/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Firework = Container.expand(function (x, y) { var self = Container.call(this); var fireworkGraphics = self.attachAsset('firework', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.zIndex = 10; // Initial scale fireworkGraphics.scaleX = 0.1; fireworkGraphics.scaleY = 0.1; fireworkGraphics.alpha = 0.8; self.explode = function () { // Play firework sound LK.getSound('fireworkBurst').play(); // Main explosion animation - smaller size tween(fireworkGraphics, { scaleX: 5.0, scaleY: 5.0, rotation: Math.PI * 3 }, { duration: 1000, easing: tween.easeOut }); // Fade out effect tween(fireworkGraphics, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); // Create smaller colorful particle burst var particleCount = 25; var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffffff, 0xff8000]; for (var i = 0; i < particleCount; i++) { var angle = i / particleCount * Math.PI * 2; var radius = 120 + Math.random() * 100; var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; var color = colors[Math.floor(Math.random() * colors.length)]; var sparkle = new Particle(self.x, self.y, color); sparkle.velocityX = Math.cos(angle) * 300; sparkle.velocityY = Math.sin(angle) * 300; sparkle.life = 2.5; sparkle.scaleSpeed = 0.2; // Make particles smaller sparkle.scaleX = 1.5; sparkle.scaleY = 1.5; if (self.parent) { self.parent.addChild(sparkle); } } }; return self; }); 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 () { // Play gem-specific destruction sound var gemSounds = ['gemRedDestroy', 'gemBlueDestroy', 'gemGreenDestroy', 'gemYellowDestroy', 'gemPurpleDestroy', 'gemOrangeDestroy']; if (self.gemType >= 0 && self.gemType < gemSounds.length) { try { LK.getSound(gemSounds[self.gemType]).play(); } catch (e) { console.log('Sound not found:', gemSounds[self.gemType]); } } // 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 yellow gems (gemType 3) if (self.gemType === 3) { self.createStarExplosion(); } // Special animation for purple gems (gemType 4) if (self.gemType === 4) { self.createPurpleImplosion(); } // Special animation for orange gems (gemType 5) if (self.gemType === 5) { self.createLavaMelting(); } // 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 }); } }; self.createStarExplosion = function () { var starCount = 14; var maxRadius = 160; for (var i = 0; i < starCount; i++) { var angle = i / starCount * Math.PI * 2; var starParticle = LK.getAsset('starParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center starParticle.x = self.x; starParticle.y = self.y; starParticle.zIndex = 5; // Add golden yellow tint and initial scale starParticle.tint = 0xFFD700; starParticle.scaleX = 0.3; starParticle.scaleY = 0.3; starParticle.rotation = angle; // Add to game if (self.parent) { self.parent.addChild(starParticle); } // Create spiral outward sun burst movement var radius = 80 + Math.random() * 80; var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; // Add sparkle randomness for star effect targetX += (Math.random() - 0.5) * 40; targetY += (Math.random() - 0.5) * 40; // Create explosive star movement animation tween(starParticle, { x: targetX, y: targetY, rotation: angle + Math.PI * 4, // 2 full rotations scaleX: 5.0, scaleY: 5.0 }, { duration: 450, easing: tween.easeOut }); // Add pulsing sparkle effect tween(starParticle, { scaleX: 6.5, scaleY: 6.5 }, { duration: 150, easing: tween.easeInOut }); // Create secondary sparkle pulse tween(starParticle, { scaleX: 4.5, scaleY: 4.5, rotation: angle + Math.PI * 6 // Continue rotating }, { duration: 300, easing: tween.easeInOut }); // Fade out like fading starlight tween(starParticle, { alpha: 0, scaleX: 0.2, scaleY: 0.2, rotation: angle + Math.PI * 8 // Final rotation burst }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (starParticle.parent) { starParticle.parent.removeChild(starParticle); } } }); // Add star color transition from gold to bright white tween(starParticle, { tint: 0xFFFFFF // Bright white }, { duration: 350, easing: tween.easeInOut }); } }; self.createLavaMelting = function () { var lavaCount = 12; var meltRadius = 130; for (var i = 0; i < lavaCount; i++) { var angle = i / lavaCount * Math.PI * 2; var lavaParticle = LK.getAsset('lavaParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position at gem center lavaParticle.x = self.x; lavaParticle.y = self.y; lavaParticle.zIndex = 5; // Add molten orange-red tint and initial scale lavaParticle.tint = 0xFF4500; lavaParticle.scaleX = 0.6; lavaParticle.scaleY = 0.6; lavaParticle.rotation = Math.random() * Math.PI * 2; // Add to game if (self.parent) { self.parent.addChild(lavaParticle); } // Create melting downward movement with spiral motion var radius = 70 + Math.random() * 60; var targetX = self.x + Math.cos(angle) * radius; var targetY = self.y + Math.sin(angle) * radius; // Add downward melting bias targetY += Math.random() * 80 + 40; // Add some randomness for natural lava flow targetX += (Math.random() - 0.5) * 50; // Create lava melting movement animation tween(lavaParticle, { x: targetX, y: targetY, rotation: angle + Math.PI * 3, // 1.5 full rotations scaleX: 3.2, scaleY: 3.2 }, { duration: 550, easing: tween.easeOut }); // Add viscous lava dripping effect tween(lavaParticle, { y: targetY + 60, scaleY: 4.0 // Stretch vertically like dripping lava }, { duration: 400, easing: tween.easeIn }); // Create molten glow pulsing effect tween(lavaParticle, { scaleX: 4.0, tint: 0xFF6600 // Brighter orange }, { duration: 300, easing: tween.easeInOut }); // Cool down and solidify effect tween(lavaParticle, { alpha: 0, scaleX: 0.4, scaleY: 0.2, tint: 0x8B0000, // Dark red when cooling rotation: angle + Math.PI * 5 // Continue rotating as it cools }, { duration: 650, easing: tween.easeInOut, onFinish: function onFinish() { if (lavaParticle.parent) { lavaParticle.parent.removeChild(lavaParticle); } } }); // Add secondary heat shimmer effect tween(lavaParticle, { scaleX: 2.8, scaleY: 3.5 }, { duration: 200, 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; var consecutiveGemsDestroyed = 0; var fireworkThreshold = 6; // Timer system - 7.5 minutes in seconds var gameTimeLimit = 7.5 * 60; // 7.5 minutes = 450 seconds var remainingTime = gameTimeLimit; var gameTimer = null; // Create brown background (scrolling) var k1 = game.attachAsset('brownBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); k1.zIndex = 1; // Create second brown background positioned directly above the first one var k1_second = game.attachAsset('brownBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 2732 }); k1_second.zIndex = 1; // Variables to track background animation state var backgroundSpeed = 2; var backgroundY1 = 2732 / 2; var backgroundY2 = 2732 / 2 - 2732; // Function to update background positions function updateBackgrounds() { // Move both backgrounds down backgroundY1 += backgroundSpeed; backgroundY2 += backgroundSpeed; k1.y = backgroundY1; k1_second.y = backgroundY2; // Reset positions when they move off screen if (backgroundY1 > 2732 / 2 + 2732) { backgroundY1 = backgroundY2 - 2732; } if (backgroundY2 > 2732 / 2 + 2732) { backgroundY2 = backgroundY1 - 2732; } } // Create board background var boardBg = game.attachAsset('boardBg', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 + 850 }); boardBg.zIndex = 2; // Update timer display function updateTimer() { var minutes = Math.floor(remainingTime / 60); var seconds = remainingTime % 60; var timeText = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerTxt.setText(timeText); } // Update health bar display function updateHealthBar() { // Calculate how many segments should be visible (10 segments total) var visibleSegments = Math.ceil(playerHealth / 10); // Update health text healthTxt.setText('HEALTH: ' + playerHealth); // Remove segments that should no longer be visible for (var i = 0; i < healthSegments.length; i++) { var segment = healthSegments[i]; if (i >= visibleSegments && segment.parent) { // Animate segment removal with cutting effect tween(segment, { scaleX: 0, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function (segmentToRemove) { return function () { if (segmentToRemove.parent) { segmentToRemove.parent.removeChild(segmentToRemove); } }; }(segment) }); } } // Add back segments that should be visible but are missing for (var i = 0; i < visibleSegments; i++) { var segment = healthSegments[i]; if (segment && !segment.parent) { // Re-add the segment to the GUI segment.scaleX = 1; segment.alpha = 1; segment.tint = 0x00ff00; LK.gui.top.addChild(segment); // Animate segment restoration with growing effect tween(segment, { scaleX: 1, alpha: 1 }, { duration: 300, easing: tween.easeOut }); } } // Flash remaining segments red when taking damage if (playerHealth < maxHealth) { for (var j = 0; j < visibleSegments; j++) { if (healthSegments[j] && healthSegments[j].parent) { tween(healthSegments[j], { tint: 0xff6666 }, { duration: 200, easing: tween.easeInOut, onFinish: function (segmentToFlash) { return function () { tween(segmentToFlash, { tint: 0x00ff00 }, { duration: 200, easing: tween.easeInOut }); }; }(healthSegments[j]) }); } } } } // Reduce player health function reduceHealth(amount) { playerHealth = Math.max(0, playerHealth - amount); updateHealthBar(); // Flash screen red when taking damage LK.effects.flashScreen(0xff0000, 300); // Check for game over if (playerHealth <= 0) { LK.showGameOver(); } } // 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 firework celebration function createFirework() { // Create single firework in center upper position var fireworkX = BOARD_OFFSET_X + GRID_SIZE_X * CELL_SIZE / 2 - 150 + Math.random() * 300; var fireworkY = BOARD_OFFSET_Y - 500 + Math.random() * 200; var firework = new Firework(fireworkX, fireworkY); game.addChild(firework); // Start explosion immediately LK.setTimeout(function () { firework.explode(); }, 100); } // 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: 0x000000 }); scoreTxt.anchor.set(0.5, 0); // Add red shadow effect and red border stroke if (scoreTxt.style) { scoreTxt.style.dropShadow = true; scoreTxt.style.dropShadowColor = "#ff0000"; scoreTxt.style.dropShadowBlur = 3; scoreTxt.style.dropShadowDistance = 3; scoreTxt.style.stroke = "#ff0000"; scoreTxt.style.strokeThickness = 4; } LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; // Create health system var playerHealth = 100; var maxHealth = 100; // Create health bar background (red) var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5 }); healthBarBg.x = 150; healthBarBg.y = 200; LK.gui.top.addChild(healthBarBg); // Create segmented health bar with 10 individual pieces var healthSegments = []; var segmentWidth = 40; // Each segment is 40px wide (400px total / 10 segments) for (var i = 0; i < 10; i++) { var healthSegment = LK.getAsset('healthBarFg', { anchorX: 0, anchorY: 0.5 }); healthSegment.width = segmentWidth; healthSegment.x = 150 + i * segmentWidth; healthSegment.y = 200; healthSegment.segmentIndex = i; healthSegments.push(healthSegment); LK.gui.top.addChild(healthSegment); } // Create health text var healthTxt = new Text2('HEALTH: 100', { size: 50, fill: 0x000000 }); // Make text bold and add styling for better visibility if (healthTxt.style) { healthTxt.style.fontWeight = "bold"; healthTxt.style.stroke = "#ffffff"; healthTxt.style.strokeThickness = 2; } healthTxt.anchor.set(0, 0.5); healthTxt.x = 150; healthTxt.y = 250; LK.gui.top.addChild(healthTxt); // Create timer display var timerTxt = new Text2('7:30', { size: 60, fill: 0x000000 }); // Make timer text bold and add styling for better visibility if (timerTxt.style) { timerTxt.style.fontWeight = "bold"; timerTxt.style.stroke = "#ffffff"; timerTxt.style.strokeThickness = 2; timerTxt.style.dropShadow = true; timerTxt.style.dropShadowColor = "#ff0000"; timerTxt.style.dropShadowBlur = 3; timerTxt.style.dropShadowDistance = 3; } timerTxt.anchor.set(0, 1); // Anchor to bottom-left for positioning LK.gui.bottomLeft.addChild(timerTxt); timerTxt.x = 160; // Move slightly to the right timerTxt.y = -900; // Move 35 squares (700px) up from previous position timerTxt.rotation = 340 * Math.PI / 180; // Point towards 340 degrees // 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 (2x2 squares and 3-in-a-row) function checkMatches(startX, startY) { var gem = gameBoard[startX][startY]; if (!gem) return []; var matches = []; var gemType = gem.gemType; // Check horizontal 3-in-a-row matches var horizontalCount = 1; var horizontalGems = [gem]; // Check right direction for (var x = startX + 1; x < GRID_SIZE_X; x++) { var rightGem = gameBoard[x][startY]; if (rightGem && rightGem.gemType === gemType) { horizontalCount++; horizontalGems.push(rightGem); } else { break; } } // Check left direction for (var x = startX - 1; x >= 0; x--) { var leftGem = gameBoard[x][startY]; if (leftGem && leftGem.gemType === gemType) { horizontalCount++; horizontalGems.unshift(leftGem); } else { break; } } // Add horizontal matches if 3 or more if (horizontalCount >= 3) { for (var h = 0; h < horizontalGems.length; h++) { matches.push(horizontalGems[h]); } } // Check vertical 3-in-a-row matches var verticalCount = 1; var verticalGems = [gem]; // Check up direction for (var y = startY + 1; y < GRID_SIZE_Y; y++) { var upGem = gameBoard[startX][y]; if (upGem && upGem.gemType === gemType) { verticalCount++; verticalGems.push(upGem); } else { break; } } // Check down direction for (var y = startY - 1; y >= 0; y--) { var downGem = gameBoard[startX][y]; if (downGem && downGem.gemType === gemType) { verticalCount++; verticalGems.unshift(downGem); } else { break; } } // Add vertical matches if 3 or more if (verticalCount >= 3) { for (var v = 0; v < verticalGems.length; v++) { var found = false; for (var m = 0; m < matches.length; m++) { if (matches[m] === verticalGems[v]) { found = true; break; } } if (!found) { matches.push(verticalGems[v]); } } } // Check if this gem is part of a 2x2 square // Check all possible 2x2 squares this gem could be part of var squarePositions = [ // Top-left corner [{ x: startX, y: startY }, { x: startX + 1, y: startY }, { x: startX, y: startY + 1 }, { x: startX + 1, y: startY + 1 }], // Top-right corner [{ x: startX - 1, y: startY }, { x: startX, y: startY }, { x: startX - 1, y: startY + 1 }, { x: startX, y: startY + 1 }], // Bottom-left corner [{ x: startX, y: startY - 1 }, { x: startX + 1, y: startY - 1 }, { x: startX, y: startY }, { x: startX + 1, y: startY }], // Bottom-right corner [{ x: startX - 1, y: startY - 1 }, { x: startX, y: startY - 1 }, { x: startX - 1, y: startY }, { x: startX, y: startY }]]; for (var s = 0; s < squarePositions.length; s++) { var square = squarePositions[s]; var validSquare = true; var squareGems = []; // Check if all positions in this square are valid and contain same gem type for (var p = 0; p < square.length; p++) { var pos = square[p]; if (pos.x < 0 || pos.x >= GRID_SIZE_X || pos.y < 0 || pos.y >= GRID_SIZE_Y) { validSquare = false; break; } var squareGem = gameBoard[pos.x][pos.y]; if (!squareGem || squareGem.gemType !