User prompt
Change the name of the game in the main menu to Feelings Match
User prompt
Put the combo counter on the top left and make it more prominent ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'comboText.style.fill = comboColor;' Line Number: 655
User prompt
Bring combo system ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Prompt giving +10 seconds item Replace asset with the asset named Saat in assets
User prompt
Add an item that only appears in time trial mode +10 seconds
User prompt
Let's add a second game mode, time trial mode
User prompt
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
User prompt
Add a stylish main menu to your game
User prompt
After each level, the score required to go to the next level increases by 150.
User prompt
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.
User prompt
Make the L-shaped level with a thickness of 4 and a length of 7.
User prompt
Increase the chance of balls matching by 3%
User prompt
Remove the X shaped level and add an L shaped level instead
User prompt
When you use the box that gives you the right to move, the balls on it will fall to the ground.
User prompt
Let the newly formed balls be compatible with the ball in the environment and below it.
User prompt
Harita boşluğuna eşleşme ile düşmeyi geri getir
User prompt
Oyunu biraz kolaylaştır
User prompt
Levelden levele geçişler 400 skorda bir olsun
User prompt
Reset button spend score
User prompt
Add a reset button to swap balls
User prompt
Fix bugs
User prompt
It is impossible to match maps with fix
User prompt
Let's add a background to the levels
User prompt
Increase the match rate of balls
/****
* 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();
// Calculate score needed for current level progression
function getScoreForLevel(level) {
if (level <= 1) return 0;
var totalScore = 0;
for (var i = 1; i < level; i++) {
totalScore += 400 + (i - 1) * 150;
}
return totalScore;
}
function getScoreNeededForNextLevel(level) {
return 400 + (level - 1) * 150;
}
var scoreInCurrentLevel = currentScore - getScoreForLevel(currentLevel);
var scoreNeededThisLevel = getScoreNeededForNextLevel(currentLevel);
var progress = Math.min(1, scoreInCurrentLevel / scoreNeededThisLevel);
progressBarFill.width = progress * 400;
progressText.setText(scoreInCurrentLevel + '/' + scoreNeededThisLevel);
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 8 moves when health box is clicked
movesLeft += 8;
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();
}
// After health box is removed, trigger ball dropping and filling
LK.setTimeout(function () {
dropBalls();
fillEmptySpaces();
// Check for any new matches that might form
processMatches();
}, 100);
}
});
// 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
****/
// Game state management
var gameState = 'menu'; // 'menu' or 'playing'
var menuContainer;
var gameContainer;
// 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: L 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 >= 0 && x < 4 && y >= size - 7 || y >= size - 4 && x >= 0 && x < 7;
}
}
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 = getMovesForLevel(1); // Start with moves calculated for level 1
var isProcessingMatches = false;
var ballColors = 4; // Start with 4 colors for easier beginning
var bombSpawnChance = 0.01; // 1% chance to spawn bomb instead of ball
var healthBoxSpawnChance = 0.04; // 4% chance to spawn health box instead of ball
var draggedBomb = null;
var lastMoveTime = 0;
var currentLevel = 1;
var baseMovesPerLevel = 30;
var pointsToNextLevel = 400; // Points needed to advance to next level
var totalPointsEarned = 0;
// Function to calculate moves for current level
function getMovesForLevel(level) {
// Start with 40 moves at level 1, decrease by 3 moves per level, minimum 15 moves
return Math.max(15, 40 - (level - 1) * 3);
}
// UI Elements
var movesText = new Text2('Moves: ' + getMovesForLevel(1), {
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;
// 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('0/400', {
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;
}
// Also check if position is within grid bounds
if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) {
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 - use smart color selection
