.85, scaleY: 0.85 }); // Add subtle chain animation self.chainAnimation = function () { tween(chainGraphics, { rotation: 0.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(chainGraphics, { rotation: -0.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && self.isChained) { self.chainAnimation(); } } }); } }); }; 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(); } } }); }; self.breakChain = function () { // Break the chain and convert to regular ball self.isChained = false; // Animate chain breaking tween(chainGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut }); // Scale ball back to normal size tween(ballGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut }); // Flash effect when chain breaks LK.effects.flashObject(self, 0xFFFFFF, 400); }; // Start chain animation self.chainAnimation(); return self; }); var HealthBox = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isHealthBox = true; self.isDragging = false; // Create health box visual using the healthBox asset var healthGraphics = self.attachAsset('healthBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add gentle glow animation self.glowAnimation = function () { tween(self, { alpha: 0.7 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && !self.isDragging) { self.glowAnimation(); } } }); } }); }; 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 health box 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(); } } }); }; self.activateHealthBonus = function () { // Add 5 moves when health box is clicked movesLeft += 5; movesText.setText('Moves: ' + movesLeft); // Remove health box from grid grid[self.gridY][self.gridX] = null; // Visual effect for health box activation tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); // Flash screen green to indicate health bonus LK.effects.flashScreen(0x00FF00, 500); }; // Start glow animation when created self.glowAnimation(); 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 gridShape = []; // Array to define which cells are active in current level // Define different grid shapes for each level var levelShapes = [ // Level 1: Full 8x8 square function (size) { var shape = []; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = true; } } return shape; }, // Level 2: Diamond shape function (size) { var shape = []; var center = Math.floor(size / 2); for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { var distanceFromCenter = Math.abs(x - center) + Math.abs(y - center); shape[y][x] = distanceFromCenter <= center; } } return shape; }, // Level 3: Cross shape function (size) { var shape = []; var center = Math.floor(size / 2); for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = x === center || y === center; } } return shape; }, // Level 4: Hollow square (border only) function (size) { var shape = []; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = x === 0 || x === size - 1 || y === 0 || y === size - 1; } } return shape; }, // Level 5: X shape function (size) { var shape = []; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = x === y || x === size - 1 - y; } } return shape; }, // Level 6: Circle shape function (size) { var shape = []; var center = size / 2 - 0.5; var radius = center; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { var dx = x - center; var dy = y - center; var distance = Math.sqrt(dx * dx + dy * dy); shape[y][x] = distance <= radius; } } return shape; }]; // Function to get current level's grid shape function getCurrentGridShape() { var shapeIndex = (currentLevel - 1) % levelShapes.length; return levelShapes[shapeIndex](gridSize); } // Function to check if a grid position is valid for current shape function isValidGridPosition(x, y) { return gridShape[y] && gridShape[y][x]; } 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 healthBoxSpawnChance = 0.02; // 2% chance to spawn health box 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, 0); LK.gui.top.addChild(scoreText); scoreText.x = 150; scoreText.y = 250; var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFD700 }); levelText.anchor.set(1, 0); LK.gui.top.addChild(levelText); levelText.x = -150; levelText.y = 250; // Progress bar to show points needed for next level var progressBarBackground = LK.getAsset('gridCell', { width: 400, height: 40, anchorX: 1.0, anchorY: 0, alpha: 0.3 }); LK.gui.topRight.addChild(progressBarBackground); progressBarBackground.x = -50; progressBarBackground.y = 150; var progressBarFill = LK.getAsset('gridCell', { width: 1, height: 40, anchorX: 0, anchorY: 0, color: 0x00FF00 }); progressBarBackground.addChild(progressBarFill); var progressText = new Text2('0/500', { size: 50, fill: 0xFFFFFF }); progressText.anchor.set(1, 0); LK.gui.topRight.addChild(progressText); progressText.x = -50; progressText.y = 200; // Initialize grid function initializeGrid() { // Get the shape for current level gridShape = getCurrentGridShape(); 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 only in valid positions for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (isValidGridPosition(x, y)) { createBallAt(x, y); } } } // Remove