== gemType) { validSquare = false; break; } squareGems.push(squareGem); } // If we found a valid 2x2 square, add all gems to matches if (validSquare) { for (var g = 0; g < squareGems.length; g++) { var found = false; for (var m = 0; m < matches.length; m++) { if (matches[m] === squareGems[g]) { found = true; break; } } if (!found) { matches.push(squareGems[g]); } } } } return matches; } // 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; var oldScore = score; score += points; scoreTxt.setText('SCORE: ' + score); // Health gain system - check if player should gain health every 1500 points var oldHealthGainLevel = Math.floor(oldScore / 1500); var newHealthGainLevel = Math.floor(score / 1500); if (newHealthGainLevel > oldHealthGainLevel && playerHealth < maxHealth) { // Player gains health, but don't exceed max health var healthToGain = Math.min(10, maxHealth - playerHealth); playerHealth += healthToGain; updateHealthBar(); // Flash screen green to show health gain LK.effects.flashScreen(0x00ff00, 500); } // Check for win condition - player reaches 10000 points if (score >= 10000) { LK.clearInterval(gameTimer); LK.showYouWin(); return; } // Track consecutive adjacent destroyed gems and trigger fireworks if (matches.length >= fireworkThreshold) { // Check if all gems are adjacent to each other (consecutive) var areConsecutive = true; if (matches.length >= fireworkThreshold) { // Sort matches by position to check adjacency for (var i = 0; i < matches.length - 1; i++) { var currentGem = matches[i]; var hasAdjacentMatch = false; for (var j = i + 1; j < matches.length; j++) { var nextGem = matches[j]; var dx = Math.abs(currentGem.gridX - nextGem.gridX); var dy = Math.abs(currentGem.gridY - nextGem.gridY); if (dx === 1 && dy === 0 || dx === 0 && dy === 1) { hasAdjacentMatch = true; break; } } if (!hasAdjacentMatch && i < matches.length - 1) { areConsecutive = false; break; } } } if (areConsecutive && matches.length >= fireworkThreshold) { // Create firework celebration createFirework(); } } 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; consecutiveGemsDestroyed = 0; // Reset counter when no more matches 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 - process matches clearMatches(matches); } else { // Invalid move - reduce health by 10 and animate back to original positions reduceHealth(10); 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(); // Add game update loop for continuous animations game.update = function () { // Update scrolling backgrounds updateBackgrounds(); // Add gentle rotation animation to all gems for (var x = 0; x < GRID_SIZE_X; x++) { for (var y = 0; y < GRID_SIZE_Y; y++) { var gem = gameBoard[x][y]; if (gem && !gem.isAnimating && !gem.rotationStarted) { // Create gentle rotation effect gem.rotationStarted = true; var delay = (x + y) * 30; // Stagger the rotation animation LK.setTimeout(function (currentGem) { return function () { function createRotation() { if (currentGem.parent && !currentGem.isAnimating) { var currentRotation = currentGem.rotation || 0; tween(currentGem, { rotation: currentRotation + Math.PI * 2 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { if (currentGem.parent && !currentGem.isAnimating) { createRotation(); // Continue rotating } } }); } } createRotation(); }; }(gem), delay); } } } }; // Start countdown timer gameTimer = LK.setInterval(function () { remainingTime--; updateTimer(); // Check if time is running out (last 30 seconds) - flash timer red if (remainingTime <= 30 && remainingTime > 0) { tween(timerTxt, { tint: 0xff0000 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(timerTxt, { tint: 0x000000 }, { duration: 500, easing: tween.easeInOut }); } }); } // Game over when time runs out if (remainingTime <= 0) { LK.clearInterval(gameTimer); LK.showGameOver(); } }, 1000); // Update every 1000ms (1 second) // Start background music LK.playMusic('background'); // Initialize timer display updateTimer(); // Initial match clearing LK.setTimeout(function () { var matches = findAllMatches(); if (matches.length > 0) { clearMatches(matches); } }, 100);
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Firework = Container.expand(function (x, y) {