var adjacentColors = [];
// Check all 4 directions for adjacent ball colors
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 dir = directions[d];
var adjX = x + dir.dx;
var adjY = y + dir.dy;
if (adjX >= 0 && adjX < gridSize && adjY >= 0 && adjY < gridSize && isValidGridPosition(adjX, adjY) && grid[adjY][adjX] && grid[adjY][adjX].ballColor !== undefined) {
adjacentColors.push(grid[adjY][adjX].ballColor);
}
}
var color;
if (adjacentColors.length > 0 && Math.random() < 0.4) {
// 40% chance to match an adjacent color for potential future matches
color = adjacentColors[Math.floor(Math.random() * adjacentColors.length)];
} else {
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 {
// Smart color selection for regular balls
var adjacentColors = [];
var belowColors = [];
// Check all 4 directions for adjacent ball colors
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 dir = directions[d];
var adjX = x + dir.dx;
var adjY = y + dir.dy;
if (adjX >= 0 && adjX < gridSize && adjY >= 0 && adjY < gridSize && isValidGridPosition(adjX, adjY) && grid[adjY][adjX] && grid[adjY][adjX].ballColor !== undefined) {
adjacentColors.push(grid[adjY][adjX].ballColor);
// Special attention to ball below for dropping compatibility
if (dir.dy === 1) {
belowColors.push(grid[adjY][adjX].ballColor);
}
}
}
var color;
// 53% chance to be compatible with environment if adjacent balls exist
if (adjacentColors.length > 0 && Math.random() < 0.53) {
// 60% chance to match an adjacent color (for potential matches)
if (Math.random() < 0.6) {
// Prioritize matching ball below if it exists
if (belowColors.length > 0) {
color = belowColors[Math.floor(Math.random() * belowColors.length)];
} else {
color = adjacentColors[Math.floor(Math.random() * adjacentColors.length)];
}
} else {
// 40% chance to choose a color that would create diversity but still be strategic
var usedColors = {};
for (var i = 0; i < adjacentColors.length; i++) {
usedColors[adjacentColors[i]] = true;
}
var availableColors = [];
for (var c = 0; c < ballColors; c++) {
if (!usedColors[c]) {
availableColors.push(c);
}
}
if (availableColors.length > 0) {
color = availableColors[Math.floor(Math.random() * availableColors.length)];
} else {
color = Math.floor(Math.random() * ballColors);
}
}
} else {
// Random color when no adjacent balls or 50% random chance
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 = 0;
var currentColor = -1;
var matchPositions = [];
for (var x = 0; x < gridSize; x++) {
if (!isValidGridPosition(x, y)) {
// Invalid position, reset match counting
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
count = 0;
currentColor = -1;
matchPositions = [];
continue;
}
var ball = grid[y][x];
if (ball && ball.ballColor !== undefined && ball.ballColor === currentColor) {
count++;
matchPositions.push({
x: x,
y: y
});
} else {
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
count = ball && ball.ballColor !== undefined ? 1 : 0;
currentColor = ball && ball.ballColor !== undefined ? ball.ballColor : -1;
matchPositions = ball && ball.ballColor !== undefined ? [{
x: x,
y: y
}] : [];
}
}
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
}
// Check vertical matches
for (var x = 0; x < gridSize; x++) {
var count = 0;
var currentColor = -1;
var matchPositions = [];
for (var y = 0; y < gridSize; y++) {
if (!isValidGridPosition(x, y)) {
// Invalid position, reset match counting
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
count = 0;
currentColor = -1;
matchPositions = [];
continue;
}
var ball = grid[y][x];
if (ball && ball.ballColor !== undefined && ball.ballColor === currentColor) {
count++;
matchPositions.push({
x: x,
y: y
});
} else {
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
count = ball && ball.ballColor !== undefined ? 1 : 0;
currentColor = ball && ball.ballColor !== undefined ? ball.ballColor : -1;
matchPositions = ball && ball.ballColor !== undefined ? [{
x: x,
y: y
}] : [];
}
}
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[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 startBall = grid[startY][startX];
if (!startBall || startBall.ballColor === undefined) continue;
var count = 1;
var currentColor = startBall.ballColor;
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 startBall = grid[startY][startX];
