User prompt
vayabi560.com textini 300 pixel yuları tası ve yazı tipii bold yap
User prompt
Score yazısının 600pixel altına vayabi560.com yaz
User prompt
Move logo to 50px up and 100px right
User prompt
Logoyu sağ üste taşı
User prompt
Logo ekranda görünmüyor sorunu düzeldt
User prompt
Move board frame 75 pixels up
User prompt
Board Frame 250 px yukarı taşı. Logo bacground arkasında kaldığı için görünmüyor, Bacground önüne getir
User prompt
asetlere logo ekle istediğimizde değiştirelim
User prompt
LEFT CORENER LOGO EKLE VE ASSETLERDEN DEĞİŞTİRMEME İZİN VER
User prompt
SOL ÜST KOŞEYE LOGO EKLE
User prompt
Sol üst köşeye logo yerleştir.
User prompt
Border frame konumunu grid başlangıcı ile sırala
Remix started
Copy ELEMENT$
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Firework = Container.expand(function (x, y) { var self = Container.call(this); var fireworkGraphics = self.attachAsset('firework', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.zIndex = 10; // Initial scale fireworkGraphics.scaleX = 0.1; fireworkGraphics.scaleY = 0.1; fireworkGraphics.alpha = 0.8; self.explode = function () { // Play firework sound LK.getSound('fireworkBurst').play(); // Main explosion animation - smaller size tween(fireworkGraphics, { scaleX: 5.0, scaleY: 5.0, rotation: Math.PI * 3 }, { duration: 1000, easing: tween.easeOut }); // Fade out effect tween(fireworkGraphics, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); // Create smaller colorful particle burst var particleCount = 25; var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffffff, 0xff8000]; for (var i = 0; i < particleCount; i++) { var angle = i / particleCount * Math.PI * 2; var radius = 120 + Math.random() * 100; var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; var color = colors[Math.floor(Math.random() * colors.length)]; var sparkle = new Particle(self.x, self.y, color); sparkle.velocityX = Math.cos(angle) * 300; sparkle.velocityY = Math.sin(angle) * 300; sparkle.life = 2.5; sparkle.scaleSpeed = 0.2; // Make particles smaller sparkle.scaleX = 1.5; sparkle.scaleY = 1.5; if (self.parent) { self.parent.addChild(sparkle); } } }; return self; }); var Gem = Container.expand(function (gemType, gridX, gridY) { var self = Container.call(this); self.gemType = gemType; self.gridX = gridX; self.gridY = gridY; self.isAnimating = false; var gemAssets = ['gemRed', 'gemBlue', 'gemGreen', 'gemYellow', 'gemPurple', 'gemOrange']; var gemGraphics = self.attachAsset(gemAssets[gemType], { anchorX: 0.5, anchorY: 0.5 }); self.setGridPosition = function (x, y) { self.gridX = x; self.gridY = y; }; self.animateToPosition = function (targetX, targetY, duration, onComplete) { if (!duration) duration = 200; self.isAnimating = true; tween(self, { x: targetX, y: targetY }, { duration: duration, easing: tween.easeOut, onFinish: function onFinish() { self.isAnimating = false; if (onComplete) onComplete(); } }); }; self.destroy = function () { // Play gem-specific destruction sound var gemSounds = ['gemRedDestroy', 'gemBlueDestroy', 'gemGreenDestroy', 'gemYellowDestroy', 'gemPurpleDestroy', 'gemOrangeDestroy']; if (self.gemType >= 0 && self.gemType < gemSounds.length) { try { LK.getSound(gemSounds[self.gemType]).play(); } catch (e) { console.log('Sound not found:', gemSounds[self.gemType]); } } // Special animation for red gems (gemType 0) if (self.gemType === 0) { self.createFlameExplosion(); } // Special animation for blue gems (gemType 1) if (self.gemType === 1) { self.createWaterExplosion(); } // Special animation for green gems (gemType 2) if (self.gemType === 2) { self.createLeafSpiral(); } // Special animation for yellow gems (gemType 3) if (self.gemType === 3) { self.createStarExplosion(); } // Special animation for purple gems (gemType 4) if (self.gemType === 4) { self.createPurpleImplosion(); } // Special animation for orange gems (gemType 5) if (self.gemType === 5) { self.createLavaMelting(); } // Create tween effect before actually destroying tween(self, { alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); }; self.createFlameExplosion = function () { var flameCount = 8; var radius = 100; for (var i = 0; i < flameCount; i++) { var angle = i / flameCount * Math.PI * 2; var flameParticle = LK.getAsset('flameParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center flameParticle.x = self.x; flameParticle.y = self.y; flameParticle.zIndex = 5; // Add to game if (self.parent) { self.parent.addChild(flameParticle); } // Calculate spiral target position var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; // Create spiral rotation and movement animation tween(flameParticle, { x: targetX, y: targetY, rotation: Math.PI * 4, // 2 full rotations scaleX: 3.0, scaleY: 3.0 }, { duration: 400, easing: tween.easeOut }); // Fade out and