User prompt
Remove Level text
User prompt
Add a bar to show how many points are left as you move from level to level, put it on the top right of the screen
User prompt
Close matchmaking as soon as the game starts
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
User prompt
The game starts from level 2 fix this
User prompt
All kinds of matching possibilities are provided for the balls
User prompt
Add a health box that drops with the same rarity as bombs, increases movement by 5 when clicked
User prompt
Undo previous prompt
User prompt
Add a gold system to the game, so that extra bombs can be purchased with 1 gold coin at each level. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Change the game's music with the music asset named Ana
User prompt
Replace the game's music with the ana named music asset
User prompt
Add the ama named music in the assets to the game as music
User prompt
The shape of the map changes at each level ↪💡 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
User prompt
Please fix the bug: 'Uncaught TypeError: ball.explode is not a function' in or related to this line: 'ball.explode();' Line Number: 115 ↪💡 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());
// Update progress bar
var currentScore = LK.getScore();
var progress = Math.min(1, currentScore / pointsToNextLevel);
progressBarFill.width = progress * 400;
progressText.setText(currentScore + '/' + pointsToNextLevel);
checkLevelProgression();
// Remove bomb from grid
grid[self.gridY][self.gridX] = null;
// Explosion effect for bomb itself
tween(self, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
if (self.parent) {
self.destroy();
}
}
});
};
// Start pulsing animation when created
self.pulseAnimation();
return self;
});
var ChainedBall = Container.expand(function (color) {
var self = Container.call(this);
self.ballColor = color;
self.gridX = 0;
self.gridY = 0;
self.isAnimating = false;
self.isChained = true;
// Create chain background first (larger, darker)
var chainGraphics = self.attachAsset('chain', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7
});
// Create ball on top of chain
var ballAssets = ['redBall', 'blueBall', 'greenBall', 'yellowBall', 'purpleBall', 'orangeBall'];
var assetToUse = ballAssets[color];
var ballGraphics = self.attachAsset(assetToUse, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.85,
scaleY: 0.85
});
// Add subtle chain animation
self.chainAnimation = function () {
tween(chainGraphics, {
rotation: 0.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(chainGraphics, {
rotation: -0.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.parent && self.isChained) {
self.chainAnimation();
}
}
});
}
});
};
self.setGridPosition = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = gridStartX + gridX * cellSize + cellSize / 2;
self.y = gridStartY + gridY * cellSize + cellSize / 2;
};
self.explode = function () {
// Scale up and fade out explosion effect
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 0
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.parent) {
self.destroy();
}
}
});
};
self.breakChain = function () {
// Break the chain and convert to regular ball
self.isChained = false;
// Animate chain breaking
tween(chainGraphics, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
// Scale ball back to normal size
tween(ballGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut
});
// Flash effect when chain breaks
LK.effects.flashObject(self, 0xFFFFFF, 400);
};
// Start chain animation
self.chainAnimation();
return self;
});
var HealthBox = Container.expand(function () {
var self = Container.call(this);
self.gridX = 0;
