User prompt
Kahverengi sadece yukarıdan aşağıya sonsuz döngü olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kahverengi arkaplanın animasyonu sil
User prompt
Döngüdeki hataları Fixle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kahverengi arkaplanın görselini iyileştir
User prompt
Sonsuz döngünün bitim çizgisini düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Şimdi kahverengi arkplan haraketli kılalım yukarıya doğru sürekli sonsuz bir döngüde olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tamam şimdi bu kodları yaptığım kodları kaydet
User prompt
Turuncu gemlere animasyon ekleyelim ve buna bir varlık verelim animasyonu turuncu gem patladığı Zaman devreye girsin. animasyonun mantığı şöyle spiral lav tarzı eriyen animasyonu gibi yok olma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sarı mücevherin patlama animasyonunu daha görünür hale getir büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sarı gemlere animasyon ekleyelim ve buna bir varlık verelim animasyonu sarı gem patladığı Zaman devreye girsin. animasyonun mantığı şöyle spiral güneş patlaması yıldız düşüşü parıldayan animasyonu gibi yok olma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Animasyonu azıcık büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yeşil gemlere animasyon ekleyelim ve buna bir varlık verelim animasyonu yeşil gem patladığı Zaman devreye girsin. animasyonun mantığı şöyle spiral doğa yaprak animasyonu gibi yok olma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mor gemlere animasyon ekleyelim ve buna bir varlık verelim animasyonu mor gem patladığı Zaman devreye girsin. animasyonun mantığı şöyle spiral içine çekme animasyonu gibi yok olma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mavi gemlere animasyon ekleyelim ve buna bir varlık verelim animasyonu mavi gem patladığı Zaman devreye girsin. animasyonun mantığı şöyle su damlası animasyonu gibi yok olma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yeni gelen gemlerin daha hızlı gelmesini sağla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kırmızı gemlere animasyon ekleyelim ve buna bir asset verelim animasyon kırmızı gem patladığı Zaman devreye girsin . animasonun mantığı şöyle spiral bir dönme alev animasyonu gibi yok olma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yeni gelen gemleri üst ızgaranın üst çizgisinin altından gelmesini sağla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ters çevrilmiş koordinat sistemi için sürükleme yönü mantığını düzeltin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun tahtası tam tersine cevir ve düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yeni gelen gemleri ızgaranın alt kısmından ızgaranın alt kısmınadan gelmesini sağlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyundaki bütün hataları Fix le ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yeni gelen gemleri ızgaranın üst çizgisinin altından gelmesini sağla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyundaki bütün mantık hatalarını duzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make sure that the new gems come from the top of the grid to the bottom of the top line ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun tahtasını tam tersine cevir ↪💡 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']; 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 () { // 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 purple gems (gemType 4) if (self.gemType === 4) { self.createPurpleImplosion(); } // 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 }); } }; 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; // Create brown background var brownBg = game.attachAsset('brownBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); brownBg.zIndex = 1; // Create board background var boardBg = game.attachAsset('boardBg', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 + 850 }); boardBg.zIndex = 2; // 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 + 450 }); C1.zIndex = 3; // 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; 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 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; 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; 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; 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; 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; 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 - 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_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(); // 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
@@ -93,10 +93,10 @@
x: targetX,
y: targetY,
rotation: Math.PI * 4,
// 2 full rotations
- scaleX: 2.0,
- scaleY: 2.0
+ scaleX: 3.0,
+ scaleY: 3.0
}, {
duration: 400,
easing: tween.easeOut
});
@@ -148,10 +148,10 @@
// Create bouncing water droplet movement
tween(waterDroplet, {
x: targetX,
y: targetY,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.5,
+ scaleY: 2.5
}, {
duration: 350,
easing: tween.bounceOut
});
@@ -213,10 +213,10 @@
x: self.x,
y: self.y,
rotation: Math.PI * 6,
// 3 full rotations inward
- scaleX: 2.0,
- scaleY: 2.0
+ scaleX: 3.5,
+ scaleY: 3.5
}, {
duration: 600,
easing: tween.easeIn
});
@@ -283,10 +283,10 @@
x: targetX,
y: targetY,
rotation: angle + Math.PI * 3,
// 1.5 full rotations
- scaleX: 1.8,
- scaleY: 1.8
+ scaleX: 2.8,
+ scaleY: 2.8
}, {
duration: 500,
easing: tween.easeOut
});
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