User prompt
ana menüdeki dil değiştirdiğimiz butonu kaldır çabuk
User prompt
ana menüdeki how to playin altına bide dil butonu ekliyelim türkçe dil olsun ingilizce olsun ispanyolca olsun arapça olsun ve japonca olsun bu dillerin yazıları yine ing olsun
User prompt
oyun değiştiya nasıl oynanır kısmını da değiştir
User prompt
bence birbirine değen ne kadar top varsa hepsi patlasın (min 3 olması lazım yine) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
butona tıklandığında şekerler gitmiyor
User prompt
butonu ekranın aynı hizada sağ tarafına alsak
User prompt
bir buton eklesek tekrar ana menüye dönmek içi üç çizgili bir şekilde şeker temalı aynı ana menüdeki gibi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yine aynısı oldu
User prompt
oyuna girdiğimde nasıl oynanır butonunun olduğu konuma tıkladığımda iç içe giriyor
User prompt
ana menü ile şekerler iç içe girdi buglandı sorunu düzelt
User prompt
Please fix the bug: 'self.insertChildAt is not a function' in or related to this line: 'self.insertChildAt(titleShadow, self.getChildIndex(titleText));' Line Number: 288
User prompt
ana menüyü biraz daha havalı yap ve geliştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ana menü yap başlatma butonu oyunun adı animasyonlu bir şekilde çıksın ve başlatma butonunun yanına birde nasıl oynanır butonu ekle ve nasıl oynandığını yaz ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ana menü yap başlatma butonu oyunun adı animasyonlu bir şekilde çıksın ve başlatma butonunun yanına birde nasıl oynanır butonu ekle ve nasıl oynandığını yaz ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ingilizce yap tüm yazıları ve ana menü yap seviyeyi kaldır hamleyi kaldır sonsuz olsun oyun
User prompt
- **Taş Efekti**: Güçlü kombinasyonlarda ekranın sallanması ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
- **Skor Animasyonu**: Puan artışı sırasında sayıların yükselmesi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
- **Combo Yazıları**: "Great!", "Awesome!", "Fantastic!" gibi yazılar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
- **Partikül Efektleri**: Şekerler patlarken renkli partikül saçılması ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
images daki backgroundu arka plan yap
User prompt
arka plandaki o morluğu değiştirsek nasıl olur onun yerine candy crush oyunundaki arka plan olsun
User prompt
neyse sonuncu yaptığımızı kaldır
User prompt
belli bir hamle olsun o hamleye kadar patlatamazsak bitsin
User prompt
bomba ile ilgili herşeyi sil
User prompt
bomba ekle aynı candy crushtaki gibi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Candy = Container.expand(function (type) { var self = Container.call(this); self.candyType = type || 1; self.gridX = 0; self.gridY = 0; self.isAnimating = false; self.isMatched = false; var candyGraphics = self.attachAsset('candy' + self.candyType, { anchorX: 0.5, anchorY: 0.5 }); self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = GRID_START_X + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = GRID_START_Y + gridY * CELL_SIZE + CELL_SIZE / 2; }; self.animateToPosition = function (targetX, targetY, callback) { self.isAnimating = true; tween(self, { x: targetX, y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.isAnimating = false; if (callback) callback(); } }); }; self.animateFall = function (newGridY, callback) { var targetY = GRID_START_Y + newGridY * CELL_SIZE + CELL_SIZE / 2; self.gridY = newGridY; self.animateToPosition(self.x, targetY, callback); }; self.markForRemoval = function () { self.isMatched = true; tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 200, easing: tween.easeIn }); }; return self; }); var ComboText = Container.expand(function (message, x, y, color) { var self = Container.call(this); self.x = x; self.y = y; var comboTextDisplay = new