self.gridY = 0;
self.isAnimating = false;
self.isHealthBox = true;
self.isDragging = false;
// Create health box visual using the healthBox asset
var healthGraphics = self.attachAsset('healthBox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
// Add gentle glow animation
self.glowAnimation = function () {
tween(self, {
alpha: 0.7
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.parent && !self.isDragging) {
self.glowAnimation();
}
}
});
}
});
};
self.setGridPosition = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = gridStartX + gridX * cellSize + cellSize / 2;
self.y = gridStartY + gridY * cellSize + cellSize / 2;
};
self.explode = function () {
// Simple health box explosion effect
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 0
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.parent) {
self.destroy();
}
}
});
};
self.activateHealthBonus = function () {
// Add 5 moves when health box is clicked
movesLeft += 5;
movesText.setText('Moves: ' + movesLeft);
// Remove health box from grid
grid[self.gridY][self.gridX] = null;
// Visual effect for health box activation
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
if (self.parent) {
self.destroy();
}
}
});
// Flash screen green to indicate health bonus
LK.effects.flashScreen(0x00FF00, 500);
};
// Start glow animation when created
self.glowAnimation();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Grid configuration variables needed by Ball class
var gridSize = 8;
var cellSize = 220;
var gridStartX = (2048 - gridSize * cellSize) / 2;
var gridStartY = 400;
var grid = [];
var gridShape = []; // Array to define which cells are active in current level
// Define different grid shapes for each level
var levelShapes = [
// Level 1: Full 8x8 square
function (size) {
var shape = [];
for (var y = 0; y < size; y++) {
shape[y] = [];
for (var x = 0; x < size; x++) {
shape[y][x] = true;
}
}
return shape;
},
// Level 2: Diamond shape
function (size) {
var shape = [];
var center = Math.floor(size / 2);
for (var y = 0; y < size; y++) {
shape[y] = [];
for (var x = 0; x < size; x++) {
var distanceFromCenter = Math.abs(x - center) + Math.abs(y - center);
shape[y][x] = distanceFromCenter <= center;
}
}
return shape;
},
// Level 3: Cross shape
function (size) {
var shape = [];
var center = Math.floor(size / 2);
for (var y = 0; y < size; y++) {
shape[y] = [];
for (var x = 0; x < size; x++) {
shape[y][x] = x === center || y === center;
}
}
return shape;
},
// Level 4: Hollow square (border only)
function (size) {
var shape = [];
for (var y = 0; y < size; y++) {
shape[y] = [];
for (var x = 0; x < size; x++) {
shape[y][x] = x === 0 || x === size - 1 || y === 0 || y === size - 1;
}
}
return shape;
},
// Level 5: X shape
function (size) {
var shape = [];
for (var y = 0; y < size; y++) {
shape[y] = [];
for (var x = 0; x < size; x++) {
shape[y][x] = x === y || x === size - 1 - y;
}
}
return shape;
},
// Level 6: Circle shape
function (size) {
var shape = [];
var center = size / 2 - 0.5;
var radius = center;
for (var y = 0; y < size; y++) {
shape[y] = [];
for (var x = 0; x < size; x++) {
var dx = x - center;
var dy = y - center;
var distance = Math.sqrt(dx * dx + dy * dy);
shape[y][x] = distance <= radius;
}
}
return shape;
}];
// Function to get current level's grid shape
function getCurrentGridShape() {
var shapeIndex = (currentLevel - 1) % levelShapes.length;
return levelShapes[shapeIndex](gridSize);
}
// Function to check if a grid position is valid for current shape
function isValidGridPosition(x, y) {
return gridShape[y] && gridShape[y][x];
}
var selectedBall = null;
var movesLeft = 30;