disappear tween(flameParticle, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (flameParticle.parent) { flameParticle.parent.removeChild(flameParticle); } } }); // Add flame color transition from orange to red tween(flameParticle, { tint: 0xff0000 }, { duration: 300, easing: tween.easeInOut }); } }; self.createWaterExplosion = function () { var dropletCount = 12; var maxRadius = 120; for (var i = 0; i < dropletCount; i++) { var angle = i / dropletCount * Math.PI * 2; var waterDroplet = LK.getAsset('waterDroplet', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center waterDroplet.x = self.x; waterDroplet.y = self.y; waterDroplet.zIndex = 5; // Random radius for scattered effect var radius = 60 + Math.random() * 60; // Add to game if (self.parent) { self.parent.addChild(waterDroplet); } // Calculate target position for water droplet var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; // Create bouncing water droplet movement tween(waterDroplet, { x: targetX, y: targetY, scaleX: 2.5, scaleY: 2.5 }, { duration: 350, easing: tween.bounceOut }); // Create ripple effect with scaling tween(waterDroplet, { scaleX: 0.8, scaleY: 1.2 }, { duration: 200, easing: tween.easeInOut }); // Fade out like evaporating water tween(waterDroplet, { alpha: 0, scaleY: 0.2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (waterDroplet.parent) { waterDroplet.parent.removeChild(waterDroplet); } } }); // Add water color transition from light blue to transparent tween(waterDroplet, { tint: 0x00aaff }, { duration: 250, easing: tween.easeInOut }); } }; self.createPurpleImplosion = function () { var vortexCount = 16; var initialRadius = 150; for (var i = 0; i < vortexCount; i++) { var angle = i / vortexCount * Math.PI * 2; var purpleVortex = LK.getAsset('purpleVortex', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position in a circle around the gem var startX = self.x + Math.cos(angle) * initialRadius; var startY = self.y + Math.sin(angle) * initialRadius; purpleVortex.x = startX; purpleVortex.y = startY; purpleVortex.zIndex = 5; // Add purple tint and initial scale purpleVortex.tint = 0x8B00FF; purpleVortex.scaleX = 0.5; purpleVortex.scaleY = 0.5; // Add to game if (self.parent) { self.parent.addChild(purpleVortex); } // Create spiral inward movement animation tween(purpleVortex, { x: self.x, y: self.y, rotation: Math.PI * 6, // 3 full rotations inward scaleX: 3.5, scaleY: 3.5 }, { duration: 600, easing: tween.easeIn }); // Fade in then fade out with implosion effect tween(purpleVortex, { alpha: 1.0 }, { duration: 200, easing: tween.easeOut }); // Final implosion - scale down and disappear tween(purpleVortex, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { if (purpleVortex.parent) { purpleVortex.parent.removeChild(purpleVortex); } } }); // Color transition from purple to dark purple tween(purpleVortex, { tint: 0x4B0082 }, { duration: 300, easing: tween.easeInOut }); } }; self.createLeafSpiral = function () { var leafCount = 10; var spiralRadius = 140; for (var i = 0; i < leafCount; i++) { var angle = i / leafCount * Math.PI * 2; var leafParticle = LK.getAsset('leafParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center leafParticle.x = self.x; leafParticle.y = self.y; leafParticle.zIndex = 5; // Add natural green tint and initial scale leafParticle.tint = 0x228B22; leafParticle.scaleX = 0.8; leafParticle.scaleY = 0.8; leafParticle.rotation = angle; // Initial rotation based on position // Add to game if (self.parent) { self.parent.addChild(leafParticle); } // Create spiral outward movement with natural floating motion var targetX = self.x + Math.cos(angle) * spiralRadius; var targetY = self.y + Math.sin(angle) * spiralRadius; // Add some randomness for natural leaf movement targetX += (Math.random() - 0.5) * 60; targetY += (Math.random() - 0.5) * 60; // Create floating leaf movement animation tween(leafParticle, { x: targetX, y: targetY, rotation: angle + Math.PI * 3, // 1.5 full rotations scaleX: 2.8, scaleY: 2.8 }, { duration: 500, easing: tween.easeOut }); // Add gentle swaying motion like leaves in wind tween(leafParticle, { x: targetX + Math.sin(angle * 2) * 30, y: targetY + Math.cos(angle * 2) * 20 }, { duration: 800, easing: tween.easeInOut }); // Fade out like autumn leaves tween(leafParticle, { alpha: 0, scaleX: 0.3, scaleY: 0.3, rotation: angle + Math.PI * 5 // Continue rotating as it fades }, { duration: 700, easing: tween.easeInOut, onFinish: function onFinish() { if (leafParticle.parent) { leafParticle.parent.removeChild(leafParticle); } } }); // Add leaf color transition from green to brown tween(leafParticle, { tint: 0x8B4513 // Brown color }, { duration: 400, easing: tween.easeInOut }); } }; self.createStarExplosion = function () { var starCount = 14; var maxRadius = 160; for (var i = 0; i < starCount; i++) { var angle = i / starCount * Math.PI * 2; var starParticle = LK.getAsset('starParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center starParticle.x = self.x; starParticle.y = self.y; starParticle.zIndex = 5; // Add golden yellow tint and initial scale starParticle.tint = 0xFFD700; starParticle.scaleX = 0.3; starParticle.scaleY = 0.3; starParticle.rotation = angle; // Add to game if (self.parent) { self.parent.addChild(starParticle); } // Create spiral outward sun burst movement var radius = 80 + Math.random() * 80; var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; // Add sparkle randomness for star effect targetX += (Math.random() - 0.5) * 40; targetY += (Math.random() - 0.5) * 40; // Create explosive star movement animation tween(starParticle, { x: targetX, y: targetY, rotation: angle + Math.PI * 4, // 2 full rotations scaleX: 5.0, scaleY: 5.0 }, { duration: 450, easing: tween.easeOut }); // Add pulsing sparkle effect tween(starParticle, { scaleX: 6.5, scaleY: 6.5 }, { duration: 150, easing: tween.easeInOut }); // Create secondary sparkle pulse tween(starParticle, { scaleX: 4.5, scaleY: 4.5, rotation: angle + Math.PI * 6 // Continue rotating }, { duration: 300, easing: tween.easeInOut }); // Fade out like fading starlight tween(starParticle, { alpha: 0, scaleX: 0.2, scaleY: 0.2, rotation: angle + Math.PI * 8 // Final rotation burst }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (starParticle.parent) { starParticle.parent.removeChild(starParticle); } } }); // Add star color transition from gold to bright white tween(starParticle, { tint: 0xFFFFFF // Bright white }, { duration: 350, easing: tween.easeInOut }); } }; self.createLavaMelting = function () { var lavaCount = 12; var meltRadius = 130; for (var i = 0; i < lavaCount; i++) { var angle = i / lavaCount * Math.PI * 2; var lavaParticle = LK.getAsset('lavaParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center lavaParticle.x = self.x; lavaParticle.y = self.y; lavaParticle.zIndex = 5; // Add molten orange-red tint and initial scale lavaParticle.tint = 0xFF4500; lavaParticle.scaleX = 0.6; lavaParticle.scaleY = 0.6; lavaParticle.rotation = Math.random() * Math.PI * 2; // Add to game if (self.parent) { self.parent.addChild(lavaParticle); } // Create melting downward movement with spiral motion var radius = 70 + Math.random() * 60; var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; // Add downward melting bias targetY += Math.random() * 80 + 40; // Add some randomness for natural lava flow targetX += (Math.random() - 0.5) * 50; // Create lava melting movement animation tween(lavaParticle, { x: targetX, y: targetY, rotation: angle + Math.PI * 3, // 1.5 full rotations scaleX: 3.2, scaleY: 3.2 }, { duration: 550, easing: tween.easeOut }); // Add viscous lava dripping effect tween(lavaParticle, { y: targetY + 60, scaleY: 4.0 // Stretch vertically like dripping lava }, { duration: 400, easing: tween.easeIn }); // Create molten glow pulsing effect tween(lavaParticle, { scaleX: 4.0, tint: 0xFF6600 // Brighter orange }, { duration: 300, easing: tween.easeInOut }); // Cool down and solidify effect tween(lavaParticle, { alpha: 0, scaleX: 0.4, scaleY: 0.2, tint: 0x8B0000, // Dark red when cooling rotation: angle + Math.PI * 5 // Continue rotating as it cools }, { duration: 650, easing: tween.easeInOut, onFinish: function onFinish() { if (lavaParticle.parent) { lavaParticle.parent.removeChild(lavaParticle); } } }); // Add secondary heat shimmer effect tween(lavaParticle, { scaleX: 2.8, scaleY: 3.5 }, { duration: 200, easing: tween.easeInOut }); } }; return self; }); var Particle = Container.expand(function (x, y, color) { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); // Set particle color particleGraphics.tint = color; // Set initial position self.x = x; self.y = y; // Random velocity - increased for more dramatic effect self.velocityX = (Math.random() - 0.5) * 500; self.velocityY = (Math.random() - 0.5) * 500; self.gravity = 800; self.life = 1.5; self.fadeSpeed = 1.0; self.scale = 1.0; self.scaleSpeed = 0.5; // Add initial scale animation tween(self, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut }); self.update = function () { // Update position based on velocity self.x += self.velocityX * (1 / 60); self.y += self.velocityY * (1 / 60); // Apply gravity (positive for flipped board - particles fall down visually) self.velocityY += self.gravity * (1 / 60); // Fade out over time self.life -= self.fadeSpeed * (1 / 60); self.alpha = Math.max(0, self.life); // Scale down over time for dramatic effect self.scale -= self.scaleSpeed * (1 / 60); if (self.scale > 0) { self.scaleX = self.scale; self.scaleY = self.scale; } // Remove when fully faded if (self.life <= 