Text2(message, { size: 120, fill: color || 0xFFFFFF }); comboTextDisplay.anchor.set(0.5, 0.5); self.addChild(comboTextDisplay); // Initial state self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; // Animate in tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Hold for a moment LK.setTimeout(function () { // Animate out tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: self.y - 100 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); var index = comboTexts.indexOf(self); if (index > -1) { comboTexts.splice(index, 1); } } }); }, 800); } }); return self; }); var Particle = Container.expand(function (color, startX, startY) { var self = Container.call(this); self.x = startX; self.y = startY; self.velocityX = (Math.random() - 0.5) * 400; self.velocityY = (Math.random() - 0.5) * 400; self.gravity = 300; self.life = 1.0; self.maxLife = 1.0; var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.tint = color; particleGraphics.scaleX = Math.random() * 0.8 + 0.4; particleGraphics.scaleY = particleGraphics.scaleX; self.update = function () { self.x += self.velocityX * (1 / 60); self.y += self.velocityY * (1 / 60); self.velocityY += self.gravity * (1 / 60); self.life -= 1 / 60 * 2; var alpha = self.life / self.maxLife; self.alpha = alpha; self.scaleX = alpha * particleGraphics.scaleX; self.scaleY = alpha * particleGraphics.scaleY; if (self.life <= 0) { self.destroy(); var index = particles.indexOf(self); if (index > -1) { particles.splice(index, 1); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xff69b4 }); /**** * Game Code ****/ var GRID_SIZE = 8; var CELL_SIZE = 200; var GRID_START_X = (2048 - GRID_SIZE * CELL_SIZE) / 2; var GRID_START_Y = 400; var gameGrid = []; var candyTypes = [1, 2, 3, 4, 5, 6]; var selectedCandy = null; var isProcessing = false; var currentLevel = storage.currentLevel || 1; var movesLeft = 20; var targetScore = currentLevel * 1000; var score = 0; var animatingCandies = 0; var particles = []; var comboTexts = []; var currentCombo = 0; // Initialize grid array for (var x = 0; x < GRID_SIZE; x++) { gameGrid[x] = []; for (var y = 0; y < GRID_SIZE; y++) { gameGrid[x][y] = null; } } // UI Elements var scoreText = new Text2('Puan: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var targetText = new Text2('Hedef: ' + targetScore, { size: 60, fill: 0xFFFF99 }); targetText.anchor.set(0, 0); targetText.x = 50; targetText.y = 100; LK.gui.topLeft.addChild(targetText); var movesText = new Text2('Hamle: ' + movesLeft, { size: 60, fill: 0x99FFFF }); movesText.anchor.set(1, 0); movesText.x = -50; movesText.y = 100; LK.gui.topRight.addChild(movesText); var levelText = new Text2('Seviye ' + currentLevel, { size: 70, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); levelText.y = 100; LK.gui.top.addChild(levelText); // Create background image var backgroundImage = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); backgroundImage.x = 2048 / 2; backgroundImage.y = 2732 / 2; backgroundImage.scaleX = 2048 / backgroundImage.width; backgroundImage.scaleY = 2732 / backgroundImage.height; game.addChild(backgroundImage); // Draw grid background for (var x = 0; x < GRID_SIZE; x++) { for (var y = 0; y < GRID_SIZE; y++) { var cell = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5 }); cell.x = GRID_START_X + x * CELL_SIZE + CELL_SIZE / 2; cell.y = GRID_START_Y + y * CELL_SIZE + CELL_SIZE / 2; cell.alpha = 0.4; cell.tint = 0xffffff; game.addChild(cell); } } function getRandomCandyType() { return candyTypes[Math.floor(Math.random() * candyTypes.length)]; } function createCandy(x, y, type) { if (!type) type = getRandomCandyType(); var candy = new Candy(type); candy.setGridPosition(x, y); gameGrid[x][y] = candy; game.addChild(candy); return candy; } function initializeGrid() { for (var x = 0; x < GRID_SIZE; x++) { for (var y = 0; y < GRID_SIZE; y++) { var type; var attempts = 0; do { type = getRandomCandyType(); attempts++; } while (attempts < 10 && wouldCreateMatch(x, y, type)); createCandy(x, y, type); } } } function wouldCreateMatch(x, y, type) { var horizontalCount = 1; var verticalCount = 1; // Check horizontal for (var i = x - 1; i >= 0 && gameGrid[i][y] && gameGrid[i][y].candyType === type; i--) { horizontalCount++; } for (var i = x + 1; i < GRID_SIZE && gameGrid[i][y] && gameGrid[i][y].candyType === type; i++) { horizontalCount++; } // Check vertical for (var i = y - 1; i >= 0 && gameGrid[x][i] && gameGrid[x][i].candyType === type; i--) { verticalCount++; } for (var i = y + 1; i < GRID_SIZE && gameGrid[x][i] && gameGrid[x][i].candyType === type; i++) { verticalCount++; } return horizontalCount >= 3 || verticalCount >= 3; } function getCandyAt(worldX, worldY) { var gridX = Math.floor((worldX - GRID_START_X) / CELL_SIZE); var gridY = Math.floor((worldY - GRID_START_Y) / CELL_SIZE); if (gridX >= 0 && gridX < GRID_SIZE && gridY >= 0 && gridY < GRID_SIZE) { return gameGrid[gridX][gridY]; } return null; } function areAdjacent(candy1, candy2) { var dx = Math.abs(candy1.gridX - candy2.gridX); var dy = Math.abs(candy1.gridY - candy2.gridY); return dx === 1 && dy === 0 || dx === 0 && dy === 1; } function swapCandies(candy1, candy2) { var tempX = candy1.gridX; var tempY = candy1.gridY; var tempPosX = candy1.x; var tempPosY = candy1.y; gameGrid[candy1.gridX][candy1.gridY] = candy2; gameGrid[candy2.gridX][candy2.gridY] = candy1; candy1.gridX = candy2.gridX; candy1.gridY = candy2.gridY; candy2.gridX = tempX; candy2.gridY = tempY; animatingCandies += 2; // Play boing sound when candies are swapped LK.getSound('boing').play(); candy1.animateToPosition(candy2.x, candy2.y, function () { animatingCandies--; }); candy2.animateToPosition(tempPosX, tempPosY, function () { animatingCandies--; }); } function findMatches() { var matches = []; var marked = []; for (var x = 0; x < GRID_SIZE; x++) { marked[x] = []; for (var y = 0; y < GRID_SIZE; y++) { marked[x][y] = false; } } // Check horizontal matches for (var y = 0; y < GRID_SIZE; y++) { var count = 1; var currentType = gameGrid[0][y] ? gameGrid[0][y].candyType : null; for (var x = 1; x < GRID_SIZE; x++) { var candy = gameGrid[x][y]; if (candy && candy.candyType === currentType) { count++; } else { if (count >= 3) { for (var i = x - count; i < x; i++) { if (!marked[i][y]) { matches.push(gameGrid[i][y]); marked[i][y] = true; } } } count = 1; currentType = candy ? candy.candyType : null; } } if (count >= 3) { for (var i = GRID_SIZE - count; i < GRID_SIZE; i++) { if (!marked[i][y]) { matches.push(gameGrid[i][y]); marked[i][y] = true; } } } } // Check vertical matches for (var x = 0; x < GRID_SIZE; x++) { var count = 1; var currentType = gameGrid[x][0] ? gameGrid[x][0].candyType : null; for (var y = 1; y < GRID_SIZE; y++) { var candy = gameGrid[x][y]; if (candy && candy.candyType === currentType) { count++; } else { if (count >= 3) { for (var i = y - count; i < y; i++) { if (!marked[x][i]) { matches.push(gameGrid[x][i]); marked[x][i] = true; } } } count = 1; currentType = candy ? candy.candyType : null; } } if (count >= 3) { for (var i = GRID_SIZE - count; i < GRID_SIZE; i++) { if (!marked[x][i]) { matches.push(gameGrid[x][i]); marked[x][i] = true; } } } } return matches; } function removeMatches(matches) { if (matches.length === 0) return; LK.getSound('match').play(); for (var i = 0; i < matches.length; i++) { var candy = matches[i]; // Create particle explosion for each candy var candyColors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0xf9ca24, 0xf0932b, 0xeb4d4b]; var particleColor = candyColors[candy.candyType - 1] || 0xffffff; // Create 8-12 particles per candy var particleCount = Math.floor(Math.random() * 5) + 8; for (var p = 0; p < particleCount; p++) { var particle = new Particle(particleColor, candy.x, candy.y); particles.push(particle); game.addChild(particle); } candy.markForRemoval(); gameGrid[candy.gridX][candy.gridY] = null; // Update score with animation var oldScore = score; score += 100; if (matches.length > 3) { score += (matches.length - 3) * 50; } // Animate score increase var scoreIncrease = score - oldScore; var tempScore = oldScore; tween({ score: tempScore }, { score: score }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { scoreText.setText('Puan: ' + score); } }); // Update score display during animation var scoreAnimationTimer = LK.setInterval(function () { tempScore += scoreIncrease / 30; // 30 steps over 500ms if (tempScore >= score) { tempScore = score; LK.clearInterval(scoreAnimationTimer); } scoreText.setText('Puan: ' + Math.floor(tempScore)); }, 16); // ~60fps // Increment combo counter currentCombo++; // Show combo text based on match size and combo count var comboMessage = ""; var comboColor = 0xFFFFFF; if (matches.length >= 5) { comboMessage = "Fantastic!"; comboColor = 0xFF6B6B; // Screen shake for 5+ matches var shakeIntensity = 15; var originalX = game.x; var originalY = game.y; tween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity, y: originalY - shakeIntensity * 0.5 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalX + shakeIntensity * 0.5, y: originalY + shakeIntensity }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: 50 }); } }); } }); } }); } else if (matches.length >= 4) { comboMessage = "Awesome!"; comboColor = 0x4ECDC4; // Screen shake for 4+ matches var shakeIntensity = 10; var originalX = game.x; var originalY = game.y; tween(game, { x: originalX + shakeIntensity, y: originalY }, { duration: 75, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity, y: originalY }, { duration: 75, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: 75 }); } }); } }); } else if (currentCombo >= 3) { comboMessage = "Great Combo!"; comboColor = 0xF9CA24; // Light screen shake for combo var shakeIntensity = 5; var originalX = game.x; var originalY = game.y; tween(game, { x: originalX + shakeIntensity }, { duration: 100, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity }, { duration: 100, onFinish: function onFinish() { tween(game, { x: originalX }, { duration: 100 }); } }); } }); } else if (currentCombo >= 2) { comboMessage = "Great!"; comboColor = 0x45B7D1; } if (comboMessage !== "") { var comboX = 2048 / 2; var comboY = GRID_START_Y + GRID_SIZE * CELL_SIZE / 2; var comboText = new ComboText(comboMessage, comboX, comboY, comboColor); comboTexts.push(comboText); game.addChild(comboText); } } // Remove candies after animation LK.setTimeout(function () { for (var i = 0; i < matches.length; i++) { matches[i].destroy(); } applyGravity(); }, 250); } function applyGravity() { var needsGravity = false; // Apply gravity physics - make candies fall to fill empty spaces for (var x = 0; x < GRID_SIZE; x++) { // Collect all candies in this column that are not null var candiesInColumn = []; for (var y = 0; y < GRID_SIZE; y++) { if (gameGrid[x][y] !== null) { candiesInColumn.push({ candy: gameGrid[x][y], originalY: y }); } gameGrid[x][y] = null; // Clear the column } // Place candies back starting from bottom var newY = GRID_SIZE - 1; for (var i = candiesInColumn.length - 1; i >= 0; i--) { var candyData = candiesInColumn[i]; var candy = candyData.candy; var originalY = candyData.originalY; gameGrid[x][newY] = candy; // Immediately update grid position to prevent overlaps candy.gridX = x; candy.gridY = newY; // Check if candy needs to fall if (newY !