User prompt
Kaybolan gemler anında yok olmak yerine arkasında efetk bırakır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haraket imkanı kalmas ise gemlerin yerlerini otomatik değişsin rastgele olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gemler havada kalmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gemler çerçevenin önünden düşsün
User prompt
Gemler boardbgnin içinden düşsün
User prompt
Bir çerçeve ekle
User prompt
Yukarindan aşağıya düşen gemler arkaplanın arkasından düşsün
User prompt
Completely delete the jewel bomb asset too
User prompt
Bomba kalmaya devam etmesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bomba patladığı Zaman ortadan yok olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bomba her hangi gemle yer değiştirse patlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bomba 1 kere haraket ettirmek yeterli patlaması için ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bomba haraket ettirince 5x5 yer patlatsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bomba yalnızca gemler 5 adet yanyana geldiği zaman ortaya çıksın ama oyuncu onu haraket ettirmesse patlamasin ettirdiği zaman işlev görsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bombalar sadece gemler 5 tane yanyana veya dikey şekilde olursa 3 sırada bomba görünsün ama oyuncu bombayı haraket ettirmeden patlamasin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bomba patladığı Zaman dikey ve yata şekilde 5x5 gemleri yok etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ekranı aşağıya doğru indirelim ve büyütelim
User prompt
Daha fazla belirginleşir daha fazla görünsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuna bir gem daha ekleyelim bomba görüntüsü oluşsun ve bu bomba görüntüsü ancak 5 gem birleştiği zaman çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gemlerin renk tonunu açık yap ve matlaştır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: bounceGem is not a function' in or related to this line: 'bounceGem(bounceGem);' Line Number: 413 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Daha fazla efetk olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gemlerin renklerini hafif solgun yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Genler yok olduklarında bir patlama efekti ekle partikül olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Eğer eşleştirme olduysa kaybolan gemleri yukarindan aşağıya düşür ve yenilerini getir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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', 'gemBomb']; var assetName = gemType === 6 ? 'gemBomb' : gemAssets[gemType]; var gemGraphics = self.attachAsset(assetName, { 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 () { if (self.parent) { self.parent.removeChild(self); } }; 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 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 = 8; var CELL_SIZE = 240; var BOARD_OFFSET_X = (2048 - GRID_SIZE * CELL_SIZE) / 2; var BOARD_OFFSET_Y = 400; var gameBoard = []; var selectedGem = null; var draggedGem = null; var dragStartPos = null; var isDragging = false; var isSwapping = false; var score = 0; var comboMultiplier = 1; // 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); } } // Explode bomb in 5x5 cross pattern function explodeBomb(bombGridX, bombGridY) { var gemsToDestroy = []; // Add center gem (bomb itself) - this ensures the bomb is destroyed if (gameBoard[bombGridX][bombGridY]) { gemsToDestroy.push(gameBoard[bombGridX][bombGridY]); // Immediately clear the bomb from the board gameBoard[bombGridX][bombGridY] = null; } // Add horizontal line (5 gems total including center) for (var dx = -2; dx <= 2; dx++) { var x = bombGridX + dx; if (x >= 0 && x < GRID_SIZE && x !== bombGridX) { if (gameBoard[x][bombGridY]) { gemsToDestroy.push(gameBoard[x][bombGridY]); } } } // Add vertical line (5 gems total including center, but center already added) for (var dy = -2; dy <= 2; dy++) { var y = bombGridY + dy; if (y >= 0 && y < GRID_SIZE && y !