var self = Container.call(this);
var fireworkGraphics = self.attachAsset('firework', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.zIndex = 10;
// Initial scale
fireworkGraphics.scaleX = 0.1;
fireworkGraphics.scaleY = 0.1;
fireworkGraphics.alpha = 0.8;
self.explode = function () {
// Play firework sound
LK.getSound('fireworkBurst').play();
// Main explosion animation - smaller size
tween(fireworkGraphics, {
scaleX: 5.0,
scaleY: 5.0,
rotation: Math.PI * 3
}, {
duration: 1000,
easing: tween.easeOut
});
// Fade out effect
tween(fireworkGraphics, {
alpha: 0
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
}
}
});
// Create smaller colorful particle burst
var particleCount = 25;
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffffff, 0xff8000];
for (var i = 0; i < particleCount; i++) {
var angle = i / particleCount * Math.PI * 2;
var radius = 120 + Math.random() * 100;
var targetX = self.x + Math.cos(angle) * radius;
var targetY = self.y + Math.sin(angle) * radius;
var color = colors[Math.floor(Math.random() * colors.length)];
var sparkle = new Particle(self.x, self.y, color);
sparkle.velocityX = Math.cos(angle) * 300;
sparkle.velocityY = Math.sin(angle) * 300;
sparkle.life = 2.5;
sparkle.scaleSpeed = 0.2;
// Make particles smaller
sparkle.scaleX = 1.5;
sparkle.scaleY = 1.5;
if (self.parent) {
self.parent.addChild(sparkle);
}
}
};
return self;
});
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 () {
// Play gem-specific destruction sound
var gemSounds = ['gemRedDestroy', 'gemBlueDestroy', 'gemGreenDestroy', 'gemYellowDestroy', 'gemPurpleDestroy', 'gemOrangeDestroy'];
if (self.gemType >= 0 && self.gemType < gemSounds.length) {
try {
LK.getSound(gemSounds[self.gemType]).play();
} catch (e) {
console.log('Sound not found:', gemSounds[self.gemType]);
}
}
// 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 yellow gems (gemType 3)
if (self.gemType === 3) {
self.createStarExplosion();
}
// Special animation for purple gems (gemType 4)
if (self.gemType === 4) {
self.createPurpleImplosion();
}
// Special animation for orange gems (gemType 5)
if (self.gemType === 5) {
self.createLavaMelting();
}
// 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
});
}
};
self.createStarExplosion = function () {
var starCount = 14;
var maxRadius = 160;
for (var i = 0; i < starCount; i++) {
var angle = i / starCount * Math.PI * 2;
var starParticle = LK.getAsset('starParticle', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position at gem center
starParticle.x = self.x;
starParticle.y = self.y;
starParticle.zIndex = 5;
// Add golden yellow tint and initial scale
starParticle.tint = 0xFFD700;
starParticle.scaleX = 0.3;
starParticle.scaleY = 0.3;
starParticle.rotation = angle;
// Add to game
if (self.parent) {
self.parent.addChild(starParticle);
}
// Create spiral outward sun burst movement
var radius = 80 + Math.random() * 80;
var targetX = self.x + Math.cos(angle) * radius;
var targetY = self.y + Math.sin(angle) * radius;
// Add sparkle randomness for star effect
targetX += (Math.random() - 0.5) * 40;
targetY += (Math.random() - 0.5) * 40;
// Create explosive star movement animation
tween(starParticle, {
x: targetX,
y: targetY,
rotation: angle + Math.PI * 4,
// 2 full rotations
scaleX: 5.0,
scaleY: 5.0
}, {
duration: 450,
easing: tween.easeOut
});
// Add pulsing sparkle effect
tween(starParticle, {
scaleX: 6.5,
scaleY: 6.5
}, {
duration: 150,
easing: tween.easeInOut
});
// Create secondary sparkle pulse
tween(starParticle, {
scaleX: 4.5,
scaleY: 4.5,
rotation: angle + Math.PI * 6 // Continue rotating
}, {
duration: 300,
easing: tween.easeInOut
});
// Fade out like fading starlight
tween(starParticle, {
alpha: 0,
scaleX: 0.2,
scaleY: 0.2,
rotation: angle + Math.PI * 8 // Final rotation burst
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (starParticle.parent) {
starParticle.parent.removeChild(starParticle);
}
}
});
// Add star color transition from gold to bright white
tween(starParticle, {
tint: 0xFFFFFF // Bright white
}, {
duration: 350,
easing: tween.easeInOut
});
}
};
self.createLavaMelting = function () {
var lavaCount = 12;
var meltRadius = 130;
for (var i = 0; i < lavaCount; i++) {
var angle = i / lavaCount * Math.PI * 2;
var lavaParticle = LK.getAsset('lavaParticle', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position at gem center
lavaParticle.x = self.x;
lavaParticle.y = self.y;
lavaParticle.zIndex = 5;
// Add molten orange-red tint and initial scale
lavaParticle.tint = 0xFF4500;
lavaParticle.scaleX = 0.6;
lavaParticle.scaleY = 0.6;
lavaParticle.rotation = Math.random() * Math.PI * 2;
// Add to game
if (self.parent) {
self.parent.addChild(lavaParticle);
}
// Create melting downward movement with spiral motion
var radius = 70 + Math.random() * 60;
var targetX = self.x + Math.cos(angle) * radius;