0) { self.destroy(); } }; self.destroy = function () { if (self.parent) { self.parent.removeChild(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C1810 }); /**** * Game Code ****/ var GRID_SIZE_X = 6; var GRID_SIZE_Y = 9; var CELL_SIZE = 170; var BOARD_OFFSET_X = (2048 - GRID_SIZE_X * CELL_SIZE) / 2; var BOARD_OFFSET_Y = (2732 - GRID_SIZE_Y * CELL_SIZE) / 2 + 600; var gameBoard = []; var selectedGem = null; var draggedGem = null; var dragStartPos = null; var isDragging = false; var isSwapping = false; var score = 0; var comboMultiplier = 1; var consecutiveGemsDestroyed = 0; var fireworkThreshold = 6; // Timer system - 7.5 minutes in seconds var gameTimeLimit = 7.5 * 60; // 7.5 minutes = 450 seconds var remainingTime = gameTimeLimit; var gameTimer = null; // Create brown background (scrolling) var k1 = game.attachAsset('brownBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); k1.zIndex = 1; // Create second brown background positioned directly above the first one var k1_second = game.attachAsset('brownBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 2732 }); k1_second.zIndex = 1; // Variables to track background animation state var backgroundSpeed = 2; var backgroundY1 = 2732 / 2; var backgroundY2 = 2732 / 2 - 2732; // Function to update background positions function updateBackgrounds() { // Move both backgrounds down backgroundY1 += backgroundSpeed; backgroundY2 += backgroundSpeed; k1.y = backgroundY1; k1_second.y = backgroundY2; // Reset positions when they move off screen if (backgroundY1 > 2732 / 2 + 2732) { backgroundY1 = backgroundY2 - 2732; } if (backgroundY2 > 2732 / 2 + 2732) { backgroundY2 = backgroundY1 - 2732; } } // Create board background var boardBg = game.attachAsset('boardBg', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 + 850 }); boardBg.zIndex = 2; // Update timer display function updateTimer() { var minutes = Math.floor(remainingTime / 60); var seconds = remainingTime % 60; var timeText = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerTxt.setText(timeText); } // Update health bar display function updateHealthBar() { // Calculate how many segments should be visible (10 segments total) var visibleSegments = Math.ceil(playerHealth / 10); // Update health text healthTxt.setText('HEALTH: ' + playerHealth); // Remove segments that should no longer be visible for (var i = 0; i < healthSegments.length; i++) { var segment = healthSegments[i]; if (i >= visibleSegments && segment.parent) { // Animate segment removal with cutting effect tween(segment, { scaleX: 0, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function (segmentToRemove) { return function () { if (segmentToRemove.parent) { segmentToRemove.parent.removeChild(segmentToRemove); } }; }(segment) }); } } // Add back segments that should be visible but are missing for (var i = 0; i < visibleSegments; i++) { var segment = healthSegments[i]; if (segment && !segment.parent) { // Re-add the segment to the GUI segment.scaleX = 1; segment.alpha = 1; segment.tint = 0x00ff00; LK.gui.top.addChild(segment); // Animate segment restoration with growing effect tween(segment, { scaleX: 1, alpha: 1 }, { duration: 300, easing: tween.easeOut }); } } // Flash remaining segments red when taking damage if (playerHealth < maxHealth) { for (var j = 0; j < visibleSegments; j++) { if (healthSegments[j] && healthSegments[j].parent) { tween(healthSegments[j], { tint: 0xff6666 }, { duration: 200, easing: tween.easeInOut, onFinish: function (segmentToFlash) { return function () { tween(segmentToFlash, { tint: 0x00ff00 }, { duration: 200, easing: tween.easeInOut }); }; }(healthSegments[j]) }); } } } } // Reduce player health function reduceHealth(amount) { playerHealth = Math.max(0, playerHealth - amount); updateHealthBar(); // Flash screen red when taking damage LK.effects.flashScreen(0xff0000, 300); // Check for game over if (playerHealth <= 0) { LK.showGameOver(); } } // Create explosion effect at gem position function createExplosion(x, y, gemColor) { var particleCount = 15; var gemColors = [0xff2222, 0x2222ff, 0x22ff22, 0xffff22, 0xff22ff, 0xff6622]; var color = gemColors[gemColor] || 0xffffff; for (var i = 0; i < particleCount; i++) { var particle = new Particle(x, y, color); game.addChild(particle); } } // Create firework celebration function createFirework() { // Create single firework in center upper position var fireworkX = BOARD_OFFSET_X + GRID_SIZE_X * CELL_SIZE / 2 - 150 + Math.random() * 300; var fireworkY = BOARD_OFFSET_Y - 500 + Math.random() * 200; var firework = new Firework(fireworkX, fireworkY); game.addChild(firework); // Start explosion immediately LK.setTimeout(function () { firework.explode(); }, 100); } // Create board frame var C1 = game.attachAsset('boardFrame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 