== bombGridY) { if (gameBoard[bombGridX][y]) { gemsToDestroy.push(gameBoard[bombGridX][y]); } } } // Remove duplicates and destroy gems var uniqueGems = []; for (var i = 0; i < gemsToDestroy.length; i++) { var gem = gemsToDestroy[i]; var found = false; for (var j = 0; j < uniqueGems.length; j++) { if (uniqueGems[j] === gem) { found = true; break; } } if (!found) { uniqueGems.push(gem); } } return uniqueGems; } // Create board background var boardBg = game.attachAsset('boardBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: BOARD_OFFSET_Y + GRID_SIZE * CELL_SIZE / 2 }); // Create score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; // Initialize empty board function initializeBoard() { gameBoard = []; for (var x = 0; x < GRID_SIZE; x++) { gameBoard[x] = []; for (var y = 0; y < GRID_SIZE; y++) { gameBoard[x][y] = null; } } } // Fill board with random gems function fillBoard() { for (var x = 0; x < GRID_SIZE; x++) { for (var y = 0; y < GRID_SIZE; y++) { if (!gameBoard[x][y]) { // Only create regular gems (no bombs) 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; 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 + 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 = Math.floor((worldY - BOARD_OFFSET_Y) / CELL_SIZE); if (gridX < 0 || gridX >= GRID_SIZE || gridY < 0 || gridY >= GRID_SIZE) { 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 function checkMatches(startX, startY) { var gem = gameBoard[startX][startY]; if (!gem) return []; var matches = []; var gemType = gem.gemType; // Check horizontal matches var horizontalMatches = [gem]; // Check left for (var x = startX - 1; x >= 0; x--) { if (gameBoard[x][startY] && gameBoard[x][startY].gemType === gemType) { horizontalMatches.unshift(gameBoard[x][startY]); } else { break; } } // Check right for (var x = startX + 1; x < GRID_SIZE; x++) { if (gameBoard[x][startY] && gameBoard[x][startY].gemType === gemType) { horizontalMatches.push(gameBoard[x][startY]); } else { break; } } if (horizontalMatches.length >= 3) { matches = matches.concat(horizontalMatches); } // Check vertical matches var verticalMatches = [gem]; // Check up for (var y = startY - 1; y >= 0; y--) { if (gameBoard[startX][y] && gameBoard[startX][y].gemType === gemType) { verticalMatches.unshift(gameBoard[startX][y]); } else { break; } } // Check down for (var y = startY + 1; y < GRID_SIZE; y++) { if (gameBoard[startX][y] && gameBoard[startX][y].gemType === gemType) { verticalMatches.push(gameBoard[startX][y]); } else { break; } } if (verticalMatches.length >= 3) { matches = matches.concat(verticalMatches); } // Remove duplicates var uniqueMatches = []; for (var i = 0; i < matches.length; i++) { var found = false; for (var j = 0; j < uniqueMatches.length; j++) { if (matches[i] === uniqueMatches[j]) { found = true; break; } } if (!found) { uniqueMatches.push(matches[i]); } } return uniqueMatches; } // Find all matches on the board function findAllMatches() { var allMatches = []; var processedGems = []; for (var x = 0; x < GRID_SIZE; x++) { for (var y = 0; y < GRID_SIZE; 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; } // Create bomb at specified position function createBombAt(gridX, gridY) { if (gameBoard[gridX][gridY]) { gameBoard[gridX][gridY].destroy(); } var bomb = new Gem(6, gridX, gridY); var worldPos = gridToWorld(gridX, gridY); bomb.x = worldPos.x; bomb.y = worldPos.y; gameBoard[gridX][gridY] = bomb; game.addChild(bomb); } // Clear matched gems function clearMatches(matches, playerMovedBomb) { if (matches.length === 0) return; LK.getSound('match').play(); var allGemsToDestroy = []; var bombExploded = false; var bombCreated = false; // First pass: collect all gems to destroy (including bomb explosions) for (var i = 0; i < matches.length; i++) { var gem = matches[i]; if (gem.gemType === 6) { // This is a bomb - always explode it when it's in a match bombExploded = true; var bombTargets = explodeBomb(gem.gridX, gem.gridY); for (var j = 0; j < bombTargets.length; j++) { allGemsToDestroy.push(bombTargets[j]); } } else { allGemsToDestroy.push(gem); } } // Check if we should create a bomb (5 or more gems matched) if (matches.length >= 5 && !bombCreated) { // Create bomb at the position of the first matched gem var firstGem = matches[0]; bombCreated = true; // We'll create the bomb after clearing the matches } // Remove duplicates var uniqueGems = []; for (var i = 0; i < allGemsToDestroy.length; i++) { var gem = allGemsToDestroy[i]; var found = false; for (var j = 0; j < uniqueGems.length; j++) { if (uniqueGems[j] === gem) { found = true; break; } } if (!found) { uniqueGems.push(gem); } } // Calculate score and destroy gems var points = uniqueGems.length * 10 * comboMultiplier; if (bombExploded) { points *= 2; // Double points for bomb explosions } score += points; scoreTxt.setText('Score: ' + score); var bombPosition = null; if (bombCreated && matches.length >= 5) { // Store the position where we'll