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Rokete sallanma ve ucundan tutuşma efekti ver ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Roketlerin patlattığı alanı 2x10 yap
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Roketlerin oluşma oranını arttır
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Roket ekleyelim alanını 5 hareket hakkı harcar ve 10x2 bir patlatır
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IT DID NOT WORK TRY AGAIN
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When you enter Freeze Frenzy mode, replace the background asset with the Erek asset in the assets.
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Freeze Frenzy moduna geçilince arka plan assetlerini assetlerdeki bacg asseti ile değiştir
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Replace the background in freeze frenzy mode with the bacg asset in the assets
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Just replace the background of freeze frenzy mode with the bacg asset in assets
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Change the ice asset to the ice asset in assets
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Hadi bir donma çılgınlığı modu ekleyelim. Bu modda zincirlenmiş toplar veya sağlık kutuları yok. Topların %30'u buzlu. Buzlu toplar etraflarında 2 kibrit olduğunda çözülüyor. Sadece 1 harita var, oda 8'e 8 kare. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Delete the image of the dead pig
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May the fallen pigs perish
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Add a special swinging animation for the pigs and make a 3-lane map for the pig mode, just that map, the thickness of the stripes is 3 and the length is 7 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix all the errors
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Falling pigs keep appearing fix
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Fix the errors
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Let's add an event mode, let's have a pig farm in the mode, let's have pigs instead of some balls, let's try to knock them down through matches ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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A cinematic will appear at the beginning of the game. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The previous request did not work, repeat it
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Replace the main menu asset with the asset named in the menu in assets
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Anamenü ye bir arka plan yap
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Change the name of the game in the main menu to Feelings Match
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Put the combo counter on the top left and make it more prominent ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
/**** * 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 (apply combo multiplier) var bombPoints = Math.floor(explodedCount * 15 * comboMultiplier); LK.setScore(LK.getScore() + bombPoints); 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; }); var TimeBonus = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isTimeBonus = true; self.isDragging = false; // Create time bonus visual using the Saat asset var timeBonusGraphics = self.attachAsset('Saat', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9, scaleY: 0.9 }); // Add clock-like pulsing animation self.clockAnimation = function () { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && !self.isDragging) { self.clockAnimation(); } } }); } }); }; 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 time bonus 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.activateTimeBonus = function () { // Add 10 seconds when time bonus is clicked in time trial mode if (gameMode === 'timetrial') { timeLeft += 10; updateTimer(); } // Remove time bonus from grid grid[self.gridY][self.gridX] = null; // Visual effect for time bonus 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 time bonus is removed, trigger ball dropping and filling LK.setTimeout(function () { dropBalls(); fillEmptySpaces(); // Check for any new matches that might form processMatches(); }, 100); } }); // Flash screen cyan to indicate time bonus LK.effects.flashScreen(0x00FFFF, 500); }; // Start clock animation when created self.clockAnimation(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state management var gameState = 'menu'; // 'menu' or 'playing' var gameMode = 'classic'; // 'classic' or 'timetrial' var menuContainer; var gameContainer; // Time trial specific variables var timeTrialDuration = 120; // 2 minutes in seconds var timeLeft = timeTrialDuration; var timerText; var gameTimer; // 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 timeBonusSpawnChance = 0.03; // 3% chance to spawn time bonus instead of ball (time trial mode only) 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; // Combo system variables var currentCombo = 0; var comboText; var comboMultiplier = 1; var maxCombo = 0; var comboTimeout; // 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); } // Combo system functions function updateCombo() { currentCombo++; maxCombo = Math.max(maxCombo, currentCombo); // Calculate multiplier based on combo (1x, 1.5x, 2x, 2.5x, 3x, max) comboMultiplier = 1 + Math.min(2, (currentCombo - 1) * 0.5); // Show combo text with animation if (currentCombo >= 2) { comboText.setText('COMBO x' + currentCombo + '\n' + comboMultiplier.toFixed(1) + 'x POINTS!'); comboText.visible = true; // Animate combo text with more prominent effects comboText.scaleX = 0.3; comboText.scaleY = 0.3; comboText.alpha = 0; tween(comboText, { scaleX: 1.4, scaleY: 1.4, alpha: 1 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(comboText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); } }); // Change color based on combo level var comboColor = '#FF6B6B'; // Red for 2-3 if (currentCombo >= 4 && currentCombo < 6) { comboColor = '#FF9500'; // Orange for 4-5 } else if (currentCombo >= 6 && currentCombo < 8) { comboColor = '#FFD700'; // Gold for 6-7 } else if (currentCombo >= 8) { comboColor = '#9D4EDD'; // Purple for 8+ } comboText.fill = comboColor; // Screen flash effect for high combos if (currentCombo >= 4) { var flashColor = 0xFF9500; if (currentCombo >= 6) flashColor = 0xFFD700; if (currentCombo >= 8) flashColor = 0x9D4EDD; LK.effects.flashScreen(flashColor, 300); } } // Clear existing timeout and set new one if (comboTimeout) { LK.clearTimeout(comboTimeout); } comboTimeout = LK.setTimeout(function () { resetCombo(); }, 3000); // Reset combo after 3 seconds of no matches } function resetCombo() { if (currentCombo >= 2) { // Fade out combo text tween(comboText, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { comboText.visible = false; } }); } currentCombo = 0; comboMultiplier = 1; if (comboTimeout) { LK.clearTimeout(comboTimeout); comboTimeout = null; } } // 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; // Timer text for time trial mode timerText = new Text2('Time: 2:00', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); timerText.y = 150; timerText.visible = false; // Hidden by default // Time trial timer function function updateTimer() { timeLeft--; var minutes = Math.floor(timeLeft / 60); var seconds = timeLeft % 60; var timeString = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerText.setText('Time: ' + timeString); if (timeLeft <= 0) { LK.clearInterval(gameTimer); LK.showGameOver(); } else if (timeLeft <= 10) { // Flash red when time is running out LK.effects.flashObject(timerText, 0xFF0000, 200); } } 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; // Combo text display - moved to top left and made more prominent comboText = new Text2('', { size: 150, fill: '#FF6B6B' }); comboText.anchor.set(0, 0); LK.gui.topLeft.addChild(comboText); comboText.x = 150; comboText.y = 50; comboText.visible = false; // 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 (gameMode === 'classic' && 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 (gameMode === 'timetrial' && Math.random() < timeBonusSpawnChance) { var timeBonus = new TimeBonus(); timeBonus.setGridPosition(x, y); grid[y][x] = timeBonus; game.addChild(timeBonus); // Animate time bonus appearing timeBonus.scaleX = 0; timeBonus.scaleY = 0; timeBonus.alpha = 0; tween(timeBonus, { scaleX: 0.9, scaleY: 0.9, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return timeBonus; } 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; } if (!grid || !grid[y]) { 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) { // Reset combo when no matches found resetCombo(); return false; } // Update combo system updateCombo(); var pointsEarned = matches.length * 10; // Apply combo multiplier to points pointsEarned = Math.floor(pointsEarned * comboMultiplier); // 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 (also affected by multiplier) pointsEarned += Math.floor(10 * comboMultiplier); } 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) if (gameMode === 'classic') { movesLeft = getMovesForLevel(currentLevel); // Update UI movesText.setText('Moves: ' + movesLeft); } else { // In time trial mode, keep unlimited moves movesLeft = 999; } // 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() { if (gameMode === 'classic') { checkLevelProgression(); if (movesLeft <= 0) { LK.showGameOver(); return; } } else if (gameMode === 'timetrial') { // In time trial mode, only check for time running out // (timer already handles game over when time reaches 0) if (timeLeft <= 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 time bonus if (clickedBall.isTimeBonus) { clickedBall.activateTimeBonus(); 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)) { if (gameMode === 'classic') { 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 in classic mode if (gameMode === 'classic') { 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('Feelings\nMatch', { 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); // Game mode buttons var classicButton = LK.getAsset('gridCell', { width: 400, height: 120, anchorX: 0.5, anchorY: 0.5, color: 0x4CAF50 }); classicButton.x = 1024; classicButton.y = 1400; menuContainer.addChild(classicButton); var classicButtonText = new Text2('CLASSIC', { size: 80, fill: '#FFFFFF' }); classicButtonText.anchor.set(0.5, 0.5); classicButton.addChild(classicButtonText); var timeTrialButton = LK.getAsset('gridCell', { width: 400, height: 120, anchorX: 0.5, anchorY: 0.5, color: 0xFF9800 }); timeTrialButton.x = 1024; timeTrialButton.y = 1600; menuContainer.addChild(timeTrialButton); var timeTrialButtonText = new Text2('TIME TRIAL', { size: 80, fill: '#FFFFFF' }); timeTrialButtonText.anchor.set(0.5, 0.5); timeTrialButton.addChild(timeTrialButtonText); // 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\n• Classic: Limited moves, unlock levels\n• Time Trial: Race against the clock!', { size: 60, fill: '#CCCCCC' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 1900; 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 game mode buttons classicButton.scaleX = 0; classicButton.scaleY = 0; tween(classicButton, { scaleX: 1, scaleY: 1 }, { duration: 500, delay: 800, easing: tween.easeOut }); timeTrialButton.scaleX = 0; timeTrialButton.scaleY = 0; tween(timeTrialButton, { scaleX: 1, scaleY: 1 }, { duration: 500, delay: 900, easing: tween.easeOut }); // Animate instructions instructionText.alpha = 0; tween(instructionText, { alpha: 1 }, { duration: 600, delay: 1200, easing: tween.easeOut }); // Add pulsing animation to game mode buttons function pulseGameModeButtons() { tween(classicButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(classicButton, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeInOut }); } }); tween(timeTrialButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(timeTrialButton, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { pulseGameModeButtons(); } } }); } }); } // Start pulsing after initial animation LK.setTimeout(function () { if (gameState === 'menu') { pulseGameModeButtons(); } }, 1500); // Game mode button click handlers classicButton.down = function (x, y, obj) { startGame('classic'); }; timeTrialButton.down = function (x, y, obj) { startGame('timetrial'); }; return menuContainer; } // Function to start the actual game function startGame(mode) { gameState = 'playing'; gameMode = mode || 'classic'; // Reset combo system resetCombo(); // 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(); // Setup UI based on game mode setupGameModeUI(); // Start background music LK.playMusic('Ana'); } }); } // Function to setup UI based on game mode function setupGameModeUI() { if (gameMode === 'timetrial') { // Hide moves counter and show timer movesText.visible = false; timerText.visible = true; timeLeft = timeTrialDuration; updateTimer(); gameTimer = LK.setInterval(updateTimer, 1000); // In time trial, give unlimited moves movesLeft = 999; } else { // Classic mode - show moves counter, hide timer movesText.visible = true; timerText.visible = false; movesLeft = getMovesForLevel(1); movesText.setText('Moves: ' + movesLeft); } } // 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; // Reset combo system resetCombo(); // 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
@@ -1584,9 +1584,9 @@
alpha: 0.95
});
menuContainer.addChild(menuBg);
// Game title
- var titleText = new Text2('MATCH-3\nPUZZLE', {
+ var titleText = new Text2('Feelings\nMatch', {
size: 200,
fill: '#FFD700'
});
titleText.anchor.set(0.5, 0.5);
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