450 }); C1.zIndex = 3; // Create score display var scoreTxt = new Text2('SCORE: 0', { size: 60, fill: 0x000000 }); scoreTxt.anchor.set(0.5, 0); // Add red shadow effect and red border stroke if (scoreTxt.style) { scoreTxt.style.dropShadow = true; scoreTxt.style.dropShadowColor = "#ff0000"; scoreTxt.style.dropShadowBlur = 3; scoreTxt.style.dropShadowDistance = 3; scoreTxt.style.stroke = "#ff0000"; scoreTxt.style.strokeThickness = 4; } LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; // Create health system var playerHealth = 100; var maxHealth = 100; // Create health bar background (red) var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5 }); healthBarBg.x = 150; healthBarBg.y = 200; LK.gui.top.addChild(healthBarBg); // Create segmented health bar with 10 individual pieces var healthSegments = []; var segmentWidth = 40; // Each segment is 40px wide (400px total / 10 segments) for (var i = 0; i < 10; i++) { var healthSegment = LK.getAsset('healthBarFg', { anchorX: 0, anchorY: 0.5 }); healthSegment.width = segmentWidth; healthSegment.x = 150 + i * segmentWidth; healthSegment.y = 200; healthSegment.segmentIndex = i; healthSegments.push(healthSegment); LK.gui.top.addChild(healthSegment); } // Create health text var healthTxt = new Text2('HEALTH: 100', { size: 50, fill: 0x000000 }); // Make text bold and add styling for better visibility if (healthTxt.style) { healthTxt.style.fontWeight = "bold"; healthTxt.style.stroke = "#ffffff"; healthTxt.style.strokeThickness = 2; } healthTxt.anchor.set(0, 0.5); healthTxt.x = 150; healthTxt.y = 250; LK.gui.top.addChild(healthTxt); // Create timer display var timerTxt = new Text2('7:30', { size: 60, fill: 0x000000 }); // Make timer text bold and add styling for better visibility if (timerTxt.style) { timerTxt.style.fontWeight = "bold"; timerTxt.style.stroke = "#ffffff"; timerTxt.style.strokeThickness = 2; timerTxt.style.dropShadow = true; timerTxt.style.dropShadowColor = "#ff0000"; timerTxt.style.dropShadowBlur = 3; timerTxt.style.dropShadowDistance = 3; } timerTxt.anchor.set(0, 1); // Anchor to bottom-left for positioning LK.gui.bottomLeft.addChild(timerTxt); timerTxt.x = 160; // Move slightly to the right timerTxt.y = -900; // Move 35 squares (700px) up from previous position timerTxt.rotation = 340 * Math.PI / 180; // Point towards 340 degrees // Initialize empty board function initializeBoard() { gameBoard = []; for (var x = 0; x < GRID_SIZE_X; x++) { gameBoard[x] = []; for (var y = 0; y < GRID_SIZE_Y; y++) { gameBoard[x][y] = null; } } } // Fill board with random gems function fillBoard() { for (var x = 0; x < GRID_SIZE_X; x++) { for (var y = 0; y < GRID_SIZE_Y; y++) { if (!gameBoard[x][y]) { var gemType = Math.floor(Math.random() * 6); var gem = new Gem(gemType, x, y); var worldPos = gridToWorld(x, y); gem.x = worldPos.x; gem.y = worldPos.y; gem.zIndex = 4; gameBoard[x][y] = gem; game.addChild(gem); } } } } // Convert grid coordinates to world coordinates function gridToWorld(gridX, gridY) { return { x: BOARD_OFFSET_X + gridX * CELL_SIZE + CELL_SIZE / 2, y: BOARD_OFFSET_Y + (GRID_SIZE_Y - 1 - gridY) * CELL_SIZE + CELL_SIZE / 2 }; } // Convert world coordinates to grid coordinates function worldToGrid(worldX, worldY) { var gridX = Math.floor((worldX - BOARD_OFFSET_X) / CELL_SIZE); var gridY = GRID_SIZE_Y - 1 - Math.floor((worldY - BOARD_OFFSET_Y) / CELL_SIZE); if (gridX < 0 || gridX >= GRID_SIZE_X || gridY < 0 || gridY >= GRID_SIZE_Y) { return null; } return { x: gridX, y: gridY }; } // Check if two grid positions are adjacent function areAdjacent(pos1, pos2) { var dx = Math.abs(pos1.x - pos2.x); var dy = Math.abs(pos1.y - pos2.y); return dx === 1 && dy === 0 || dx === 0 && dy === 1; } // Check for matches starting at position (2x2 squares and 3-in-a-row) function checkMatches(startX, startY) { var gem = gameBoard[startX][startY]; if (!gem) return []; var matches = []; var gemType = gem.gemType; // Check horizontal 3-in-a-row matches var horizontalCount = 1; var horizontalGems = [gem]; // Check right direction for (var x = startX + 1; x < GRID_SIZE_X; x++) { var rightGem = gameBoard[x][startY]; if (rightGem && rightGem.gemType === gemType) { horizontalCount++; horizontalGems.push(rightGem); } else { break; } } // Check left direction for (var x = startX - 1; x >= 0; x--) { var leftGem = gameBoard[x][startY]; if (leftGem && leftGem.gemType === gemType) { horizontalCount++; horizontalGems.unshift(leftGem); } else { break; } } // Add horizontal matches if 3 or more if (horizontalCount >= 3) { for (var h = 0; h < horizontalGems.length; h++) { matches.push(horizontalGems[h]); } } // Check vertical 3-in-a-row matches var verticalCount = 1; var verticalGems = [gem]; // Check up direction for (var y = startY + 1; y < GRID_SIZE_Y; y++) { var upGem = gameBoard[startX][y]; if (upGem && upGem.gemType === gemType) { verticalCount++; verticalGems.push(upGem); } else { break; } } // Check down direction for (var y = startY - 1; y >= 0; y--) { var downGem = gameBoard[startX][y]; if (downGem && downGem.gemType === gemType) { verticalCount++; verticalGems.unshift(downGem); } else { break; } } // Add vertical matches if 3 or more if (verticalCount >= 3) { for (var v = 0; v < verticalGems.length; v++) { var found = false; for (var m = 0; m < matches.length; m++) { if (matches[m] === verticalGems[v]) { found = true; break; } } if (!found) { matches.push(verticalGems[v]); } } } // Check if this gem is part of a 2x2 square // Check all possible 2x2 squares this gem could be part of var squarePositions = [ // Top-left corner [{ x: startX, y: startY }, { x: startX + 1, y: startY }, { x: startX, y: startY + 1 }, { x: startX + 1, y: startY + 1 }], // Top-right corner [{ x: startX - 1, y: startY }, { x: startX, y: startY }, { x: startX - 1, y: startY + 1 }, { x: startX, y: startY + 1 }], // Bottom-left corner [{ x: startX, y: startY - 1 }, { x: startX + 1, y: startY - 1 }, { x: startX, y: startY }, { x: startX + 1, y: startY }], // Bottom-right corner [{ x: startX - 1, y: startY - 1 }, { x: startX, y: startY - 1 }, { x: startX - 1, y: startY }, { x: startX, y: startY }]]; for (var s = 0; s < squarePositions.length; s++) { var square = squarePositions[s]; var validSquare = true; var squareGems = []; // Check if all positions in this square are valid and contain same gem type for (var p = 0; p < square.length; p++) { var pos = square[p]; if (pos.x < 0 || pos.x >= GRID_SIZE_X || pos.y < 0 || pos.y >= GRID_SIZE_Y) { validSquare = false; break; } var squareGem = gameBoard[pos.x][pos.y]; if (!squareGem || squareGem.gemType !== gemType) { validSquare = false; break; } squareGems.push(squareGem); } // If we found a valid 2x2 square, add all gems to matches if (validSquare) { for (var g = 0; g < squareGems.length; g++) { var found = false; for (var m = 0; m < matches.length; m++) { if (matches[m] === squareGems[g]) { found = true; break; } } if (!found) { matches.push(squareGems[g]); } } } } return matches; } // Find all matches on the board function findAllMatches() { var allMatches = []; var processedGems = []; for (var x = 0; x < GRID_SIZE_X; x++) { for (var y = 0; y < GRID_SIZE_Y; y++) { if (gameBoard[x][y]) { var matches = checkMatches(x, y); for (var i = 0; i < matches.length; i++) { var gem = matches[i]; var found = false; for (var j = 0; j < processedGems.length; j++) { if (processedGems[j] === gem) { found = true; break; } } if (!found) { allMatches.push(gem); processedGems.push(gem); } } } } } return allMatches; } // Clear matched gems function clearMatches(matches) { if (matches.length === 0) return; LK.getSound('match').play(); var points = matches.length * 10 * comboMultiplier; var oldScore = score; score += points; scoreTxt.setText('SCORE: ' + score); // Health gain system - check if player should gain health every 1500 points var oldHealthGainLevel = Math.floor(oldScore / 1500); var newHealthGainLevel = Math.floor(score / 1500); if (newHealthGainLevel > oldHealthGainLevel && playerHealth < maxHealth) { // Player gains health, but don't exceed max health var healthToGain = Math.min(10, maxHealth - playerHealth); playerHealth += healthToGain; updateHealthBar(); // Flash screen green to show health gain LK.effects.flashScreen(0x00ff00, 500); } // Check for win condition - player reaches 10000 points if (score >= 10000) { LK.clearInterval(gameTimer); LK.showYouWin(); return; } // Track consecutive adjacent destroyed gems and trigger fireworks if (matches.length >= fireworkThreshold) { // Check if all gems are adjacent to each other (consecutive) var areConsecutive = true; if (matches.length >= fireworkThreshold) { // Sort matches by position to check adjacency for (var i = 0; i < matches.length - 1; i++) { var currentGem = matches[i]; var hasAdjacentMatch = false; for (var j = i + 1; j < matches.length; j++) { var nextGem = matches[j]; var dx = Math.abs(currentGem.gridX - nextGem.gridX); var dy = Math.abs(currentGem.gridY - nextGem.gridY); if (dx === 1 && dy === 0 || dx === 0 && dy === 1) { hasAdjacentMatch = true; break; } } if (!hasAdjacentMatch && i < matches.length - 1) { areConsecutive = false; break; } } } if (areConsecutive && matches.length >= fireworkThreshold) { // Create firework celebration createFirework(); } } for (var i = 0; i < matches.length; i++) { var gem = matches[i]; // Create explosion effect at gem position createExplosion(gem.x, gem.y, gem.gemType); gameBoard[gem.gridX][gem.gridY] = null; gem.destroy(); } // After clearing gems, apply gravity and fill empty spaces LK.setTimeout(function () { // Apply gravity repeatedly until no