User prompt
As soon as the game starts, the matchmaking will start with the first move.
User prompt
Increase the match rate of balls
User prompt
Reduce chain ball formation
User prompt
Let there be chained balls that cannot move without a bomb or a match, and should have chains on them. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Get 10 points and a bomb as a reward when you match 4 balls at the same time
User prompt
Start the game from level 1
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The game starts from level 2 fix this
User prompt
All kinds of matching possibilities are provided for the balls
User prompt
Add a health box that drops with the same rarity as bombs, increases movement by 5 when clicked
User prompt
Undo previous prompt
User prompt
Add a gold system to the game, so that extra bombs can be purchased with 1 gold coin at each level. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Change the game's music with the music asset named Ana
User prompt
Replace the game's music with the ana named music asset
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Add the ama named music in the assets to the game as music
User prompt
The shape of the map changes at each level ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the wasted moves reduce the right to move
User prompt
Move right score and level text side by side
User prompt
Add a progressively harder level system to the game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove target score and the game will continue forever
User prompt
Using a bomb will cost you 3 moves and the bomb spawn rate will decrease even more. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Give the bomba named asset to bomb
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Please fix the bug: 'Uncaught TypeError: ball.explode is not a function' in or related to this line: 'ball.explode();' Line Number: 115 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a bomb that will appear every now and then and explode a 3x3 area when dragged ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Some balls are not moving fix this ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'out')' in or related to this line: 'tween(ball, {' Line Number: 134 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function (color) { var self = Container.call(this); self.ballColor = color; self.gridX = 0; self.gridY = 0; self.isAnimating = false; var ballAssets = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall', 'orangeBall']; var assetToUse = ballAssets[color]; var ballGraphics = self.attachAsset(assetToUse, { anchorX: 0.5, anchorY: 0.5 }); self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridStartX + gridX * cellSize + cellSize / 2; self.y = gridStartY + gridY * cellSize + cellSize / 2; }; self.explode = function () { // Scale up and fade out explosion effect tween(self, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isBomb = true; self.isDragging = false; // Create bomb visual using the Bomba asset var bombGraphics = self.attachAsset('Bomba', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add pulsing animation to make it stand out self.pulseAnimation = function () { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && !self.isDragging) { self.pulseAnimation(); } } }); } }); }; self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridStartX + gridX * cellSize + cellSize / 2; self.y = gridStartY + gridY * cellSize + cellSize / 2; }; self.explode = function () { // Simple bomb explosion effect (same as Ball explode method) tween(self, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; self.explode3x3 = function () { // Explode all balls in a 3x3 area around the bomb var centerX = self.gridX; var centerY = self.gridY; var explodedCount = 0; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { var targetX = centerX + dx; var targetY = centerY + dy; if (targetX >= 0 && targetX < gridSize && targetY >= 0 && targetY < gridSize) { var ball = grid[targetY][targetX]; if (ball) { // 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()); checkLevelProgression(); // Remove