var targetY = self.y + Math.sin(angle) * radius;
// Add downward melting bias
targetY += Math.random() * 80 + 40;
// Add some randomness for natural lava flow
targetX += (Math.random() - 0.5) * 50;
// Create lava melting movement animation
tween(lavaParticle, {
x: targetX,
y: targetY,
rotation: angle + Math.PI * 3,
// 1.5 full rotations
scaleX: 3.2,
scaleY: 3.2
}, {
duration: 550,
easing: tween.easeOut
});
// Add viscous lava dripping effect
tween(lavaParticle, {
y: targetY + 60,
scaleY: 4.0 // Stretch vertically like dripping lava
}, {
duration: 400,
easing: tween.easeIn
});
// Create molten glow pulsing effect
tween(lavaParticle, {
scaleX: 4.0,
tint: 0xFF6600 // Brighter orange
}, {
duration: 300,
easing: tween.easeInOut
});
// Cool down and solidify effect
tween(lavaParticle, {
alpha: 0,
scaleX: 0.4,
scaleY: 0.2,
tint: 0x8B0000,
// Dark red when cooling
rotation: angle + Math.PI * 5 // Continue rotating as it cools
}, {
duration: 650,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (lavaParticle.parent) {
lavaParticle.parent.removeChild(lavaParticle);
}
}
});
// Add secondary heat shimmer effect
tween(lavaParticle, {
scaleX: 2.8,
scaleY: 3.5
}, {
duration: 200,
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;
var consecutiveGemsDestroyed = 0;
var fireworkThreshold = 6;
// Timer system - 7.5 minutes in seconds
var gameTimeLimit = 7.5 * 60; // 7.5 minutes = 450 seconds
var remainingTime = gameTimeLimit;
var gameTimer = null;
// Create brown background (scrolling)
var k1 = game.attachAsset('brownBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
k1.zIndex = 1;
// Create second brown background positioned directly above the first one
var k1_second = game.attachAsset('brownBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 2732
});
k1_second.zIndex = 1;
// Variables to track background animation state
var backgroundSpeed = 2;
var backgroundY1 = 2732 / 2;
var backgroundY2 = 2732 / 2 - 2732;
// Function to update background positions
function updateBackgrounds() {
// Move both backgrounds down
backgroundY1 += backgroundSpeed;
backgroundY2 += backgroundSpeed;
k1.y = backgroundY1;
k1_second.y = backgroundY2;
// Reset positions when they move off screen
if (backgroundY1 > 2732 / 2 + 2732) {
backgroundY1 = backgroundY2 - 2732;
}
if (backgroundY2 > 2732 / 2 + 2732) {
backgroundY2 = backgroundY1 - 2732;
}
}
// Create board background
var boardBg = game.attachAsset('boardBg', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732 + 850
});
boardBg.zIndex = 2;
// Update timer display
function updateTimer() {
var minutes = Math.floor(remainingTime / 60);
var seconds = remainingTime % 60;
var timeText = minutes + ':' + (seconds < 10 ? '0' : '') + seconds;
timerTxt.setText(timeText);
}
// Update health bar display
function updateHealthBar() {
// Calculate how many segments should be visible (10 segments total)
var visibleSegments = Math.ceil(playerHealth / 10);
// Update health text
healthTxt.setText('HEALTH: ' + playerHealth);
// Remove segments that should no longer be visible
for (var i = 0; i < healthSegments.length; i++) {
var segment = healthSegments[i];
if (i >= visibleSegments && segment.parent) {
// Animate segment removal with cutting effect
tween(segment, {
scaleX: 0,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function (segmentToRemove) {
return function () {
if (segmentToRemove.parent) {
segmentToRemove.parent.removeChild(segmentToRemove);
}
};
}(segment)
});
}
}
// Add back segments that should be visible but are missing
for (var i = 0; i < visibleSegments; i++) {
var segment = healthSegments[i];
if (segment && !segment.parent) {
// Re-add the segment to the GUI
segment.scaleX = 1;
segment.alpha = 1;
segment.tint = 0x00ff00;
LK.gui.top.addChild(segment);
// Animate segment restoration with growing effect
tween(segment, {
scaleX: 1,
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
}
// Flash remaining segments red when taking damage
if (playerHealth < maxHealth) {
for (var j = 0; j < visibleSegments; j++) {
if (healthSegments[j] && healthSegments[j].parent) {
tween(healthSegments[j], {
tint: 0xff6666
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function (segmentToFlash) {
return function () {
tween(segmentToFlash, {
tint: 0x00ff00
}, {
duration: 200,
easing: tween.easeInOut
});
};
}(healthSegments[j])
});
}
}
}
}
// Reduce player health
function reduceHealth(amount) {
playerHealth = Math.max(0, playerHealth - amount);
updateHealthBar();
// Flash screen red when taking damage
LK.effects.flashScreen(0xff0000, 300);
// Check for game over
if (playerHealth <= 0) {
LK.showGameOver();
}
}
// 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 firework celebration
function createFirework() {
// Create single firework in center upper position