if (!startBall || startBall.ballColor === undefined) continue;
var count = 1;
var currentColor = startBall.ballColor;
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();
// Calculate score needed for current level progression
function getScoreForLevel(level) {
if (level <= 1) return 0;
var totalScore = 0;
for (var i = 1; i < level; i++) {
totalScore += 400 + (i - 1) * 150;
}
return totalScore;
}
function getScoreNeededForNextLevel(level) {
return 400 + (level - 1) * 150;
}
var scoreInCurrentLevel = currentScore - getScoreForLevel(currentLevel);
var scoreNeededThisLevel = getScoreNeededForNextLevel(currentLevel);
var progress = Math.min(1, scoreInCurrentLevel / scoreNeededThisLevel);
progressBarFill.width = progress * 400;
progressText.setText(scoreInCurrentLevel + '/' + scoreNeededThisLevel);
// 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;
// Find the lowest valid position for this column
while (writePos >= 0 && !isValidGridPosition(x, writePos)) {
writePos--;
}
for (var y = gridSize - 1; y >= 0; y--) {
if (grid[y][x] !== null && isValidGridPosition(x, y)) {
if (y !== writePos && writePos >= 0) {
grid[writePos][x] = grid[y][x];
grid[y][x] = null;
var ball = grid[writePos][x];
if (ball) {
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);
}
}
// Only decrement writePos if we're at a valid position
if (writePos >= 0) {
writePos--;
// Find next valid position
while (writePos >= 0 && !isValidGridPosition(x, writePos)) {
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() {
// Calculate cumulative score needed for each level
// Level 1: 0-399 (400 points)
// Level 2: 400-949 (550 points)
// Level 3: 950-1649 (700 points)
// And so on, increasing by 150 each level
function getScoreForLevel(level) {
if (level <= 1) return 0;
var totalScore = 0;
for (var i = 1; i < level; i++) {
totalScore += 400 + (i - 1) * 150;
}
return totalScore;
}
function getScoreNeededForNextLevel(level) {
return 400 + (level - 1) * 150;
}
var currentScore = LK.getScore();
var newLevel = currentLevel;
// Check if we've reached the next level
while (currentScore >= getScoreForLevel(newLevel + 1)) {
newLevel++;
}
if (newLevel > currentLevel) {
// Level up!
currentLevel = newLevel;
pointsToNextLevel = getScoreNeededForNextLevel(currentLevel + 1);
// Increase difficulty
if (ballColors < 6) {
ballColors = Math.min(6, 3 + currentLevel); // Max 6 colors
}
// Set moves based on new level difficulty (progressively fewer moves)
movesLeft = getMovesForLevel(currentLevel);
// Update UI
movesText.setText('Moves: ' + movesLeft);
// Reset progress bar for new level
var scoreInCurrentLevel = currentScore - getScoreForLevel(currentLevel);
var scoreNeededThisLevel = getScoreNeededForNextLevel(currentLevel);
var progress = Math.min(1, scoreInCurrentLevel / scoreNeededThisLevel);
progressBarFill.width = progress * 400;
progressText.setText(scoreInCurrentLevel + '/' + scoreNeededThisLevel);
// 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);
}
}
}
// 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);
// No additional penalty for wasted move (already lost 1 move from the 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 2 moves
movesLeft -= 2;
movesText.setText('Moves: ' + movesLeft);
// Process any resulting matches
LK.setTimeout(function () {
dropBalls();
fillEmptySpaces();
processMatches();
}, 100);
draggedBomb = null;
}
};
// Add background
var backgroundImage = game.attachAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
alpha: 0.3
});
// Create main menu
function createMainMenu() {
menuContainer = new Container();
game.addChild(menuContainer);
// Menu background overlay
var menuBg = LK.getAsset('gridCell', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0,
color: 0x1a1a2e,
alpha: 0.95
});
menuContainer.addChild(menuBg);
// Game title
var titleText = new Text2('MATCH-3\nPUZZLE', {
size: 200,
fill: '#FFD700'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 800;
menuContainer.addChild(titleText);
// Subtitle
var subtitleText = new Text2('Swap colored balls to create matches!', {
size: 80,
fill: '#FFFFFF'
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 1100;
menuContainer.addChild(subtitleText);
// Play button background
var playButton = LK.getAsset('gridCell', {
width: 400,
height: 120,
anchorX: 0.5,
anchorY: 0.5,