bomb from grid grid[self.gridY][self.gridX] = null; // Explosion effect for bomb itself tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; // Start pulsing animation when created self.pulseAnimation(); return self; }); var ChainedBall = Container.expand(function (color) { var self = Container.call(this); self.ballColor = color; self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isChained = true; // Create chain background first (larger, darker) var chainGraphics = self.attachAsset('chain', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); // Create ball on top of chain var ballAssets = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall', 'orangeBall']; var assetToUse = ballAssets[color]; var ballGraphics = self.attachAsset(assetToUse, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.85, scaleY: 0.85 }); // Add subtle chain animation self.chainAnimation = function () { tween(chainGraphics, { rotation: 0.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(chainGraphics, { rotation: -0.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && self.isChained) { self.chainAnimation(); } } }); } }); }; self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridStartX + gridX * cellSize + cellSize / 2; self.y = gridStartY + gridY * cellSize + cellSize / 2; }; self.explode = function () { // Scale up and fade out explosion effect tween(self, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; self.breakChain = function () { // Break the chain and convert to regular ball self.isChained = false; // Animate chain breaking tween(chainGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut }); // Scale ball back to normal size tween(ballGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut }); // Flash effect when chain breaks LK.effects.flashObject(self, 0xFFFFFF, 400); }; // Start chain animation self.chainAnimation(); return self; }); var HealthBox = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isHealthBox = true; self.isDragging = false; // Create health box visual using the healthBox asset var healthGraphics = self.attachAsset('healthBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add gentle glow animation self.glowAnimation = function () { tween(self, { alpha: 0.7 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent && !self.isDragging) { self.glowAnimation(); } } }); } }); }; self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridStartX + gridX * cellSize + cellSize / 2; self.y = gridStartY + gridY * cellSize + cellSize / 2; }; self.explode = function () { // Simple health box explosion effect tween(self, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; self.activateHealthBonus = function () { // Add 5 moves when health box is clicked movesLeft += 5; movesText.setText('Moves: ' + movesLeft); // Remove health box from grid grid[self.gridY][self.gridX] = null; // Visual effect for health box activation tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); // Flash screen green to indicate health bonus LK.effects.flashScreen(0x00FF00, 500); }; // Start glow animation when created self.glowAnimation(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Grid configuration variables needed by Ball class var gridSize = 8; var cellSize = 220; var gridStartX = (2048 - gridSize * cellSize) / 2; var gridStartY = 400; var grid = []; var gridShape = []; // Array to define which cells are active in current level // Define different grid shapes for each level var levelShapes = [ // Level 1: Full 8x8 square function (size) { var shape = []; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = true; } } return shape; }, // Level 2: Diamond shape function (size) { var shape = []; var center = Math.floor(size / 2); for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { var distanceFromCenter = Math.abs(x - center) + Math.abs(y - center); shape[y][x] = distanceFromCenter <= center; } } return shape; }, // Level 3: Cross shape function (size) { var shape = []; var center = Math.floor(size / 2); for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = x === center || y === center; } } return shape; }, // Level 4: Hollow square (border only) function (size) { var shape = []; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = x === 0 || x === size - 1 || y === 0 || y === size - 1; } } return shape; }, // Level 5: X shape function (size) { var shape = []; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { shape[y][x] = x === y || x === size - 1 - y; } } return shape; }, // Level 6: Circle shape function (size) { var shape = []; var center = size / 2 - 0.5; var radius = center; for (var y = 0; y < size; y++) { shape[y] = []; for (var x = 0; x < size; x++) { var dx = x - center; var dy = y - center; var distance = Math.sqrt(dx * dx + dy * dy); shape[y][x] = distance <= radius; } } return shape; }]; // Function to get current level's grid shape function getCurrentGridShape() { var shapeIndex = (currentLevel - 1) % levelShapes.length; return levelShapes[shapeIndex](gridSize); } // Function to check if a grid position is valid for current shape function isValidGridPosition(x, y) { return gridShape[y] && gridShape[y][x]; } var selectedBall = null; var movesLeft = 30; var isProcessingMatches = false; var ballColors = 3; // Start with 3 colors for much easier matching var bombSpawnChance = 0.02; // 2% chance to spawn bomb instead of ball var healthBoxSpawnChance = 0.02; // 2% chance to spawn health box instead of ball var draggedBomb = null; var lastMoveTime = 0; var currentLevel = 1; var baseMovesPerLevel = 30; var pointsToNextLevel = 500; // Points needed to advance to next level var totalPointsEarned = 0; // UI Elements var movesText = new Text2('Moves: 30', { size: 80, fill: 0xFFFFFF }); movesText.anchor.set(0.5, 0); LK.gui.top.addChild(movesText); movesText.y = 150; var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); scoreText.x = 150; scoreText.y = 250; var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFD700 }); levelText.anchor.set(1, 0); LK.gui.top.addChild(levelText); levelText.x = -150; levelText.y = 250; // Initialize grid function initializeGrid() { // Get the shape for current level gridShape = getCurrentGridShape(); grid = []; for (var y = 0; y < gridSize; y++) { grid[y] = []; for (var x = 0; x < gridSize; x++) { grid[y][x] = null; } } // Fill grid with balls only in valid positions for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (isValidGridPosition(x, y)) { createBallAt(x, y); } } } // Remove initial matches while (findMatches().length > 0) { removeMatches(); dropBalls(); fillEmptySpaces(); } } function createBallAt(x, y) { // Only create balls in valid grid positions if (!isValidGridPosition(x, y)) { return null; } // Sometimes create a bomb instead of a ball if (Math.random() < bombSpawnChance) { var bomb = new Bomb(); bomb.setGridPosition(x, y); grid[y][x] = bomb; game.addChild(bomb); // Animate bomb appearing bomb.scaleX = 0; bomb.scaleY = 0; bomb.alpha = 0; tween(bomb, { scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return bomb; } else if (Math.random() < healthBoxSpawnChance) { var healthBox = new HealthBox(); healthBox.setGridPosition(x, y); grid[y][x] = healthBox; game.addChild(healthBox); // Animate health box appearing healthBox.scaleX = 0; healthBox.scaleY = 0; healthBox.alpha = 0; tween(healthBox, { scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return healthBox; } else if (Math.random() < 0.05) { // 5% chance to create chained ball // Bias toward lower color numbers to increase match probability var colorRoll = Math.random(); var color; if (colorRoll < 0.4) { color = 0; // 40% chance for first color } else if (colorRoll < 0.7) { color = 1; // 30% chance for second color } else if (colorRoll < 0.9) { color = 2; // 20% chance for third color } else { color = Math.floor(Math.random() * ballColors); // 10% chance for any color } var 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 { // Bias toward lower color numbers to increase match probability var colorRoll = Math.random(); var color; if (colorRoll < 0.4) { color = 0; // 40% chance for first color } else if (colorRoll < 0.7) { color = 1; // 30% chance for second color } else if (colorRoll < 0.9) { color = 2; // 20% chance for third color } else { color = Math.floor(Math.random() * ballColors); // 10% chance for any color } var ball = new Ball(color); ball.setGridPosition(x, y); grid[y][x] = ball; game.addChild(ball); // Animate ball appearing with scale and bounce ball.scaleX = 0; ball.scaleY = 0; ball.alpha = 0; tween(ball, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 400, easing: tween.easeOut }); return ball; } } function getBallAt(x, y) { if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) { return null; } return grid[y][x]; } function swapBalls(ball1, ball2) { if (!ball1 || !ball2) { return false; } // Check if either ball is chained - they cannot be moved if (ball1.isChained && ball1.isChained === true || ball2.isChained && ball2.isChained === true) { // Flash red to indicate chained balls cannot move LK.effects.flashScreen(0xFF0000, 200); return false; } var x1 = ball1.gridX, y1 = ball1.gridY; var x2 = ball2.gridX, y2 = ball2.gridY; // Check if balls are adjacent var dx = Math.abs(x1 - x2); var dy = Math.abs(y1 - y2); if (dx + dy !== 1) { return false; } // Mark balls as animating ball1.isAnimating = true; ball2.isAnimating = true; // Store old positions var oldX1 = ball1.x, oldY1 = ball1.y; var oldX2 = ball2.x, oldY2 = ball2.y; // Swap positions in grid grid[y1][x1] = ball2; grid[y2][x2] = ball1; // Update ball positions ball1.setGridPosition(x2, y2); ball2.setGridPosition(x1, y1); // Store new positions var newX1 = ball1.x, newY1 = ball1.y; var newX2 = ball2.x, newY2 = ball2.y; // Reset to old positions for animation ball1.x = oldX1; ball1.y = oldY1; ball2.x = oldX2; ball2.y = oldY2; // Animate to new positions tween(ball1, { x: newX1, y: newY1 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { ball1.isAnimating = false; } }); tween(ball2, { x: newX2, y: newY2 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { ball2.isAnimating = false; } }); LK.getSound('swap').play(); return true; } function findMatches() { var matches = []; // Check horizontal matches for (var y = 0; y < gridSize; y++) { var count = 1; var currentColor = grid[y][0] ? grid[y][0].ballColor : -1; for (var x = 1; x < gridSize; x++) { var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; } else { if (count >= 3) { for (var i = x - count; i < x; i++) { matches.push({ x: i, y: y }); } } count = 1; currentColor = ball ? ball.ballColor : -1; } } if (count >= 3) { for (var i = gridSize - count; i < gridSize; i++) { matches.push({ x: i, y: y }); } } } // Check vertical matches for (var x = 0; x < gridSize; x++) { var count = 1; var currentColor = grid[0][x] ? grid[0][x].ballColor : -1; for (var y = 1; y < gridSize; y++) { var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; } else { if (count >= 3) { for (var i = y - count; i < y; i++) { matches.push({ x: x, y: i }); } } count = 1; currentColor = ball ? ball.ballColor : -1; } } if (count >= 3) { for (var i = gridSize - count; i < gridSize; i++) { matches.push({ x: x, y: i }); } } } // Check diagonal matches (top-left to bottom-right) for (var startY = 0; startY < gridSize; startY++) { for (var startX = 0; startX < gridSize; startX++) { if (!isValidGridPosition(startX, startY)) continue; var count = 1; var currentColor = grid[startY][startX] ? grid[startY][startX].ballColor : -1; var matchPositions = [{ x: startX, y: startY }]; for (var step = 1; startX + step < gridSize && startY + step < gridSize; step++) { var x = startX + step; var y = startY + step; if (!isValidGridPosition(x, y)) break; var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; matchPositions.push({ x: x, y: y }); } else { break; } } if (count >= 3) { for (var i = 0; i < matchPositions.length; i++) { matches.push(matchPositions[i]); } } } } // Check diagonal matches (top-right to bottom-left) for (var startY = 0; startY < gridSize; startY++) { for (var startX = gridSize - 1; startX >= 0; startX--) { if (!isValidGridPosition(startX, startY)) continue; var count = 1; var currentColor = grid[startY][startX] ? grid[startY][startX].ballColor : -1; var matchPositions = [{ x: startX, y: startY }]; for (var step = 1; startX - step >= 0 && startY + step < gridSize; step++) { var x = startX - step; var y = startY + step; if (!isValidGridPosition(x, y)) break; var ball = grid[y][x]; if (ball && ball.ballColor === currentColor) { count++; matchPositions.push({ x: x, y: y }); } else { break; } } if (count >= 3) { for (var i = 0; i < matchPositions.length; i++) { matches.push(matchPositions[i]); } } } } return matches; } function removeMatches() { var matches = findMatches(); if (matches.length === 0) { return false; } var pointsEarned = matches.length * 10; // Check if this is a 4-ball match for special rewards var isFourBallMatch = matches.length === 4; if (isFourBallMatch) { // Award bonus 10 points for 4-ball match pointsEarned += 10; } for (var i = 0; i < matches.length; i++) { var match = matches[i]; var ball = grid[match.y][match.x]; if (ball) { // If it's a chained ball, break the chain first then explode if (ball.isChained) { ball.breakChain(); // Give extra points for breaking chains pointsEarned += 5; } ball.explode(); grid[match.y][match.x] = null; } } LK.setScore(LK.getScore() + pointsEarned); scoreText.setText('Score: ' + LK.getScore()); // Spawn a bomb as reward for 4-ball match if (isFourBallMatch) { // Find a random empty valid position to place the bomb var emptyPositions = []; for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (grid[y][x] === null && isValidGridPosition(x, y)) { emptyPositions.push({ x: x, y: y }); } } } if (emptyPositions.length > 0) { var randomPos = emptyPositions[Math.floor(Math.random() * emptyPositions.length)]; var rewardBomb = new Bomb(); rewardBomb.setGridPosition(randomPos.x, randomPos.y); grid[randomPos.y][randomPos.x] = rewardBomb; game.addChild(rewardBomb); // Animate bomb appearing with special effect rewardBomb.scaleX = 0; rewardBomb.scaleY = 0; rewardBomb.alpha = 0; tween(rewardBomb, { scaleX: 1.2, scaleY: 1.2, alpha: 1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { tween(rewardBomb, { scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeOut }); } }); // Flash screen gold to indicate bomb reward LK.effects.flashScreen(0xFFD700, 500); } } LK.getSound('match').play(); checkLevelProgression(); return true; } function dropBalls() { for (var x = 0; x < gridSize; x++) { var writePos = gridSize - 1; for (var y = gridSize - 1; y >= 0; y--) { if (grid[y][x] !== null) { if (y !== writePos) { grid[writePos][x] = grid[y][x]; grid[y][x] = null; var ball = grid[writePos][x]; ball.isAnimating = true; var oldY = ball.y; ball.setGridPosition(x, writePos); var newY = ball.y; ball.y = oldY; // Animate ball falling down (function (ballToAnimate) { tween(ballToAnimate, { y: newY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { ballToAnimate.isAnimating = false; } }); })(ball); } writePos--; } } } } function fillEmptySpaces() { for (var x = 0; x < gridSize; x++) { for (var y = 0; y < gridSize; y++) { if (grid[y][x] === null && isValidGridPosition(x, y)) { createBallAt(x, y); } } } } function processMatches() { if (isProcessingMatches) { return; } isProcessingMatches = true; function processStep() { if (removeMatches()) { dropBalls(); fillEmptySpaces(); LK.setTimeout(function () { processStep(); }, 500); } else { isProcessingMatches = false; checkGameState(); } } processStep(); } function checkLevelProgression() { if (LK.getScore() >= pointsToNextLevel) { // Level up! currentLevel++; pointsToNextLevel += 300 + currentLevel * 200; // Increasingly harder to level up // Increase difficulty more gradually if (ballColors < 5) { ballColors = Math.min(5, 3 + Math.floor(currentLevel / 2)); // Max 5 colors, increase every 2 levels } // Give bonus moves for leveling up, but fewer as levels increase var bonusMoves = Math.max(5, 15 - currentLevel); movesLeft += bonusMoves; // Update UI levelText.setText('Level: ' + currentLevel); movesText.setText('Moves: ' + movesLeft); // Change grid shape for new level - clear existing balls first for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (grid[y][x]) { grid[y][x].destroy(); grid[y][x] = null; } } } // Initialize