var isProcessingMatches = false;
var ballColors = 4; // Start with 4 colors for easier beginning
var bombSpawnChance = 0.02; // 2% chance to spawn bomb instead of ball
var healthBoxSpawnChance = 0.02; // 2% chance to spawn health box instead of ball
var draggedBomb = null;
var lastMoveTime = 0;
var currentLevel = 1;
var baseMovesPerLevel = 30;
var pointsToNextLevel = 500; // Points needed to advance to next level
var totalPointsEarned = 0;
// UI Elements
var movesText = new Text2('Moves: 30', {
size: 80,
fill: 0xFFFFFF
});
movesText.anchor.set(0.5, 0);
LK.gui.top.addChild(movesText);
movesText.y = 150;
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.top.addChild(scoreText);
scoreText.x = 150;
scoreText.y = 250;
// Progress bar to show points needed for next level
var progressBarBackground = LK.getAsset('gridCell', {
width: 400,
height: 40,
anchorX: 1.0,
anchorY: 0,
alpha: 0.3
});
LK.gui.topRight.addChild(progressBarBackground);
progressBarBackground.x = -50;
progressBarBackground.y = 150;
var progressBarFill = LK.getAsset('gridCell', {
width: 1,
height: 40,
anchorX: 0,
anchorY: 0,
color: 0x00FF00
});
progressBarBackground.addChild(progressBarFill);
var progressText = new Text2('0/500', {
size: 50,
fill: 0xFFFFFF
});
progressText.anchor.set(1, 0);
LK.gui.topRight.addChild(progressText);
progressText.x = -50;
progressText.y = 200;
// Initialize grid
function initializeGrid() {
// Get the shape for current level
gridShape = getCurrentGridShape();
grid = [];
for (var y = 0; y < gridSize; y++) {
grid[y] = [];
for (var x = 0; x < gridSize; x++) {
grid[y][x] = null;
}
}
// Fill grid with balls only in valid positions
for (var y = 0; y < gridSize; y++) {
for (var x = 0; x < gridSize; x++) {
if (isValidGridPosition(x, y)) {
createBallAt(x, y);
}
}
}
// Remove initial matches
while (findMatches().length > 0) {
removeMatches();
dropBalls();
fillEmptySpaces();
}
}
function createBallAt(x, y) {
// Only create balls in valid grid positions
if (!isValidGridPosition(x, y)) {
return null;
}
// Sometimes create a bomb instead of a ball
if (Math.random() < bombSpawnChance) {
var bomb = new Bomb();
bomb.setGridPosition(x, y);
grid[y][x] = bomb;
game.addChild(bomb);
// Animate bomb appearing
bomb.scaleX = 0;
bomb.scaleY = 0;
bomb.alpha = 0;
tween(bomb, {
scaleX: 0.8,
scaleY: 0.8,
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
return bomb;
} else if (Math.random() < healthBoxSpawnChance) {
var healthBox = new HealthBox();
healthBox.setGridPosition(x, y);
grid[y][x] = healthBox;
game.addChild(healthBox);
// Animate health box appearing
healthBox.scaleX = 0;
healthBox.scaleY = 0;
healthBox.alpha = 0;
tween(healthBox, {
scaleX: 0.8,
scaleY: 0.8,
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
return healthBox;
} else if (Math.random() < 0.05) {
// 5% chance to create chained ball
var color = Math.floor(Math.random() * ballColors);
var chainedBall = new ChainedBall(color);
chainedBall.setGridPosition(x, y);
grid[y][x] = chainedBall;
game.addChild(chainedBall);
// Animate chained ball appearing
chainedBall.scaleX = 0;
chainedBall.scaleY = 0;
chainedBall.alpha = 0;
tween(chainedBall, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
return chainedBall;
} else {
var color = Math.floor(Math.random() * ballColors);
var ball = new Ball(color);
ball.setGridPosition(x, y);
grid[y][x] = ball;
game.addChild(ball);
// Animate ball appearing with scale and bounce
ball.scaleX = 0;
ball.scaleY = 0;
ball.alpha = 0;
tween(ball, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
return ball;
}
}
function getBallAt(x, y) {
if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) {
return null;
}