color: 0x4CAF50
});
playButton.x = 1024;
playButton.y = 1500;
menuContainer.addChild(playButton);
// Play button text
var playButtonText = new Text2('PLAY', {
size: 80,
fill: '#FFFFFF'
});
playButtonText.anchor.set(0.5, 0.5);
playButton.addChild(playButtonText);
// Instructions
var instructionText = new Text2('• Create lines of 3+ matching balls\n• Use bombs to clear large areas\n• Collect health boxes for extra moves', {
size: 60,
fill: '#CCCCCC'
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 1800;
menuContainer.addChild(instructionText);
// Animate title entrance
titleText.scaleX = 0;
titleText.scaleY = 0;
titleText.alpha = 0;
tween(titleText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
// Animate subtitle
subtitleText.alpha = 0;
tween(subtitleText, {
alpha: 1
}, {
duration: 600,
delay: 400,
easing: tween.easeOut
});
// Animate play button
playButton.scaleX = 0;
playButton.scaleY = 0;
tween(playButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
delay: 800,
easing: tween.easeOut
});
// Animate instructions
instructionText.alpha = 0;
tween(instructionText, {
alpha: 1
}, {
duration: 600,
delay: 1200,
easing: tween.easeOut
});
// Add pulsing animation to play button
function pulsePlayButton() {
tween(playButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(playButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (gameState === 'menu') {
pulsePlayButton();
}
}
});
}
});
}
// Start pulsing after initial animation
LK.setTimeout(function () {
if (gameState === 'menu') {
pulsePlayButton();
}
}, 1500);
// Play button click handler
playButton.down = function (x, y, obj) {
startGame();
};
return menuContainer;
}
// Function to start the actual game
function startGame() {
gameState = 'playing';
// Animate menu out
tween(menuContainer, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
menuContainer.destroy();
// Initialize game elements
createGameContainer();
initializeGrid();
// Start background music
LK.playMusic('Ana');
}
});
}
// Function to create game container
function createGameContainer() {
gameContainer = new Container();
game.addChild(gameContainer);
}
// Start with main menu instead of immediately initializing grid
if (gameState === 'menu') {
createMainMenu();
} else {
// Initialize the game
initializeGrid();
}
// Reset button for swapping balls
var resetButton = LK.getAsset('gridCell', {
width: 200,
height: 80,
anchorX: 0.5,
anchorY: 0.5,
color: 0xFF6B6B
});
LK.gui.bottom.addChild(resetButton);
resetButton.y = -100;
var resetButtonText = new Text2('RESET', {
size: 40,
fill: 0xFFFFFF
});
resetButtonText.anchor.set(0.5, 0.5);
resetButton.addChild(resetButtonText);
resetButton.down = function (x, y, obj) {
if (isProcessingMatches) {
return;
}
// Check if player has enough score to reset (cost 100 points)
var resetCost = 100;
if (LK.getScore() < resetCost) {
// Flash screen red to indicate insufficient score
LK.effects.flashScreen(0xFF0000, 400);
return;
}
// Clear current selection
selectedBall = null;
// Clear the grid
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;
}
}
}
// Reinitialize the grid with new balls
initializeGrid();
// Cost 100 score points to reset
LK.setScore(LK.getScore() - resetCost);
scoreText.setText('Score: ' + LK.getScore());
// Update progress bar
var currentScore = LK.getScore();
// Calculate score needed for current level progression
function getScoreForLevel(level) {
if (level <= 1) return 0;
var totalScore = 0;
for (var i = 1; i < level; i++) {
totalScore += 400 + (i - 1) * 150;
}
return totalScore;
}
function getScoreNeededForNextLevel(level) {
return 400 + (level - 1) * 150;
}
var scoreInCurrentLevel = currentScore - getScoreForLevel(currentLevel);
var scoreNeededThisLevel = getScoreNeededForNextLevel(currentLevel);
var progress = Math.min(1, scoreInCurrentLevel / scoreNeededThisLevel);
progressBarFill.width = progress * 400;
progressText.setText(scoreInCurrentLevel + '/' + scoreNeededThisLevel);
// Flash screen blue to indicate reset
LK.effects.flashScreen(0x0066FF, 400);
};
// Background music will be started when game begins from menu
;
; ===================================================================
--- original.js
+++ change.js
@@ -366,8 +366,12 @@
/****
* Game Code
****/
+// Game state management
+var gameState = 'menu'; // 'menu' or 'playing'