initial matches while (findMatches().length > 0) { removeMatches(); dropBalls(); fillEmptySpaces(); } } function createBallAt(x, y) { // Only create balls in valid grid positions if (!isValidGridPosition(x, y)) { return null; } // 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 if (Math.random() < healthBoxSpawnChance) { var healthBox = new HealthBox(); healthBox.setGridPosition(x, y); grid[y][x] = healthBox; game.addChild(healthBox); // Animate health box appearing healthBox.scaleX = 0; healthBox.scaleY = 0; healthBox.alpha = 0; tween(healthBox, { scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return healthBox; } else if (Math.random() < 0.05) { // 5% chance to create chained ball var color = Math.floor(Math.random() * ballColors); var chainedBall = new ChainedBall(color); chainedBall.setGridPosition(x, y); grid[y][x] = chainedBall; game.addChild(chainedBall); // Animate chained ball appearing chainedBall.scaleX = 0; chainedBall.scaleY = 0; chainedBall.alpha = 0; tween(chainedBall, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return chainedBall; } 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; } // Check if either ball is chained - they cannot be moved if (ball1.isChained && ball1.isChained === true || ball2.isChained && ball2.isChained === true) { // Flash red to indicate chained balls cannot move LK.effects.flashScreen(0xFF0000, 200); 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 }); } } } // Check diagonal matches (top-left to bottom-right) for (var startY = 0; startY < gridSize; startY++) { for (var startX = 0; startX < gridSize; startX++) { if (!isValidGridPosition(startX, startY)) continue; var count = 1; var currentColor = grid[startY][startX] ? grid[startY][startX].ballColor : -1; var matchPositions = [{ x: startX, y: startY }]; for (var step = 1; startX + step < gridSize && startY + step < gridSize; step++) { var x = startX + step; var y = startY + step; if (!isValidGridPosition(x, y)) break; var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; matchPositions.push({ x: x, y: y }); } else { break; } } if (count >= 3) { for (var i = 0; i < matchPositions.length; i++) { matches.push(matchPositions[i]); } } } } // Check diagonal matches (top-right to bottom-left) for (var startY = 0; startY < gridSize; startY++) { for (var startX = gridSize - 1; startX >= 0; startX--) { if (!isValidGridPosition(startX, startY)) continue; var count = 1; var currentColor = grid[startY][startX] ? grid[startY][startX].ballColor : -1; var matchPositions = [{ x: startX, y: startY }]; for (var step = 1; startX - step >= 0 && startY + step < gridSize; step++) { var x = startX - step; var y = startY + step; if (!isValidGridPosition(x, y)) break; var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; matchPositions.push({ x: x, y: y }); } else { break; } } if (count >= 3) { for (var i = 0; i < matchPositions.length; i++) { matches.push(matchPositions[i]); } } } } return matches; } function removeMatches() { var matches = findMatches(); if (matches.length === 0) { return false; } var pointsEarned = matches.length * 10; // Check if this is a 4-ball match for special rewards var isFourBallMatch = matches.length === 4; if (isFourBallMatch) { // Award bonus 10 points for 4-ball match pointsEarned += 10; } for (var i = 0; i < matches.length; i++) { var match = matches[i]; var ball = grid[match.y][match.x]; if (ball) { // If it's a chained ball, break the chain first then explode if (ball.isChained) { ball.breakChain(); // Give extra points for breaking chains pointsEarned += 5; } ball.explode(); grid[match.y][match.x] = null; } } LK.setScore(LK.getScore() + pointsEarned); scoreText.setText('Score: ' + LK.getScore()); // Update progress bar var currentScore = LK.getScore(); var progress = Math.min(1, currentScore / pointsToNextLevel); progressBarFill.width = progress * 400; progressText.setText(currentScore + '/' + pointsToNextLevel); // Spawn a bomb as reward for 4-ball match if (isFourBallMatch) { // Find a random empty valid position to place the bomb var emptyPositions = []; for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (grid[y][x] === null && isValidGridPosition(x, y)) { emptyPositions.push({ x: x, y: y }); } } } if (emptyPositions.length > 0) { var randomPos = emptyPositions[Math.floor(Math.random() * emptyPositions.length)]; var rewardBomb = new Bomb(); rewardBomb.setGridPosition(randomPos.x, randomPos.y); grid[randomPos.y][randomPos.x] = rewardBomb; game.addChild(rewardBomb); // Animate bomb appearing with special effect rewardBomb.scaleX = 0; rewardBomb.scaleY = 0; rewardBomb.alpha = 0; tween(rewardBomb, { scaleX: 1.2, scaleY: 1.2, alpha: 1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { tween(rewardBomb, { scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeOut }); } }); // Flash screen gold to indicate bomb reward LK.effects.flashScreen(0xFFD700, 500); } } 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 && isValidGridPosition(x, y)) { 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); // Reset