== originalY) { var targetY = GRID_START_Y + newY * CELL_SIZE + CELL_SIZE / 2; candy.isAnimating = true; animatingCandies++; tween(candy, { y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { candy.isAnimating = false; animatingCandies--; } }); needsGravity = true; } else { // Ensure position is correct even if not animating candy.x = GRID_START_X + x * CELL_SIZE + CELL_SIZE / 2; candy.y = GRID_START_Y + newY * CELL_SIZE + CELL_SIZE / 2; } newY--; } // Fill remaining empty spaces at top with new candies for (var y = 0; y < GRID_SIZE; y++) { if (gameGrid[x][y] === null) { var newCandy = createCandy(x, y, getRandomCandyType()); newCandy.y = GRID_START_Y - CELL_SIZE + CELL_SIZE / 2; newCandy.isAnimating = true; animatingCandies++; var targetY = GRID_START_Y + y * CELL_SIZE + CELL_SIZE / 2; tween(newCandy, { y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { newCandy.isAnimating = false; animatingCandies--; } }); needsGravity = true; } } } if (needsGravity) { LK.getSound('cascade').play(); LK.setTimeout(function () { checkForNewMatches(); }, 400); } } function checkForNewMatches() { if (animatingCandies > 0) { LK.setTimeout(checkForNewMatches, 100); return; } var matches = findMatches(); if (matches.length > 0) { removeMatches(matches); } else { isProcessing = false; currentCombo = 0; // Reset combo counter when no more matches } } function checkGameState() { if (score >= targetScore) { currentLevel++; storage.currentLevel = currentLevel; LK.getSound('yeaahh').play(); LK.showYouWin(); } else if (movesLeft <= 0) { LK.showGameOver(); } } function processMove(candy1, candy2) { if (isProcessing || !candy1 || !candy2 || candy1 === candy2) return false; if (!areAdjacent(candy1, candy2)) return false; isProcessing = true; movesLeft--; movesText.setText('Hamle: ' + movesLeft); // Temporarily swap to check for matches var tempX1 = candy1.gridX, tempY1 = candy1.gridY; var tempX2 = candy2.gridX, tempY2 = candy2.gridY; gameGrid[tempX1][tempY1] = candy2; gameGrid[tempX2][tempY2] = candy1; candy1.gridX = tempX2; candy1.gridY = tempY2; candy2.gridX = tempX1; candy2.gridY = tempY1; var matches = findMatches(); if (matches.length > 0) { // Valid move - perform the swap animation swapCandies(candy2, candy1); // Swap back positions for animation LK.setTimeout(function () { removeMatches(matches); }, 350); } else { // Invalid move - revert gameGrid[tempX1][tempY1] = candy1; gameGrid[tempX2][tempY2] = candy2; candy1.gridX = tempX1; candy1.gridY = tempY1; candy2.gridX = tempX2; candy2.gridY = tempY2; // Animate back to original positions swapCandies(candy1, candy2); LK.setTimeout(function () { isProcessing = false; }, 350); movesLeft++; // Give back the move movesText.setText('Hamle: ' + movesLeft); } return true; } game.down = function (x, y, obj) { if (isProcessing) return; var candy = getCandyAt(x, y); if (!candy) return; if (selectedCandy) { if (selectedCandy === candy) { // Deselect tween(selectedCandy, { scaleX: 1, scaleY: 1 }, { duration: 150 }); selectedCandy = null; } else { // Try to make move var success = processMove(selectedCandy, candy); if (success) { tween(selectedCandy, { scaleX: 1, scaleY: 1 }, { duration: 150 }); selectedCandy = null; } } } else { // Select candy selectedCandy = candy; tween(candy, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150 }); } }; // Create coffee cup below the grid var coffee = LK.getAsset('coffee', { anchorX: 0.5, anchorY: 0.5 }); coffee.x = 2048 / 2; coffee.y = GRID_START_Y + GRID_SIZE * CELL_SIZE + 150; game.addChild(coffee); // Coffee click handler coffee.down = function (x, y, obj) { // Play coffee sound LK.getSound('coffee').play(); // Shake animation tween(coffee, { x: coffee.x + 10 }, { duration: 50, onFinish: function onFinish() { tween(coffee, { x: coffee.x - 20 }, { duration: 50, onFinish: function onFinish() { tween(coffee, { x: coffee.x + 10 }, { duration: 50 }); } }); } }); }; // Start background music LK.playMusic('rahat'); // Initialize the game