User prompt
6x12
User prompt
Showing new gems coming from the top of the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Biraz daha
User prompt
Birazcık daha
User prompt
Biraz daha taşı
User prompt
Boardbg nin konumunu alt kısma taşı
User prompt
Yeni gelen gemsler boardframe katmanın arkasındaki katmandan gelmesini sağla
User prompt
Yeni gelen gemsleri katmanını boardbg katmanindan gelsin
User prompt
Katman 2
User prompt
Yeni oluşturulan gems i katman 3 taşı
User prompt
Katman sırasını düzenle kahverengi arka plan 1 katman boardbg 2 katman boardframe 3 katman oyun 4 katman olsun
User prompt
Aralıkları aç
User prompt
6x6
User prompt
Az daha aç
User prompt
Aralıkları biraz ač
User prompt
8x8
User prompt
6x6
User prompt
Oyunu 10x10 yap
User prompt
Oyundaki gemlerin arasını sıkılaştır biraz ve oyun ekranını hafif büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
A1 oyundan varlığını sil
User prompt
A1 C1 katman sırası değiştir
User prompt
Kahverengi arkaplan için bir asset oluştur
User prompt
Oyunu ekranın ortasına taşı
User prompt
A1 ve C1 konumunu ekranın tam ortasına taşı
User prompt
Yaptığımı geri al
/**** * 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']; 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 () { // 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); } } }); }; 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 = 6; var CELL_SIZE = 120; var BOARD_OFFSET_X = (2048 - GRID_SIZE * CELL_SIZE) / 2; var BOARD_OFFSET_Y = (2732 - GRID_SIZE * CELL_SIZE) / 2; var gameBoard = []; var selectedGem = null; var draggedGem = null; var dragStartPos = null; var isDragging = false; var isSwapping = false; var score = 0; var comboMultiplier = 1; // Create brown background var brownBg = game.attachAsset('brownBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); brownBg.zIndex = 0; // 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 board frame var C1 = game.attachAsset('boardFrame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); C1.zIndex = 2; // Create board background var A1 = game.attachAsset('boardBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); A1.zIndex = 1; // 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]) { 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; } // Clear matched gems function clearMatches(matches) { if (matches.length === 0) return; LK.getSound('match').play(); var points = matches.length * 10 * comboMultiplier; score += points; scoreTxt.setText('SCORE: ' + score); 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; isSwapping = false; } }, 500); } } applyGravityRepeatedly(); }, 200); } // Apply gravity to make gems fall function applyGravity() { var moved = false; for (var x = 0; x < GRID_SIZE; x++) { // Process each column from bottom to top var writeIndex = GRID_SIZE - 1; for (var y = GRID_SIZE - 1; y >= 0; y--) { if (gameBoard[x][y]) { // If gem is not at the write position, move it down 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++) { for (var y = 0; y < GRID_SIZE; 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 - 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 () { 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(); // Start background music LK.playMusic('background'); // Initial match clearing LK.setTimeout(function () { var matches = findAllMatches(); if (matches.length > 0) { clearMatches(matches); } }, 100); ;
===================================================================
--- original.js
+++ change.js
@@ -155,17 +155,17 @@
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
-C1.zIndex = 1;
+C1.zIndex = 2;
// Create board background
var A1 = game.attachAsset('boardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
-A1.zIndex = 2;
+A1.zIndex = 1;
// Create score display
var scoreTxt = new Text2('SCORE: 0', {
size: 60,
fill: 0xFFFFFF
İcersi boş
Rengi acık mavi gökyüzümsü olsun küçük bulutlar olsun
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Yeşil yaprak süzülen. In-Game asset. 2d. High contrast. No shadows
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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
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Health bar, grandyan, green,. In-Game asset. 2d. High contrast. No shadows
Hiç birşeye dokunma sadece yeşil olan kısımları kırmızı ile yer değiştir