progress bar for new level progressBarFill.width = 1; progressText.setText(LK.getScore() + '/' + pointsToNextLevel); // Change grid shape for new level - clear existing balls first for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (grid[y][x]) { grid[y][x].destroy(); grid[y][x] = null; } } } // Initialize new grid shape gridShape = getCurrentGridShape(); // Fill new shape with balls for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (isValidGridPosition(x, y)) { createBallAt(x, y); } } } // 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 health box if (clickedBall.isHealthBox) { clickedBall.activateHealthBonus(); return; } // 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 { // Wasted move - swap back and apply additional penalty swapBalls(selectedBall, clickedBall); // Additional penalty for wasted move movesLeft -= 1; // Lose 1 extra move for wasted attempt movesText.setText('Moves: ' + movesLeft); // Flash screen red to indicate wasted move LK.effects.flashScreen(0xFF0000, 300); } }, 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(); // Play background music LK.playMusic('Ana'); ; ;
===================================================================
--- original.js
+++ change.js
@@ -129,8 +129,13 @@
}
// Award points for exploded balls
LK.setScore(LK.getScore() + explodedCount * 15);
scoreText.setText('Score: ' + LK.getScore());
+ // Update progress bar
+ var currentScore = LK.getScore();
+ var progress = Math.min(1, currentScore / pointsToNextLevel);
+ progressBarFill.width = progress * 400;
+ progressText.setText(currentScore + '/' + pointsToNextLevel);
checkLevelProgression();
// Remove bomb from grid
grid[self.gridY][self.gridX] = null;
// Explosion effect for bomb itself
@@ -435,9 +440,9 @@
}
var selectedBall = null;
var movesLeft = 30;
var isProcessingMatches = false;
-var ballColors = 3; // Start with 3 colors for much easier matching
+var ballColors = 4; // Start with 4 colors for easier beginning
var bombSpawnChance = 0.02; // 2% chance to spawn bomb instead of ball
var healthBoxSpawnChance = 0.02; // 2% chance to spawn health box instead of ball
var draggedBomb = null;
var lastMoveTime = 0;
@@ -468,8 +473,35 @@
levelText.anchor.set(1, 0);
LK.gui.top.addChild(levelText);
levelText.x = -150;
levelText.y = 250;
+// Progress bar to show points needed for next level
+var progressBarBackground = LK.getAsset('gridCell', {
+ width: 400,
+ height: 40,
+ anchorX: 1.0,
+ anchorY: 0,
+ alpha: 0.3
+});
+LK.gui.topRight.addChild(progressBarBackground);
+progressBarBackground.x = -50;
+progressBarBackground.y = 150;
+var progressBarFill = LK.getAsset('gridCell', {
+ width: 1,
+ height: 40,
+ anchorX: 0,
+ anchorY: 0,
+ color: 0x00FF00
+});
+progressBarBackground.addChild(progressBarFill);
+var progressText = new Text2('0/500', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+progressText.anchor.set(1, 0);
+LK.gui.topRight.addChild(progressText);
+progressText.x = -50;
+progressText.y = 200;
// Initialize grid
function initializeGrid() {
// Get the shape for current level
gridShape = getCurrentGridShape();
@@ -538,20 +570,9 @@
});
return healthBox;
} else if (Math.random() < 0.05) {
// 5% chance to create chained ball
- // Bias toward lower color numbers to increase match probability
- var colorRoll = Math.random();
- var color;
- if (colorRoll < 0.4) {
- color = 0; // 40% chance for first color
- } else if (colorRoll < 0.7) {
- color = 1; // 30% chance for second color
- } else if (colorRoll < 0.9) {
- color = 2; // 20% chance for third color
- } else {
- color = Math.floor(Math.random() * ballColors); // 10% chance for any color
- }
+ var color = Math.floor(Math.random() * ballColors);
var chainedBall = new ChainedBall(color);
chainedBall.setGridPosition(x, y);
grid[y][x] = chainedBall;
game.addChild(chainedBall);
@@ -568,20 +589,9 @@
easing: tween.easeOut
});
return chainedBall;
} else {
- // Bias toward lower color numbers to increase match probability
- var colorRoll = Math.random();
- var color;
- if (colorRoll < 0.4) {
- color = 0; // 40% chance for first color
- } else if (colorRoll < 0.7) {
- color = 1; // 30% chance for second color
- } else if (colorRoll < 0.9) {
- color = 2; // 20% chance for third color
- } else {
- color = Math.floor(Math.random() * ballColors); // 10% chance for any color
- }
+ var color = Math.floor(Math.random() * ballColors);
var ball = new Ball(color);
ball.setGridPosition(x, y);
grid[y][x] = ball;
game.addChild(ball);
@@ -829,8 +839,13 @@
}
}
LK.setScore(LK.getScore() + pointsEarned);
scoreText.setText('Score: ' + LK.getScore());
+ // Update progress bar
+ var currentScore = LK.getScore();
+ var progress = Math.min(1, currentScore / pointsToNextLevel);
+ progressBarFill.width = progress * 400;
+ progressText.setText(currentScore + '/' + pointsToNextLevel);
// Spawn a bomb as reward for 4-ball match
if (isFourBallMatch) {
// Find a random empty valid position to place the bomb
var emptyPositions = [];
@@ -943,18 +958,21 @@
if (LK.getScore() >= pointsToNextLevel) {
// Level up!