+var menuContainer;
+var gameContainer;
// Grid configuration variables needed by Ball class
var gridSize = 8;
var cellSize = 220;
var gridStartX = (2048 - gridSize * cellSize) / 2;
@@ -1292,10 +1296,177 @@
x: 0,
y: 0,
alpha: 0.3
});
-// Initialize the game
-initializeGrid();
+// Create main menu
+function createMainMenu() {
+ menuContainer = new Container();
+ game.addChild(menuContainer);
+ // Menu background overlay
+ var menuBg = LK.getAsset('gridCell', {
+ width: 2048,
+ height: 2732,
+ anchorX: 0,
+ anchorY: 0,
+ color: 0x1a1a2e,
+ alpha: 0.95
+ });
+ menuContainer.addChild(menuBg);
+ // Game title
+ var titleText = new Text2('MATCH-3\nPUZZLE', {
+ size: 200,
+ fill: '#FFD700'
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 1024;
+ titleText.y = 800;
+ menuContainer.addChild(titleText);
+ // Subtitle
+ var subtitleText = new Text2('Swap colored balls to create matches!', {
+ size: 80,
+ fill: '#FFFFFF'
+ });
+ subtitleText.anchor.set(0.5, 0.5);
+ subtitleText.x = 1024;
+ subtitleText.y = 1100;
+ menuContainer.addChild(subtitleText);
+ // Play button background
+ var playButton = LK.getAsset('gridCell', {
+ width: 400,
+ height: 120,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ color: 0x4CAF50
+ });
+ playButton.x = 1024;
+ playButton.y = 1500;
+ menuContainer.addChild(playButton);
+ // Play button text
+ var playButtonText = new Text2('PLAY', {
+ size: 80,
+ fill: '#FFFFFF'
+ });
+ playButtonText.anchor.set(0.5, 0.5);
+ playButton.addChild(playButtonText);
+ // Instructions
+ var instructionText = new Text2('• Create lines of 3+ matching balls\n• Use bombs to clear large areas\n• Collect health boxes for extra moves', {
+ size: 60,
+ fill: '#CCCCCC'
+ });
+ instructionText.anchor.set(0.5, 0.5);
+ instructionText.x = 1024;
+ instructionText.y = 1800;
+ menuContainer.addChild(instructionText);
+ // Animate title entrance
+ titleText.scaleX = 0;
+ titleText.scaleY = 0;
+ titleText.alpha = 0;
+ tween(titleText, {
+ scaleX: 1,
+ scaleY: 1,
+ alpha: 1
+ }, {
+ duration: 800,
+ easing: tween.easeOut
+ });
+ // Animate subtitle
+ subtitleText.alpha = 0;
+ tween(subtitleText, {
+ alpha: 1
+ }, {
+ duration: 600,
+ delay: 400,
+ easing: tween.easeOut
+ });
+ // Animate play button
+ playButton.scaleX = 0;
+ playButton.scaleY = 0;
+ tween(playButton, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 500,
+ delay: 800,
+ easing: tween.easeOut
+ });
+ // Animate instructions
+ instructionText.alpha = 0;
+ tween(instructionText, {
+ alpha: 1
+ }, {
+ duration: 600,
+ delay: 1200,
+ easing: tween.easeOut
+ });
+ // Add pulsing animation to play button
+ function pulsePlayButton() {
+ tween(playButton, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(playButton, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (gameState === 'menu') {
+ pulsePlayButton();
+ }
+ }
+ });
+ }
+ });
+ }
+ // Start pulsing after initial animation
+ LK.setTimeout(function () {
+ if (gameState === 'menu') {
+ pulsePlayButton();
+ }
+ }, 1500);
+ // Play button click handler
+ playButton.down = function (x, y, obj) {
+ startGame();
+ };
+ return menuContainer;
+}
+// Function to start the actual game
+function startGame() {
+ gameState = 'playing';
+ // Animate menu out
+ tween(menuContainer, {
+ alpha: 0,
+ scaleX: 0.8,
+ scaleY: 0.8
+ }, {
+ duration: 500,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ menuContainer.destroy();
+ // Initialize game elements
+ createGameContainer();
+ initializeGrid();
+ // Start background music
+ LK.playMusic('Ana');
+ }
+ });
+}
+// Function to create game container
+function createGameContainer() {
+ gameContainer = new Container();
+ game.addChild(gameContainer);
+}
+// Start with main menu instead of immediately initializing grid
+if (gameState === 'menu') {
+ createMainMenu();
+} else {
+ // Initialize the game
+ initializeGrid();
+}
// Reset button for swapping balls
var resetButton = LK.getAsset('gridCell', {
width: 200,
height: 80,
@@ -1359,8 +1530,7 @@
progressText.setText(scoreInCurrentLevel + '/' + scoreNeededThisLevel);
// Flash screen blue to indicate reset
LK.effects.flashScreen(0x0066FF, 400);
};
-// Play background music
-LK.playMusic('Ana');
+// Background music will be started when game begins from menu
;
;
\ 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