initializeGrid(); game.update = function () { // Update particles for (var i = particles.length - 1; i >= 0; i--) { particles[i].update(); } // Combo texts are automatically managed by their own animations // No manual update needed as they self-destruct // Background is now static image - no animation needed // Continuously check for physics updates when not processing moves if (!isProcessing && animatingCandies === 0) { // Check if any candies need to fall due to physics var needsPhysicsUpdate = false; for (var x = 0; x < GRID_SIZE && !needsPhysicsUpdate; x++) { // Check entire column from bottom to top for any candy that should fall for (var y = GRID_SIZE - 1; y >= 0; y--) { if (gameGrid[x][y] === null) { // Found empty space, check if there's a candy above it for (var checkY = y - 1; checkY >= 0; checkY--) { if (gameGrid[x][checkY] !== null) { needsPhysicsUpdate = true; break; } } if (needsPhysicsUpdate) break; } } } if (needsPhysicsUpdate) { applyGravity(); } } };
===================================================================
--- original.js
+++ change.js
@@ -427,14 +427,97 @@
var comboColor = 0xFFFFFF;
if (matches.length >= 5) {
comboMessage = "Fantastic!";
comboColor = 0xFF6B6B;
+ // Screen shake for 5+ matches
+ var shakeIntensity = 15;
+ var originalX = game.x;
+ var originalY = game.y;
+ tween(game, {
+ x: originalX + shakeIntensity,
+ y: originalY + shakeIntensity * 0.5
+ }, {
+ duration: 50,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX - shakeIntensity,
+ y: originalY - shakeIntensity * 0.5
+ }, {
+ duration: 50,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX + shakeIntensity * 0.5,
+ y: originalY + shakeIntensity
+ }, {
+ duration: 50,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX,
+ y: originalY
+ }, {
+ duration: 50
+ });
+ }
+ });
+ }
+ });
+ }
+ });
} else if (matches.length >= 4) {
comboMessage = "Awesome!";
comboColor = 0x4ECDC4;
+ // Screen shake for 4+ matches
+ var shakeIntensity = 10;
+ var originalX = game.x;
+ var originalY = game.y;
+ tween(game, {
+ x: originalX + shakeIntensity,
+ y: originalY
+ }, {
+ duration: 75,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX - shakeIntensity,
+ y: originalY
+ }, {
+ duration: 75,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX,
+ y: originalY
+ }, {
+ duration: 75
+ });
+ }
+ });
+ }
+ });
} else if (currentCombo >= 3) {
comboMessage = "Great Combo!";
comboColor = 0xF9CA24;
+ // Light screen shake for combo
+ var shakeIntensity = 5;
+ var originalX = game.x;
+ var originalY = game.y;
+ tween(game, {
+ x: originalX + shakeIntensity
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX - shakeIntensity
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: originalX
+ }, {
+ duration: 100
+ });
+ }
+ });
+ }
+ });
} else if (currentCombo >= 2) {
comboMessage = "Great!";
comboColor = 0x45B7D1;
}
gerçekçi bir şeker. yuvarlak bir şeker ve kırmızı renk. In-Game asset. 2d. High contrast. No shadows
gerçekçi bir şeker. yuvarlak bir şeker ve pembe renk.. In-Game asset. 2d. High contrast. No shadows
gerçekçi bir şeker. yuvarlak bir şeker ve koyu mavi renk. aynı candy2 deki gibi In-Game asset. 2d. High contrast. No shadows
gerçekçi bir şeker. yuvarlak bir şeker ve sarı renk. aynı candy2 deki gibi olsun. In-Game asset. 2d. High contrast. No shadows
gerçekçi bir şeker. yuvarlak bir şeker ve kahverengi renk. aynı candy2 deki gibi olsun. In-Game asset. 2d. High contrast. No shadows
gerçekçi bir şeker. yuvarlak bir şeker ve yeşil renk. aynı candy2 deki gibi olsun. In-Game asset. 2d. High contrast. No shadows
a coffee. In-Game asset. 2d. High contrast. No shadows
Bir satırda oyundaki tüm şekerler yan yana dizilsin. In-Game asset. 2d. High contrast. No shadows
Yuvarlak bir şeker ve üstünde ona ucu değen sağ üstte bir kalem. In-Game asset. 2d. High contrast. No shadows