currentLevel++;
pointsToNextLevel += 300 + currentLevel * 200; // Increasingly harder to level up
- // Increase difficulty more gradually
- if (ballColors < 5) {
- ballColors = Math.min(5, 3 + Math.floor(currentLevel / 2)); // Max 5 colors, increase every 2 levels
+ // 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);
+ // Reset progress bar for new level
+ progressBarFill.width = 1;
+ progressText.setText(LK.getScore() + '/' + pointsToNextLevel);
// Change grid shape for new level - clear existing balls first
for (var y = 0; y < gridSize; y++) {
for (var x = 0; x < gridSize; x++) {
if (grid[y][x]) {
@@ -995,75 +1013,8 @@
// Flash screen green for level up
LK.effects.flashScreen(0x00FF00, 800);
}
}
-function findValidMove() {
- // Look for a move that would create a match
- for (var y = 0; y < gridSize; y++) {
- for (var x = 0; x < gridSize; x++) {
- if (!isValidGridPosition(x, y) || !grid[y][x]) continue;
- var ball = grid[y][x];
- if (ball.isAnimating || ball.isChained || ball.isBomb || ball.isHealthBox) continue;
- // Check adjacent positions for potential swaps
- var directions = [{
- dx: 1,
- dy: 0
- }, {
- dx: -1,
- dy: 0
- }, {
- dx: 0,
- dy: 1
- }, {
- dx: 0,
- dy: -1
- }];
- for (var d = 0; d < directions.length; d++) {
- var newX = x + directions[d].dx;
- var newY = y + directions[d].dy;
- if (newX >= 0 && newX < gridSize && newY >= 0 && newY < gridSize && isValidGridPosition(newX, newY) && grid[newY][newX]) {
- var targetBall = grid[newY][newX];
- if (targetBall.isAnimating || targetBall.isChained || targetBall.isBomb || targetBall.isHealthBox) continue;
- // Temporarily swap to test for matches
- var tempBall1 = grid[y][x];
- var tempBall2 = grid[newY][newX];
- grid[y][x] = tempBall2;
- grid[newY][newX] = tempBall1;
- tempBall1.ballColor = tempBall2.ballColor;
- tempBall2.ballColor = tempBall1.ballColor;
- var matches = findMatches();
- // Restore original state
- grid[y][x] = tempBall1;
- grid[newY][newX] = tempBall2;
- tempBall1.ballColor = ball.ballColor;
- tempBall2.ballColor = targetBall.ballColor;
- if (matches.length > 0) {
- return {
- ball1: ball,
- ball2: targetBall
- };
- }
- }
- }
- }
- }
- return null;
-}
-function executeAutoMove() {
- var validMove = findValidMove();
- if (validMove && !isProcessingMatches) {
- if (swapBalls(validMove.ball1, validMove.ball2)) {
- movesLeft--;
- movesText.setText('Moves: ' + movesLeft);
- LK.setTimeout(function () {
- var matches = findMatches();
- if (matches.length > 0) {
- processMatches();
- }
- }, 300);
- }
- }
-}
function checkGameState() {
checkLevelProgression();
if (movesLeft <= 0) {
LK.showGameOver();
@@ -1159,9 +1110,8 @@
}
};
// Initialize the game
initializeGrid();
-// Auto move execution removed - players start making their own moves
// Play background music
LK.playMusic('Ana');
;
;
\ No newline at end of file
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