var fireworkX = BOARD_OFFSET_X + GRID_SIZE_X * CELL_SIZE / 2 - 150 + Math.random() * 300;
var fireworkY = BOARD_OFFSET_Y - 500 + Math.random() * 200;
var firework = new Firework(fireworkX, fireworkY);
game.addChild(firework);
// Start explosion immediately
LK.setTimeout(function () {
firework.explode();
}, 100);
}
// 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: 0x000000
});
scoreTxt.anchor.set(0.5, 0);
// Add red shadow effect and red border stroke
if (scoreTxt.style) {
scoreTxt.style.dropShadow = true;
scoreTxt.style.dropShadowColor = "#ff0000";
scoreTxt.style.dropShadowBlur = 3;
scoreTxt.style.dropShadowDistance = 3;
scoreTxt.style.stroke = "#ff0000";
scoreTxt.style.strokeThickness = 4;
}
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
// Create health system
var playerHealth = 100;
var maxHealth = 100;
// Create health bar background (red)
var healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0,
anchorY: 0.5
});
healthBarBg.x = 150;
healthBarBg.y = 200;
LK.gui.top.addChild(healthBarBg);
// Create segmented health bar with 10 individual pieces
var healthSegments = [];
var segmentWidth = 40; // Each segment is 40px wide (400px total / 10 segments)
for (var i = 0; i < 10; i++) {
var healthSegment = LK.getAsset('healthBarFg', {
anchorX: 0,
anchorY: 0.5
});
healthSegment.width = segmentWidth;
healthSegment.x = 150 + i * segmentWidth;
healthSegment.y = 200;
healthSegment.segmentIndex = i;
healthSegments.push(healthSegment);
LK.gui.top.addChild(healthSegment);
}
// Create health text
var healthTxt = new Text2('HEALTH: 100', {
size: 50,
fill: 0x000000
});
// Make text bold and add styling for better visibility
if (healthTxt.style) {
healthTxt.style.fontWeight = "bold";
healthTxt.style.stroke = "#ffffff";
healthTxt.style.strokeThickness = 2;
}
healthTxt.anchor.set(0, 0.5);
healthTxt.x = 150;
healthTxt.y = 250;
LK.gui.top.addChild(healthTxt);
// Create timer display
var timerTxt = new Text2('7:30', {
size: 60,
fill: 0x000000
});
// Make timer text bold and add styling for better visibility
if (timerTxt.style) {
timerTxt.style.fontWeight = "bold";
timerTxt.style.stroke = "#ffffff";
timerTxt.style.strokeThickness = 2;
timerTxt.style.dropShadow = true;
timerTxt.style.dropShadowColor = "#ff0000";
timerTxt.style.dropShadowBlur = 3;
timerTxt.style.dropShadowDistance = 3;
}
timerTxt.anchor.set(0, 1); // Anchor to bottom-left for positioning
LK.gui.bottomLeft.addChild(timerTxt);
timerTxt.x = 160; // Move slightly to the right
timerTxt.y = -900; // Move 35 squares (700px) up from previous position
timerTxt.rotation = 340 * Math.PI / 180; // Point towards 340 degrees
// 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 (2x2 squares and 3-in-a-row)
function checkMatches(startX, startY) {
var gem = gameBoard[startX][startY];
if (!gem) return [];
var matches = [];
var gemType = gem.gemType;
// Check horizontal 3-in-a-row matches
var horizontalCount = 1;
var horizontalGems = [gem];
// Check right direction
for (var x = startX + 1; x < GRID_SIZE_X; x++) {
var rightGem = gameBoard[x][startY];
if (rightGem && rightGem.gemType === gemType) {
horizontalCount++;
horizontalGems.push(rightGem);
} else {
break;
}
}
// Check left direction
for (var x = startX - 1; x >= 0; x--) {
var leftGem = gameBoard[x][startY];
if (leftGem && leftGem.gemType === gemType) {
horizontalCount++;
horizontalGems.unshift(leftGem);
} else {
break;
}
}
// Add horizontal matches if 3 or more
if (horizontalCount >= 3) {
for (var h = 0; h < horizontalGems.length; h++) {
matches.push(horizontalGems[h]);
}
}
// Check vertical 3-in-a-row matches
var verticalCount = 1;
var verticalGems = [gem];
// Check up direction
for (var y = startY + 1; y < GRID_SIZE_Y; y++) {
var upGem = gameBoard[startX][y];
if (upGem && upGem.gemType === gemType) {
verticalCount++;
verticalGems.push(upGem);
} else {
break;
}
}
// Check down direction
for (var y = startY - 1; y >= 0; y--) {
var downGem = gameBoard[startX][y];
if (downGem && downGem.gemType === gemType) {
verticalCount++;
verticalGems.unshift(downGem);
} else {
break;
}
}
// Add vertical matches if 3 or more
if (verticalCount >= 3) {
for (var v = 0; v < verticalGems.length; v++) {
var found = false;
for (var m = 0; m < matches.length; m++) {
if (matches[m] === verticalGems[v]) {
found = true;
break;
}
}
if (!found) {
matches.push(verticalGems[v]);
}
}
}
// Check if this gem is part of a 2x2 square
// Check all possible 2x2 squares this gem could be part of
var squarePositions = [
// Top-left corner
[{
x: startX,
y: startY
}, {
x: startX + 1,
y: startY
}, {
x: startX,
y: startY + 1
}, {
x: startX + 1,
y: startY + 1
}],
// Top-right corner
[{
x: startX - 1,
y: startY
}, {
x: startX,
y: startY
}, {
x: startX - 1,
y: startY + 1
}, {
x: startX,
y: startY + 1
}],
// Bottom-left corner
[{
x: startX,
y: startY - 1
}, {
x: startX + 1,
y: startY - 1
}, {
x: startX,
