/**** * Classes ****/ // Board class to manage the candy grid var Board = Container.expand(function () { var self = Container.call(this); self.grid = []; self.rows = 8; self.cols = 8; self.candySize = 100; // Assuming each candy is 100x100 // Initialize the board with candies self.init = function () { for (var row = 0; row < self.rows; row++) { self.grid[row] = []; for (var col = 0; col < self.cols; col++) { var candy = new Candy(); candy.x = col * self.candySize; candy.y = row * self.candySize; self.grid[row][col] = candy; self.addChild(candy); } } }; // Check for matches and remove them self.checkMatches = function () { // Logic to check for matches and remove candies }; // Swap two candies self.swapCandies = function (candy1, candy2) { // Logic to swap candies }; // Initialize the board self.init(); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Candy class representing each candy piece var Candy = Container.expand(function () { var self = Container.call(this); // Attach a circular candy asset var candyGraphics = self.attachAsset('candy', { anchorX: 0.5, anchorY: 0.5 }); // Set initial properties self.type = Math.floor(Math.random() * 5); // Random candy type self.update = function () { // Update logic for candy if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create a new board and add it to the game var board = new Board(); board.x = (2048 - board.cols * board.candySize) / 2; // Center the board horizontally board.y = (2732 - board.rows * board.candySize) / 2; // Center the board vertically game.addChild(board); // Handle touch events for swapping candies var selectedCandy = null; game.down = function (x, y, obj) { var localPos = game.toLocal(obj.global); var col = Math.floor(localPos.x / board.candySize); var row = Math.floor(localPos.y / board.candySize); if (row >= 0 && row < board.rows && col >= 0 && col < board.cols) { if (selectedCandy) { board.swapCandies(selectedCandy, board.grid[row][col]); selectedCandy = null; } else { selectedCandy = board.grid[row][col]; } } }; // Update game logic game.update = function () { board.checkMatches(); };
/****
* Classes
****/
// Board class to manage the candy grid
var Board = Container.expand(function () {
var self = Container.call(this);
self.grid = [];
self.rows = 8;
self.cols = 8;
self.candySize = 100; // Assuming each candy is 100x100
// Initialize the board with candies
self.init = function () {
for (var row = 0; row < self.rows; row++) {
self.grid[row] = [];
for (var col = 0; col < self.cols; col++) {
var candy = new Candy();
candy.x = col * self.candySize;
candy.y = row * self.candySize;
self.grid[row][col] = candy;
self.addChild(candy);
}
}
};
// Check for matches and remove them
self.checkMatches = function () {
// Logic to check for matches and remove candies
};
// Swap two candies
self.swapCandies = function (candy1, candy2) {
// Logic to swap candies
};
// Initialize the board
self.init();
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Candy class representing each candy piece
var Candy = Container.expand(function () {
var self = Container.call(this);
// Attach a circular candy asset
var candyGraphics = self.attachAsset('candy', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial properties
self.type = Math.floor(Math.random() * 5); // Random candy type
self.update = function () {
// Update logic for candy if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Create a new board and add it to the game
var board = new Board();
board.x = (2048 - board.cols * board.candySize) / 2; // Center the board horizontally
board.y = (2732 - board.rows * board.candySize) / 2; // Center the board vertically
game.addChild(board);
// Handle touch events for swapping candies
var selectedCandy = null;
game.down = function (x, y, obj) {
var localPos = game.toLocal(obj.global);
var col = Math.floor(localPos.x / board.candySize);
var row = Math.floor(localPos.y / board.candySize);
if (row >= 0 && row < board.rows && col >= 0 && col < board.cols) {
if (selectedCandy) {
board.swapCandies(selectedCandy, board.grid[row][col]);
selectedCandy = null;
} else {
selectedCandy = board.grid[row][col];
}
}
};
// Update game logic
game.update = function () {
board.checkMatches();
};