create the bomb bombPosition = { x: matches[0].gridX, y: matches[0].gridY }; } for (var i = 0; i < uniqueGems.length; i++) { var gem = uniqueGems[i]; // Create explosion effect at gem position createExplosion(gem.x, gem.y, gem.gemType); gameBoard[gem.gridX][gem.gridY] = null; gem.destroy(); } // Create bomb if needed if (bombPosition) { LK.setTimeout(function () { createBombAt(bombPosition.x, bombPosition.y); }, 100); } // After clearing gems, apply gravity and fill empty spaces LK.setTimeout(function () { var moved = applyGravity(); 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; isSwapping = false; } }, 500); }, 200); } // Apply gravity to make gems fall function applyGravity() { var moved = false; for (var x = 0; x < GRID_SIZE; x++) { for (var y = GRID_SIZE - 1; y >= 0; y--) { if (!gameBoard[x][y]) { // Find gem above to fall down for (var searchY = y - 1; searchY >= 0; searchY--) { if (gameBoard[x][searchY]) { var gem = gameBoard[x][searchY]; gameBoard[x][y] = gem; gameBoard[x][searchY] = null; gem.setGridPosition(x, y); var worldPos = gridToWorld(x, y); gem.animateToPosition(worldPos.x, worldPos.y, 300); moved = true; break; } } } } } return moved; } // Fill empty spaces with new gems function fillEmptySpaces() { for (var x = 0; x < GRID_SIZE; x++) { for (var y = 0; y < GRID_SIZE; y++) { if (!gameBoard[x][y]) { // Only create regular gems (no bombs) 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 - GRID_SIZE * CELL_SIZE; gameBoard[x][y] = gem; game.addChild(gem); gem.animateToPosition(worldPos.x, worldPos.y, 400); } } } } // 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 () { // Check if either gem is a bomb - if so, explode it immediately var bombToExplode = null; if (gem1.gemType === 6) { bombToExplode = gem1; } else if (gem2.gemType === 6) { bombToExplode = gem2; } if (bombToExplode) { // Bomb was swapped - explode it immediately LK.getSound('swap').play(); var bombTargets = explodeBomb(bombToExplode.gridX, bombToExplode.gridY); clearMatches(bombTargets, bombToExplode); } else { // No bomb involved - check for regular matches var matches = findAllMatches(); if (matches.length > 0) { // Valid swap - play sound and process matches LK.getSound('swap').play(); clearMatches(matches); } else { // Invalid move - animate back to original positions 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 - 1, draggedGem.gridX + 1); } else { targetGridX = Math.max(0, draggedGem.gridX - 1); } } else { // Vertical drag if (dragDeltaY > 0) { targetGridY = Math.min(GRID_SIZE - 1, draggedGem.gridY + 1); } else { targetGridY = Math.max(0, 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; }; // Initialize the game initializeBoard(); fillBoard(); // Initial match clearing LK.setTimeout(function () { var matches = findAllMatches(); if (matches.length > 0) { clearMatches(matches); } }, 100); ;
===================================================================
--- original.js
+++ change.js
@@ -136,8 +136,10 @@
var gemsToDestroy = [];
// Add center gem (bomb itself) - this ensures the bomb is destroyed
if (gameBoard[bombGridX][bombGridY]) {
gemsToDestroy.push(gameBoard[bombGridX][bombGridY]);
+ // Immediately clear the bomb from the board
+ gameBoard[bombGridX][bombGridY] = null;
}
// Add horizontal line (5 gems total including center)
for (var dx = -2; dx <= 2; dx++) {
var x = bombGridX + dx;
İcersi boş
Rengi acık mavi gökyüzümsü olsun küçük bulutlar olsun
Alev spiral parçacık. In-Game asset. 2d. High contrast. No shadows
Su damlası patlama parçacık. In-Game asset. 2d. High contrast. No shadows
Karadelik vortex parçacık spiral. In-Game asset. 2d. High contrast. No shadows
Yeşil yaprak süzülen. In-Game asset. 2d. High contrast. No shadows
Yıldız patlama parlak. In-Game asset. 2d. High contrast. No shadows
Lav topu erimiş. In-Game asset. 2d. High contrast. No shadows
Yukarıdan aşağıya sonsuz döngü olucak şekilde
Çerçevesinde alev parçacıklari olsun ve çerçeve rengi içindeki alev renklerine uygun grandyan olsun
Bunun su olan versiyonunu yap
Arkaplanın rengini yeşil grandyan yap
Renkleri hafif kahverengi hafif siyah ve koyu olsun
Bunun güneş versiyonunu yap ve icersindeki alev görseli yerine güneş versiyonu olsun
Çerçevesi yuvarlak olsun ve orta kısmı boş olmasın
Havai fişek döngü spiral renkli. In-Game asset. 2d. High contrast. No shadows
Health bar, grandyan, green,. In-Game asset. 2d. High contrast. No shadows
Hiç birşeye dokunma sadece yeşil olan kısımları kırmızı ile yer değiştir