return grid[y][x];
}
function swapBalls(ball1, ball2) {
if (!ball1 || !ball2) {
return false;
}
// Check if either ball is chained - they cannot be moved
if (ball1.isChained && ball1.isChained === true || ball2.isChained && ball2.isChained === true) {
// Flash red to indicate chained balls cannot move
LK.effects.flashScreen(0xFF0000, 200);
return false;
}
var x1 = ball1.gridX,
y1 = ball1.gridY;
var x2 = ball2.gridX,
y2 = ball2.gridY;
// Check if balls are adjacent
var dx = Math.abs(x1 - x2);
var dy = Math.abs(y1 - y2);
if (dx + dy !== 1) {
return false;
}
// Mark balls as animating
ball1.isAnimating = true;
ball2.isAnimating = true;
// Store old positions
var oldX1 = ball1.x,
oldY1 = ball1.y;
var oldX2 = ball2.x,
oldY2 = ball2.y;
// Swap positions in grid
grid[y1][x1] = ball2;
grid[y2][x2] = ball1;
// Update ball positions
ball1.setGridPosition(x2, y2);
ball2.setGridPosition(x1, y1);
// Store new positions
var newX1 = ball1.x,
newY1 = ball1.y;
var newX2 = ball2.x,
newY2 = ball2.y;
// Reset to old positions for animation
ball1.x = oldX1;
ball1.y = oldY1;
ball2.x = oldX2;
ball2.y = oldY2;
// Animate to new positions
tween(ball1, {
x: newX1,
y: newY1
}, {
duration: 250,
easing: tween.easeInOut,
onFinish: function onFinish() {
ball1.isAnimating = false;
}
});
tween(ball2, {
x: newX2,
y: newY2
}, {
duration: 250,
easing: tween.easeInOut,
onFinish: function onFinish() {
ball2.isAnimating = false;
}
});
LK.getSound('swap').play();
return true;
}
function findMatches() {
var matches = [];
// Check horizontal matches
for (var y = 0; y < gridSize; y++) {
var count = 1;
var currentColor = grid[y][0] ? grid[y][0].ballColor : -1;
for (var x = 1; x < gridSize; x++) {
var ball = grid[y][x];
if (ball && ball.ballColor === currentColor) {
count++;
} else {
if (count >= 3) {
for (var i = x - count; i < x; i++) {
matches.push({
x: i,
y: y
});
}
}
count = 1;
currentColor = ball ? ball.ballColor : -1;
}
}
if (count >= 3) {
for (var i = gridSize - count; i < gridSize; i++) {
matches.push({
x: i,
y: y
});
}
}
}
// Check vertical matches
for (var x = 0; x < gridSize; x++) {
var count = 1;
var currentColor = grid[0][x] ? grid[0][x].ballColor : -1;
for (var y = 1; y < gridSize; y++) {
var ball = grid[y][x];
if (ball && ball.ballColor === currentColor) {
count++;
} else {
if (count >= 3) {
for (var i = y - count; i < y; i++) {
matches.push({
x: x,
y: i
});
}
}
count = 1;
currentColor = ball ? ball.ballColor : -1;
}
}
if (count >= 3) {
for (var i = gridSize - count; i < gridSize; i++) {
matches.push({
x: x,
y: i
});
}
}
}
// Check diagonal matches (top-left to bottom-right)
for (var startY = 0; startY < gridSize; startY++) {
for (var startX = 0; startX < gridSize; startX++) {
if (!isValidGridPosition(startX, startY)) continue;
var count = 1;
var currentColor = grid[startY][startX] ? grid[startY][startX].ballColor : -1;
var matchPositions = [{
x: startX,
y: startY
}];
for (var step = 1; startX + step < gridSize && startY + step < gridSize; step++) {
var x = startX + step;
var y = startY + step;
if (!isValidGridPosition(x, y)) break;
var ball = grid[y][x];
if (ball && ball.ballColor === currentColor) {
count++;
matchPositions.push({
x: x,
y: y
});
} else {
break;
}
}
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
}
}
// Check diagonal matches (top-right to bottom-left)
for (var startY = 0; startY < gridSize; startY++) {
for (var startX = gridSize - 1; startX >= 0; startX--) {
if (!isValidGridPosition(startX, startY)) continue;
var count = 1;
var currentColor = grid[startY][startX] ? grid[startY][startX].ballColor : -1;
var matchPositions = [{
x: startX,
y: startY
}];
