/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Tile class to represent each tile in the game
var Tile = Container.expand(function () {
var self = Container.call(this);
// Attach a random color box asset to the tile
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var color = colors[Math.floor(Math.random() * colors.length)];
var tileGraphics = self.attachAsset('tile', {
width: 100,
height: 100,
color: color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Store the color for matching logic
self.color = color;
// Method to handle tile selection
self.select = function () {
// Highlight the tile or perform any selection logic
tileGraphics.alpha = 0.5;
};
// Method to handle tile deselection
self.deselect = function () {
// Remove highlight or perform any deselection logic
tileGraphics.alpha = 1.0;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Game variables
var grid = [];
var gridSize = 6; // 6x6 grid
var tileSize = 100;
var selectedTile = null;
// Initialize the grid
function initializeGrid() {
for (var i = 0; i < gridSize; i++) {
grid[i] = [];
for (var j = 0; j < gridSize; j++) {
var tile = new Tile();
tile.x = j * tileSize + tileSize / 2 + (2048 - gridSize * tileSize) / 2;
tile.y = i * tileSize + tileSize / 2 + (2732 - gridSize * tileSize) / 2;
grid[i][j] = tile;
game.addChild(tile);
}
}
}
// Handle tile selection
function handleTileSelection(x, y) {
var col = Math.floor((x - (2048 - gridSize * tileSize) / 2) / tileSize);
var row = Math.floor((y - (2732 - gridSize * tileSize) / 2) / tileSize);
if (col >= 0 && col < gridSize && row >= 0 && row < gridSize) {
var tile = grid[row][col];
if (selectedTile) {
// Swap tiles if a tile is already selected
swapTiles(selectedTile, tile);
selectedTile.deselect();
selectedTile = null;
} else {
// Select the tile
selectedTile = tile;
tile.select();
}
}
}
// Swap two tiles
function swapTiles(tile1, tile2) {
var tempColor = tile1.color;
tile1.color = tile2.color;
tile2.color = tempColor;
// Swap graphics
var tempGraphics = tile1.children[0];
tile1.removeChild(tempGraphics);
tile1.attachAsset('tile', {
width: 100,
height: 100,
color: tile1.color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
tile2.removeChild(tile2.children[0]);
tile2.attachAsset('tile', {
width: 100,
height: 100,
color: tile2.color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Check for matches
checkForMatches();
}
// Check for matches in the grid
function checkForMatches() {
// Implement match checking logic here
// If a match is found, remove the matched tiles and shift the grid
}
// Initialize the game
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 2048 / 2;
background.y = 2732 / 2;
initializeGrid();
// Handle touch events
game.down = function (x, y, obj) {
handleTileSelection(x, y);
};
// Update game logic
game.update = function () {
// Implement any continuous game logic here
}; /****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Tile class to represent each tile in the game
var Tile = Container.expand(function () {
var self = Container.call(this);
// Attach a random color box asset to the tile
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var color = colors[Math.floor(Math.random() * colors.length)];
var tileGraphics = self.attachAsset('tile', {
width: 100,
height: 100,
color: color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Store the color for matching logic
self.color = color;
// Method to handle tile selection
self.select = function () {
// Highlight the tile or perform any selection logic
tileGraphics.alpha = 0.5;
};
// Method to handle tile deselection
self.deselect = function () {
// Remove highlight or perform any deselection logic
tileGraphics.alpha = 1.0;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Game variables
var grid = [];
var gridSize = 6; // 6x6 grid
var tileSize = 100;
var selectedTile = null;
// Initialize the grid
function initializeGrid() {
for (var i = 0; i < gridSize; i++) {
grid[i] = [];
for (var j = 0; j < gridSize; j++) {
var tile = new Tile();
tile.x = j * tileSize + tileSize / 2 + (2048 - gridSize * tileSize) / 2;
tile.y = i * tileSize + tileSize / 2 + (2732 - gridSize * tileSize) / 2;
grid[i][j] = tile;
game.addChild(tile);
}
}
}
// Handle tile selection
function handleTileSelection(x, y) {
var col = Math.floor((x - (2048 - gridSize * tileSize) / 2) / tileSize);
var row = Math.floor((y - (2732 - gridSize * tileSize) / 2) / tileSize);
if (col >= 0 && col < gridSize && row >= 0 && row < gridSize) {
var tile = grid[row][col];
if (selectedTile) {
// Swap tiles if a tile is already selected
swapTiles(selectedTile, tile);
selectedTile.deselect();
selectedTile = null;
} else {
// Select the tile
selectedTile = tile;
tile.select();
}
}
}
// Swap two tiles
function swapTiles(tile1, tile2) {
var tempColor = tile1.color;
tile1.color = tile2.color;
tile2.color = tempColor;
// Swap graphics
var tempGraphics = tile1.children[0];
tile1.removeChild(tempGraphics);
tile1.attachAsset('tile', {
width: 100,
height: 100,
color: tile1.color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
tile2.removeChild(tile2.children[0]);
tile2.attachAsset('tile', {
width: 100,
height: 100,
color: tile2.color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Check for matches
checkForMatches();
}
// Check for matches in the grid
function checkForMatches() {
// Implement match checking logic here
// If a match is found, remove the matched tiles and shift the grid
}
// Initialize the game
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 2048 / 2;
background.y = 2732 / 2;
initializeGrid();
// Handle touch events
game.down = function (x, y, obj) {
handleTileSelection(x, y);
};
// Update game logic
game.update = function () {
// Implement any continuous game logic here
};