more gems fall function applyGravityRepeatedly() { var moved = applyGravity(); if (moved) { LK.setTimeout(applyGravityRepeatedly, 100); } else { fillEmptySpaces(); // Check for new matches after falling gems settle LK.setTimeout(function () { var newMatches = findAllMatches(); if (newMatches.length > 0) { comboMultiplier++; clearMatches(newMatches); } else { comboMultiplier = 1; consecutiveGemsDestroyed = 0; // Reset counter when no more matches isSwapping = false; } }, 500); } } applyGravityRepeatedly(); }, 200); } // Apply gravity to make gems fall function applyGravity() { var moved = false; for (var x = 0; x < GRID_SIZE_X; x++) { // Process each column from top to bottom (since board is flipped, gems fall upward) var writeIndex = 0; for (var y = 0; y < GRID_SIZE_Y; y++) { if (gameBoard[x][y]) { // If gem is not at the write position, move it up if (y !== writeIndex) { var gem = gameBoard[x][y]; gameBoard[x][writeIndex] = gem; gameBoard[x][y] = null; gem.setGridPosition(x, writeIndex); var worldPos = gridToWorld(x, writeIndex); gem.animateToPosition(worldPos.x, worldPos.y, 300); moved = true; } writeIndex++; } } } return moved; } // Fill empty spaces with new gems function fillEmptySpaces() { for (var x = 0; x < GRID_SIZE_X; x++) { for (var y = 0; y < GRID_SIZE_Y; y++) { if (!gameBoard[x][y]) { var gemType = Math.floor(Math.random() * 6); var gem = new Gem(gemType, x, y); var worldPos = gridToWorld(x, y); gem.x = worldPos.x; gem.y = BOARD_OFFSET_Y - CELL_SIZE * 2; // Start from above the top line of the flipped grid gem.zIndex = 4; gameBoard[x][y] = gem; game.addChild(gem); gem.animateToPosition(worldPos.x, worldPos.y, 150 + y * 30); // Faster staggered animation timing for flipped board } } } } // Swap two gems function swapGems(gem1, gem2) { if (isSwapping) return; isSwapping = true; // Store original positions var originalGem1X = gem1.gridX; var originalGem1Y = gem1.gridY; var originalGem2X = gem2.gridX; var originalGem2Y = gem2.gridY; // Update grid positions gem1.setGridPosition(gem2.gridX, gem2.gridY); gem2.setGridPosition(originalGem1X, originalGem1Y); gameBoard[gem1.gridX][gem1.gridY] = gem1; gameBoard[gem2.gridX][gem2.gridY] = gem2; var pos1 = gridToWorld(gem1.gridX, gem1.gridY); var pos2 = gridToWorld(gem2.gridX, gem2.gridY); // Animate the swap gem1.animateToPosition(pos1.x, pos1.y, 200); gem2.animateToPosition(pos2.x, pos2.y, 200); LK.setTimeout(function () { var matches = findAllMatches(); if (matches.length > 0) { // Valid swap - process matches clearMatches(matches); } else { // Invalid move - reduce health by 10 and animate back to original positions reduceHealth(10); gem1.setGridPosition(originalGem1X, originalGem1Y); gem2.setGridPosition(originalGem2X, originalGem2Y); gameBoard[gem1.gridX][gem1.gridY] = gem1; gameBoard[gem2.gridX][gem2.gridY] = gem2; var pos1 = gridToWorld(gem1.gridX, gem1.gridY); var pos2 = gridToWorld(gem2.gridX, gem2.gridY); gem1.animateToPosition(pos1.x, pos1.y, 200); gem2.animateToPosition(pos2.x, pos2.y, 200); LK.setTimeout(function () { isSwapping = false; }, 200); } }, 200); } // Game input handling game.down = function (x, y, obj) { if (isSwapping) return; var gridPos = worldToGrid(x, y); if (!gridPos) return; var clickedGem = gameBoard[gridPos.x][gridPos.y]; if (!clickedGem) return; draggedGem = clickedGem; dragStartPos = { x: x, y: y }; isDragging = true; draggedGem.alpha = 0.7; }; game.move = function (x, y, obj) { if (!isDragging || !draggedGem || isSwapping) return; // Calculate drag distance var dragDeltaX = x - dragStartPos.x; var dragDeltaY = y - dragStartPos.y; var dragDistance = Math.sqrt(dragDeltaX * dragDeltaX + dragDeltaY * dragDeltaY); // Only process if drag distance is significant enough if (dragDistance > CELL_SIZE * 0.3) { // Determine drag direction var targetGridX = draggedGem.gridX; var targetGridY = draggedGem.gridY; if (Math.abs(dragDeltaX) > Math.abs(dragDeltaY)) { // Horizontal drag if (dragDeltaX > 0) { targetGridX = Math.min(GRID_SIZE_X - 1, draggedGem.gridX + 1); } else { targetGridX = Math.max(0, draggedGem.gridX - 1); } } else { // Vertical drag (flipped coordinate system) if (dragDeltaY > 0) { targetGridY = Math.max(0, draggedGem.gridY - 1); } else { targetGridY = Math.min(GRID_SIZE_Y - 1, draggedGem.gridY + 1); } } // Update visual position to show intended swap var targetWorldPos = gridToWorld(targetGridX, targetGridY); draggedGem.x = targetWorldPos.x; draggedGem.y = targetWorldPos.y; // Store target position for later use draggedGem.targetGridX = targetGridX; draggedGem.targetGridY = targetGridY; } }; game.up = function (x, y, obj) { if (!isDragging || !draggedGem || isSwapping) return; var startGridPos = { x: draggedGem.gridX, y: draggedGem.gridY }; // Check if we have a target position from dragging if (draggedGem.targetGridX !