for (var step = 1; startX - step >= 0 && startY + step < gridSize; step++) {
var x = startX - step;
var y = startY + step;
if (!isValidGridPosition(x, y)) break;
var ball = grid[y][x];
if (ball && ball.ballColor === currentColor) {
count++;
matchPositions.push({
x: x,
y: y
});
} else {
break;
}
}
if (count >= 3) {
for (var i = 0; i < matchPositions.length; i++) {
matches.push(matchPositions[i]);
}
}
}
}
return matches;
}
function removeMatches() {
var matches = findMatches();
if (matches.length === 0) {
return false;
}
var pointsEarned = matches.length * 10;
// Check if this is a 4-ball match for special rewards
var isFourBallMatch = matches.length === 4;
if (isFourBallMatch) {
// Award bonus 10 points for 4-ball match
pointsEarned += 10;
}
for (var i = 0; i < matches.length; i++) {
var match = matches[i];
var ball = grid[match.y][match.x];
if (ball) {
// If it's a chained ball, break the chain first then explode
if (ball.isChained) {
ball.breakChain();
// Give extra points for breaking chains
pointsEarned += 5;
}
ball.explode();
grid[match.y][match.x] = null;
}
}
LK.setScore(LK.getScore() + pointsEarned);
scoreText.setText('Score: ' + LK.getScore());
// Update progress bar
var currentScore = LK.getScore();
var progress = Math.min(1, currentScore / pointsToNextLevel);
progressBarFill.width = progress * 400;
progressText.setText(currentScore + '/' + pointsToNextLevel);
// Spawn a bomb as reward for 4-ball match
if (isFourBallMatch) {
// Find a random empty valid position to place the bomb
var emptyPositions = [];
for (var y = 0; y < gridSize; y++) {
for (var x = 0; x < gridSize; x++) {
if (grid[y][x] === null && isValidGridPosition(x, y)) {
emptyPositions.push({
x: x,
y: y
});
}
}
}
if (emptyPositions.length > 0) {
var randomPos = emptyPositions[Math.floor(Math.random() * emptyPositions.length)];
var rewardBomb = new Bomb();
rewardBomb.setGridPosition(randomPos.x, randomPos.y);
grid[randomPos.y][randomPos.x] = rewardBomb;
game.addChild(rewardBomb);
// Animate bomb appearing with special effect
rewardBomb.scaleX = 0;
rewardBomb.scaleY = 0;
rewardBomb.alpha = 0;
tween(rewardBomb, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 1
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(rewardBomb, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 200,
easing: tween.easeOut
});
}
});
// Flash screen gold to indicate bomb reward
LK.effects.flashScreen(0xFFD700, 500);
}
}
LK.getSound('match').play();
checkLevelProgression();
return true;
}
function dropBalls() {
for (var x = 0; x < gridSize; x++) {
var writePos = gridSize - 1;
for (var y = gridSize - 1; y >= 0; y--) {
if (grid[y][x] !== null) {
if (y !== writePos) {
grid[writePos][x] = grid[y][x];
grid[y][x] = null;
var ball = grid[writePos][x];
ball.isAnimating = true;
var oldY = ball.y;
ball.setGridPosition(x, writePos);
var newY = ball.y;
ball.y = oldY;
// Animate ball falling down
(function (ballToAnimate) {
tween(ballToAnimate, {
y: newY
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
ballToAnimate.isAnimating = false;
}
});
})(ball);
}
writePos--;
}
}
}
}
function fillEmptySpaces() {
for (var x = 0; x < gridSize; x++) {
for (var y = 0; y < gridSize; y++) {
if (grid[y][x] === null && isValidGridPosition(x, y)) {
createBallAt(x, y);
}
}
}
}
function processMatches() {
if (isProcessingMatches) {
return;
}
isProcessingMatches = true;
function processStep() {
if (removeMatches()) {
dropBalls();
fillEmptySpaces();
LK.setTimeout(function () {
processStep();
}, 500);
} else {
isProcessingMatches = false;
checkGameState();
}
}
processStep();
}
function checkLevelProgression() {
if (LK.getScore() >= pointsToNextLevel) {
// Level up!