new grid shape gridShape = getCurrentGridShape(); // Fill new shape with balls for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (isValidGridPosition(x, y)) { createBallAt(x, y); } } } // Visual celebration effect tween(levelText, { scaleX: 1.5, scaleY: 1.5, tint: 0x00FF00 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(levelText, { scaleX: 1, scaleY: 1, tint: 0xFFD700 }, { duration: 300, easing: tween.easeOut }); } }); // Flash screen green for level up LK.effects.flashScreen(0x00FF00, 800); } } function findValidMove() { // Look for a move that would create a match for (var y = 0; y < gridSize; y++) { for (var x = 0; x < gridSize; x++) { if (!isValidGridPosition(x, y) || !grid[y][x]) continue; var ball = grid[y][x]; if (ball.isAnimating || ball.isChained || ball.isBomb || ball.isHealthBox) continue; // Check adjacent positions for potential swaps var directions = [{ dx: 1, dy: 0 }, { dx: -1, dy: 0 }, { dx: 0, dy: 1 }, { dx: 0, dy: -1 }]; for (var d = 0; d < directions.length; d++) { var newX = x + directions[d].dx; var newY = y + directions[d].dy; if (newX >= 0 && newX < gridSize && newY >= 0 && newY < gridSize && isValidGridPosition(newX, newY) && grid[newY][newX]) { var targetBall = grid[newY][newX]; if (targetBall.isAnimating || targetBall.isChained || targetBall.isBomb || targetBall.isHealthBox) continue; // Temporarily swap to test for matches var tempBall1 = grid[y][x]; var tempBall2 = grid[newY][newX]; grid[y][x] = tempBall2; grid[newY][newX] = tempBall1; tempBall1.ballColor = tempBall2.ballColor; tempBall2.ballColor = tempBall1.ballColor; var matches = findMatches(); // Restore original state grid[y][x] = tempBall1; grid[newY][newX] = tempBall2; tempBall1.ballColor = ball.ballColor; tempBall2.ballColor = targetBall.ballColor; if (matches.length > 0) { return { ball1: ball, ball2: targetBall }; } } } } } return null; } function executeAutoMove() { var validMove = findValidMove(); if (validMove && !isProcessingMatches) { if (swapBalls(validMove.ball1, validMove.ball2)) { movesLeft--; movesText.setText('Moves: ' + movesLeft); LK.setTimeout(function () { var matches = findMatches(); if (matches.length > 0) { processMatches(); } }, 300); } } } function checkGameState() { checkLevelProgression(); if (movesLeft <= 0) { LK.showGameOver(); return; } } function getClickedBall(x, y) { var gridX = Math.floor((x - gridStartX) / cellSize); var gridY = Math.floor((y - gridStartY) / cellSize); if (gridX >= 0 && gridX < gridSize && gridY >= 0 && gridY < gridSize) { return getBallAt(gridX, gridY); } return null; } game.down = function (x, y, obj) { if (isProcessingMatches) { return; } var clickedBall = getClickedBall(x, y); if (clickedBall && !clickedBall.isAnimating) { // Check if it's a health box if (clickedBall.isHealthBox) { clickedBall.activateHealthBonus(); return; } // Check if it's a bomb if (clickedBall.isBomb) { draggedBomb = clickedBall; draggedBomb.isDragging = true; // Stop pulsing animation tween.stop(draggedBomb); // Make bomb slightly larger while dragging tween(draggedBomb, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); return; } // Regular ball logic if (selectedBall === null) { selectedBall = clickedBall; LK.effects.flashObject(selectedBall, 0xffffff, 200); } else if (selectedBall === clickedBall) { selectedBall = null; } else { if (swapBalls(selectedBall, clickedBall)) { movesLeft--; movesText.setText('Moves: ' + movesLeft); LK.setTimeout(function () { var matches = findMatches(); if (matches.length > 0) { processMatches(); } else { // Wasted move - swap back and apply additional penalty swapBalls(selectedBall, clickedBall); // Additional penalty for wasted move movesLeft -= 1; // Lose 1 extra move for wasted attempt movesText.setText('Moves: ' + movesLeft); // Flash screen red to indicate wasted move LK.effects.flashScreen(0xFF0000, 300); } }, 300); } selectedBall = null; } } }; game.move = function (x, y, obj) { if (draggedBomb && Date.now() - lastMoveTime > 16) { // Throttle to ~60fps draggedBomb.x = x; draggedBomb.y = y; lastMoveTime = Date.now(); } }; game.up = function (x, y, obj) { if (draggedBomb) { // Explode bomb at current position draggedBomb.explode3x3(); // Using a bomb costs 3 moves movesLeft -= 3; movesText.setText('Moves: ' + movesLeft); // Process any resulting matches LK.setTimeout(function () { dropBalls(); fillEmptySpaces(); processMatches(); }, 100); draggedBomb = null; } }; // Initialize the game initializeGrid(); // Execute automatic first move after a short delay LK.setTimeout(function () { executeAutoMove(); }, 1000); // Play background music LK.playMusic('Ana'); ; ;