== undefined && draggedGem.targetGridY !== undefined) { var targetGridPos = { x: draggedGem.targetGridX, y: draggedGem.targetGridY }; // Check if target position is valid and adjacent if (areAdjacent(startGridPos, targetGridPos) && gameBoard[targetGridPos.x][targetGridPos.y]) { var targetGem = gameBoard[targetGridPos.x][targetGridPos.y]; // Attempt swap swapGems(draggedGem, targetGem); } else { // Invalid swap - animate back to original position var worldPos = gridToWorld(draggedGem.gridX, draggedGem.gridY); draggedGem.animateToPosition(worldPos.x, worldPos.y, 200); } // Clean up target position draggedGem.targetGridX = undefined; draggedGem.targetGridY = undefined; } else { // No significant drag - just return to original position var worldPos = gridToWorld(draggedGem.gridX, draggedGem.gridY); draggedGem.animateToPosition(worldPos.x, worldPos.y, 200); } draggedGem.alpha = 1.0; draggedGem = null; dragStartPos = null; isDragging = false; }; // Create grid lines around gems function createGridLines() { // Create vertical lines for (var x = 0; x <= GRID_SIZE_X; x++) { for (var lineY = 0; lineY < GRID_SIZE_Y * CELL_SIZE; lineY += 20) { var verticalLine = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.05, scaleY: 0.5 }); verticalLine.tint = 0x8B4513; verticalLine.x = BOARD_OFFSET_X + x * CELL_SIZE; verticalLine.y = BOARD_OFFSET_Y + lineY + 10; verticalLine.zIndex = 3; game.addChild(verticalLine); } } // Create horizontal lines for (var y = 0; y <= GRID_SIZE_Y; y++) { for (var lineX = 0; lineX < GRID_SIZE_X * CELL_SIZE; lineX += 20) { var horizontalLine = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.05 }); horizontalLine.tint = 0x8B4513; horizontalLine.x = BOARD_OFFSET_X + lineX + 10; horizontalLine.y = BOARD_OFFSET_Y + y * CELL_SIZE; horizontalLine.zIndex = 3; game.addChild(horizontalLine); } } } // Initialize the game initializeBoard(); fillBoard(); createGridLines(); // Add game update loop for continuous animations game.update = function () { // Update scrolling backgrounds updateBackgrounds(); // Add gentle rotation animation to all gems for (var x = 0; x < GRID_SIZE_X; x++) { for (var y = 0; y < GRID_SIZE_Y; y++) { var gem = gameBoard[x][y]; if (gem && !gem.isAnimating && !gem.rotationStarted) { // Create gentle rotation effect gem.rotationStarted = true; var delay = (x + y) * 30; // Stagger the rotation animation LK.setTimeout(function (currentGem) { return function () { function createRotation() { if (currentGem.parent && !currentGem.isAnimating) { var currentRotation = currentGem.rotation || 0; tween(currentGem, { rotation: currentRotation + Math.PI * 2 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { if (currentGem.parent && !currentGem.isAnimating) { createRotation(); // Continue rotating } } }); } } createRotation(); }; }(gem), delay); } } } }; // Start countdown timer gameTimer = LK.setInterval(function () { remainingTime--; updateTimer(); // Check if time is running out (last 30 seconds) - flash timer red if (remainingTime <= 30 && remainingTime > 0) { tween(timerTxt, { tint: 0xff0000 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(timerTxt, { tint: 0x000000 }, { duration: 500, easing: tween.easeInOut }); } }); } // Game over when time runs out if (remainingTime <= 0) { LK.clearInterval(gameTimer); LK.showGameOver(); } }, 1000); // Update every 1000ms (1 second) // Create logo in top-left corner var logo = LK.getAsset('gemRed', { anchorX: 0, anchorY: 0, scaleX: 1.0, scaleY: 1.0 }); logo.x = 120; logo.y = 50; logo.zIndex = 10; LK.gui.topLeft.addChild(logo); // Add logo glow effect tween(logo, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(logo, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, easing: tween.easeInOut }); } }); // Start background music LK.playMusic('background'); // Initialize timer display updateTimer(); // Initial match clearing LK.setTimeout(function () { var matches = findAllMatches(); if (matches.length > 0) { clearMatches(matches); } }, 100);
===================================================================
--- original.js
+++ change.js
@@ -1500,14 +1500,32 @@
// Create logo in top-left corner
var logo = LK.getAsset('gemRed', {
anchorX: 0,
anchorY: 0,
- scaleX: 0.8,
- scaleY: 0.8
+ scaleX: 1.0,
+ scaleY: 1.0
});
-logo.x = 20;
-logo.y = 20;
+logo.x = 120;
+logo.y = 50;
+logo.zIndex = 10;
LK.gui.topLeft.addChild(logo);
+// Add logo glow effect
+tween(logo, {
+ scaleX: 1.1,
+ scaleY: 1.1
+}, {
+ duration: 1500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(logo, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 1500,
+ easing: tween.easeInOut
+ });
+ }
+});
// Start background music
LK.playMusic('background');
// Initialize timer display
updateTimer();
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