currentLevel++;
pointsToNextLevel += 300 + currentLevel * 200; // Increasingly harder to level up
// Increase difficulty
if (ballColors < 6) {
ballColors = Math.min(6, 3 + currentLevel); // Max 6 colors
}
// Give bonus moves for leveling up, but fewer as levels increase
var bonusMoves = Math.max(5, 15 - currentLevel);
movesLeft += bonusMoves;
// Update UI
movesText.setText('Moves: ' + movesLeft);
// Reset progress bar for new level
progressBarFill.width = 1;
progressText.setText(LK.getScore() + '/' + pointsToNextLevel);
// Change grid shape for new level - clear existing balls first
for (var y = 0; y < gridSize; y++) {
for (var x = 0; x < gridSize; x++) {
if (grid[y][x]) {
grid[y][x].destroy();
grid[y][x] = null;
}
}
}
// Initialize new grid shape
gridShape = getCurrentGridShape();
// Fill new shape with balls
for (var y = 0; y < gridSize; y++) {
for (var x = 0; x < gridSize; x++) {
if (isValidGridPosition(x, y)) {
createBallAt(x, y);
}
}
}
// Flash screen green for level up
LK.effects.flashScreen(0x00FF00, 800);
}
}
function checkGameState() {
checkLevelProgression();
if (movesLeft <= 0) {
LK.showGameOver();
return;
}
}
function getClickedBall(x, y) {
var gridX = Math.floor((x - gridStartX) / cellSize);
var gridY = Math.floor((y - gridStartY) / cellSize);
if (gridX >= 0 && gridX < gridSize && gridY >= 0 && gridY < gridSize) {
return getBallAt(gridX, gridY);
}
return null;
}
game.down = function (x, y, obj) {
if (isProcessingMatches) {
return;
}
var clickedBall = getClickedBall(x, y);
if (clickedBall && !clickedBall.isAnimating) {
// Check if it's a health box
if (clickedBall.isHealthBox) {
clickedBall.activateHealthBonus();
return;
}
// Check if it's a bomb
if (clickedBall.isBomb) {
draggedBomb = clickedBall;
draggedBomb.isDragging = true;
// Stop pulsing animation
tween.stop(draggedBomb);
// Make bomb slightly larger while dragging
tween(draggedBomb, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
return;
}
// Regular ball logic
if (selectedBall === null) {
selectedBall = clickedBall;
LK.effects.flashObject(selectedBall, 0xffffff, 200);
} else if (selectedBall === clickedBall) {
selectedBall = null;
} else {
if (swapBalls(selectedBall, clickedBall)) {
movesLeft--;
movesText.setText('Moves: ' + movesLeft);
LK.setTimeout(function () {
var matches = findMatches();
if (matches.length > 0) {
processMatches();
} else {
// Wasted move - swap back and apply additional penalty
swapBalls(selectedBall, clickedBall);
// Additional penalty for wasted move
movesLeft -= 1; // Lose 1 extra move for wasted attempt
movesText.setText('Moves: ' + movesLeft);
// Flash screen red to indicate wasted move
LK.effects.flashScreen(0xFF0000, 300);
}
}, 300);
}
selectedBall = null;
}
}
};
game.move = function (x, y, obj) {
if (draggedBomb && Date.now() - lastMoveTime > 16) {
// Throttle to ~60fps
draggedBomb.x = x;
draggedBomb.y = y;
lastMoveTime = Date.now();
}
};
game.up = function (x, y, obj) {
if (draggedBomb) {
// Explode bomb at current position
draggedBomb.explode3x3();
// Using a bomb costs 3 moves
movesLeft -= 3;
movesText.setText('Moves: ' + movesLeft);
// Process any resulting matches
LK.setTimeout(function () {
dropBalls();
fillEmptySpaces();
processMatches();
}, 100);
draggedBomb = null;
}
};
// Initialize the game
initializeGrid();
// Play background music
LK.playMusic('Ana');
;
; ===================================================================
--- original.js
+++ change.js
@@ -465,16 +465,8 @@
scoreText.anchor.set(0, 0);
LK.gui.top.addChild(scoreText);
scoreText.x = 150;
scoreText.y = 250;
-var levelText = new Text2('Level: 1', {
- size: 80,
- fill: 0xFFD700
-});
-levelText.anchor.set(1, 0);
-LK.gui.top.addChild(levelText);
-levelText.x = -150;
-levelText.y = 250;
// Progress bar to show points needed for next level
var progressBarBackground = LK.getAsset('gridCell', {
width: 400,
height: 40,
@@ -966,9 +958,8 @@
// Give bonus moves for leveling up, but fewer as levels increase
var bonusMoves = Math.max(5, 15 - currentLevel);
movesLeft += bonusMoves;
// Update UI
- levelText.setText('Level: ' + currentLevel);
movesText.setText('Moves: ' + movesLeft);
// Reset progress bar for new level
progressBarFill.width = 1;
progressText.setText(LK.getScore() + '/' + pointsToNextLevel);
@@ -990,27 +981,8 @@
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);
}
}
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