y: startY
}, {
x: startX + 1,
y: startY
}],
// Bottom-right corner
[{
x: startX - 1,
y: startY - 1
}, {
x: startX,
y: startY - 1
}, {
x: startX - 1,
y: startY
}, {
x: startX,
y: startY
}]];
for (var s = 0; s < squarePositions.length; s++) {
var square = squarePositions[s];
var validSquare = true;
var squareGems = [];
// Check if all positions in this square are valid and contain same gem type
for (var p = 0; p < square.length; p++) {
var pos = square[p];
if (pos.x < 0 || pos.x >= GRID_SIZE_X || pos.y < 0 || pos.y >= GRID_SIZE_Y) {
validSquare = false;
break;
}
var squareGem = gameBoard[pos.x][pos.y];
if (!squareGem || squareGem.gemType !== gemType) {
validSquare = false;
break;
}
squareGems.push(squareGem);
}
// If we found a valid 2x2 square, add all gems to matches
if (validSquare) {
for (var g = 0; g < squareGems.length; g++) {
var found = false;
for (var m = 0; m < matches.length; m++) {
if (matches[m] === squareGems[g]) {
found = true;
break;
}
}
if (!found) {
matches.push(squareGems[g]);
}
}
}
}
return matches;
}
// 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;
var oldScore = score;
score += points;
scoreTxt.setText('SCORE: ' + score);
// Health gain system - check if player should gain health every 1500 points
var oldHealthGainLevel = Math.floor(oldScore / 1500);
var newHealthGainLevel = Math.floor(score / 1500);
if (newHealthGainLevel > oldHealthGainLevel && playerHealth < maxHealth) {
// Player gains health, but don't exceed max health
var healthToGain = Math.min(10, maxHealth - playerHealth);
playerHealth += healthToGain;
updateHealthBar();
// Flash screen green to show health gain
LK.effects.flashScreen(0x00ff00, 500);
}
// Check for win condition - player reaches 10000 points
if (score >= 10000) {
LK.clearInterval(gameTimer);
LK.showYouWin();
return;
}
// Track consecutive adjacent destroyed gems and trigger fireworks
if (matches.length >= fireworkThreshold) {
// Check if all gems are adjacent to each other (consecutive)
var areConsecutive = true;
if (matches.length >= fireworkThreshold) {
// Sort matches by position to check adjacency
for (var i = 0; i < matches.length - 1; i++) {
var currentGem = matches[i];
var hasAdjacentMatch = false;
for (var j = i + 1; j < matches.length; j++) {
var nextGem = matches[j];
var dx = Math.abs(currentGem.gridX - nextGem.gridX);
var dy = Math.abs(currentGem.gridY - nextGem.gridY);
if (dx === 1 && dy === 0 || dx === 0 && dy === 1) {
hasAdjacentMatch = true;
break;
}
}
if (!hasAdjacentMatch && i < matches.length - 1) {
areConsecutive = false;
break;
}
}
}
if (areConsecutive && matches.length >= fireworkThreshold) {
// Create firework celebration
createFirework();
}
}
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;
consecutiveGemsDestroyed = 0; // Reset counter when no more matches
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 - process matches
clearMatches(matches);
} else {
// Invalid move - reduce health by 10 and animate back to original positions
reduceHealth(10);
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();
// Add game update loop for continuous animations
game.update = function () {
// Update scrolling backgrounds
updateBackgrounds();
// Add gentle rotation animation to all gems
for (var x = 0; x < GRID_SIZE_X; x++) {
for (var y = 0; y < GRID_SIZE_Y; y++) {
var gem = gameBoard[x][y];
if (gem && !gem.isAnimating && !gem.rotationStarted) {
// Create gentle rotation effect
gem.rotationStarted = true;
var delay = (x + y) * 30; // Stagger the rotation animation
LK.setTimeout(function (currentGem) {
return function () {
function createRotation() {
if (currentGem.parent && !currentGem.isAnimating) {
var currentRotation = currentGem.rotation || 0;
tween(currentGem, {
rotation: currentRotation + Math.PI * 2
}, {
duration: 6000,
easing: tween.linear,
onFinish: function onFinish() {
if (currentGem.parent && !currentGem.isAnimating) {
createRotation(); // Continue rotating
}
}
});
}
}
createRotation();
};
}(gem), delay);
}
}
}
};
// Start countdown timer
gameTimer = LK.setInterval(function () {
remainingTime--;
updateTimer();
// Check if time is running out (last 30 seconds) - flash timer red
if (remainingTime <= 30 && remainingTime > 0) {
tween(timerTxt, {
tint: 0xff0000
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(timerTxt, {
tint: 0x000000
}, {
duration: 500,
easing: tween.easeInOut
});
}
});
}
// Game over when time runs out
if (remainingTime <= 0) {
LK.clearInterval(gameTimer);
LK.showGameOver();
}
}, 1000); // Update every 1000ms (1 second)
// Start background music
LK.playMusic('background');
// Initialize timer display
updateTimer();
// Initial match clearing
LK.setTimeout(function () {
var matches = findAllMatches();
if (matches.length > 0) {
clearMatches(matches);
}
}, 100);
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