===================================================================
--- original.js
+++ change.js
@@ -995,8 +995,75 @@
// Flash screen green for level up
LK.effects.flashScreen(0x00FF00, 800);
}
}
+function findValidMove() {
+ // Look for a move that would create a match
+ for (var y = 0; y < gridSize; y++) {
+ for (var x = 0; x < gridSize; x++) {
+ if (!isValidGridPosition(x, y) || !grid[y][x]) continue;
+ var ball = grid[y][x];
+ if (ball.isAnimating || ball.isChained || ball.isBomb || ball.isHealthBox) continue;
+ // Check adjacent positions for potential swaps
+ var directions = [{
+ dx: 1,
+ dy: 0
+ }, {
+ dx: -1,
+ dy: 0
+ }, {
+ dx: 0,
+ dy: 1
+ }, {
+ dx: 0,
+ dy: -1
+ }];
+ for (var d = 0; d < directions.length; d++) {
+ var newX = x + directions[d].dx;
+ var newY = y + directions[d].dy;
+ if (newX >= 0 && newX < gridSize && newY >= 0 && newY < gridSize && isValidGridPosition(newX, newY) && grid[newY][newX]) {
+ var targetBall = grid[newY][newX];
+ if (targetBall.isAnimating || targetBall.isChained || targetBall.isBomb || targetBall.isHealthBox) continue;
+ // Temporarily swap to test for matches
+ var tempBall1 = grid[y][x];
+ var tempBall2 = grid[newY][newX];
+ grid[y][x] = tempBall2;
+ grid[newY][newX] = tempBall1;
+ tempBall1.ballColor = tempBall2.ballColor;
+ tempBall2.ballColor = tempBall1.ballColor;
+ var matches = findMatches();
+ // Restore original state
+ grid[y][x] = tempBall1;
+ grid[newY][newX] = tempBall2;
+ tempBall1.ballColor = ball.ballColor;
+ tempBall2.ballColor = targetBall.ballColor;
+ if (matches.length > 0) {
+ return {
+ ball1: ball,
+ ball2: targetBall
+ };
+ }
+ }
+ }
+ }
+ }
+ return null;
+}
+function executeAutoMove() {
+ var validMove = findValidMove();
+ if (validMove && !isProcessingMatches) {
+ if (swapBalls(validMove.ball1, validMove.ball2)) {
+ movesLeft--;
+ movesText.setText('Moves: ' + movesLeft);
+ LK.setTimeout(function () {
+ var matches = findMatches();
+ if (matches.length > 0) {
+ processMatches();
+ }
+ }, 300);
+ }
+ }
+}
function checkGameState() {
checkLevelProgression();
if (movesLeft <= 0) {
LK.showGameOver();
@@ -1092,8 +1159,12 @@
}
};
// Initialize the game
initializeGrid();
+// Execute automatic first move after a short delay
+LK.setTimeout(function () {
+ executeAutoMove();
+}, 1000);
// Play background music
LK.playMusic('Ana');
;
;
\ No newline at end of file
An orange round ball with a silly smile. In-Game asset. High contrast. No shadows
A clever yellow round ball with a yellow confused expression
A cool blue round ball. In-Game asset. High contrast. No shadows He has sunglasses and a cool smile
A rich, greedy green ball has a wad of cash in his hand. In-Game asset. High contrast. No shadows
A nervous red ball with an angry face. In-Game asset. High contrast. No shadows
A black bomb. In-Game asset. No shadows
A wooden box with a heart symbol on it. In-Game asset. High contrast. No shadows
Metal chains in x shape. In-Game asset. High contrast. No shadows
A forest background. In-Game asset. High contrast. No shadows
A pocket watch. In-Game asset. High contrast. No shadows
Blue sky with sparse clouds. In-Game asset. High contrast. Realistic anime style
A pink woman ball. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A pig's face. High contrast. No shadows
Fark fence. In-Game asset. 2d. High contrast. No shadows
Ice cube. In-Game asset. High contrast. No shadows
A snowy forest. In-Game asset. 2d. High contrast. No shadows
A rocket. In-Game asset. 2d. High contrast. No shadows