/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Block = Container.expand(function (board) {
var self = Container.call(this);
var hsvToRgb = function hsvToRgb(h, s, v) {
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0:
r = v, g = t, b = p;
break;
case 1:
r = q, g = v, b = p;
break;
case 2:
r = p, g = v, b = t;
break;
case 3:
r = p, g = q, b = v;
break;
case 4:
r = t, g = p, b = v;
break;
case 5:
r = v, g = p, b = q;
break;
}
return (Math.round(r * 255) << 16) + (Math.round(g * 255) << 8) + Math.round(b * 255);
};
var ShapeTypes = {
SINGLE: [[1]],
TRI: [[1, 1, 1]],
QUAD: [[1, 1, 1, 1]],
LSHAPE: [[1, 0, 0], [1, 0, 0], [1, 1, 1]],
BLOCK: [[1, 1], [1, 1]],
SMALLLSHAPE: [[1, 0], [1, 1]]
};
var shapes = Object.values(ShapeTypes);
var offset = Math.floor(Math.random() * shapes.length);
self.offset = offset;
self.shape = shapes[offset];
var hue = offset % shapes.length / shapes.length;
self.color = hsvToRgb(hue, 0.6, 1);
self.rotateShapeRandomly = function () {
var rotations = Math.floor(Math.random() * 4);
for (var r = 0; r < rotations; r++) {
self.shape = self.shape[0].map(function (val, index) {
return self.shape.map(function (row) {
return row[index];
}).reverse();
});
}
};
self.rotateShapeRandomly();
self.blocks = [];
var background = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.alpha = 0;
var blockSize = 160;
background.width = 4 * blockSize;
background.height = 4 * blockSize;
self.addChild(background);
self.offsetX = 0;
self.offsetY = 0;
var blockOffsetX = (background.width / 2 - self.shape[0].length * blockSize) / 2 - blockSize / 2;
var blockOffsetY = (background.height / 2 - self.shape.length * blockSize) / 2 - blockSize / 2;
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var block = self.createAsset('block_' + offset, {
anchorX: 0.5,
anchorY: 0.5
});
block.x = j * blockSize + blockOffsetX;
block.y = i * blockSize + blockOffsetY;
self.blocks.push(block);
self.addChild(block);
}
}
}
self.startX = 0;
self.startY = 0;
self.moveTowardsHomePosition = function () {
var dx = self.startX - self.x;
var dy = self.startY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
self.x += dx * 0.3;
self.y += dy * 0.3;
} else {
self.x = self.startX;
self.y = self.startY;
}
};
var currentX = 0;
var currentY = 0;
self.moveToDragTarget = function () {
var ox = -this.targetX;
var oy = (LK.is.mobile ? 400 : 0) - this.targetY;
this.targetX += ox / 5;
this.targetY += oy / 5;
this.x = currentX - this.targetX;
this.y = currentY - this.targetY;
};
self._move_migrated = function (x, y) {
currentX = x;
currentY = y;
self.x = x - this.targetX;
self.y = y - this.targetY;
};
self.setStartPosition = function (x, y) {
self.startX = x;
self.startY = y;
};
self.getOverlappingCells = function () {
var cells = [];
var boardPos = {
x: -board.x + self.x + 160 * 4 + blockOffsetX + 160,
y: -board.y + self.y + 160 * 4 + blockOffsetY + 160
};
var startX = Math.floor(boardPos.x / 160);
var startY = Math.floor(boardPos.y / 160);
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var cell = board.grid && board.grid[startY + i] && board.grid[startY + i][startX + j];
if (cell && !cell.filled) {
cells.push(cell);
} else {
return null;
}
}
}
}
return cells;
};
self.showOverlap = function () {
var cells = self.getOverlappingCells();
if (cells) {
for (var a = 0; a < cells.length; a++) {
var cell = cells[a];
cell.setTint(self.color);
}
}
};
self.rotateShapeRandomly = function () {
var rotations = Math.floor(Math.random() * 4);
for (var r = 0; r < rotations; r++) {
self.shape = self.shape[0].map(function (val, index) {
return self.shape.map(function (row) {
return row[index];
}).reverse();
});
}
};
});
var Board = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
Board.prototype.spawnParticles = function (x, y, tint) {
for (var i = 0; i < 10; i++) {
var particle = new Particle(tint);
particle.x = x + (Math.random() - 0.5) * 50;
particle.y = y + (Math.random() - 0.5) * 50;
this.particles.push(particle);
this.addChild(particle);
// Add tween effect for particles with matching block color
tween(particle, {
scaleX: 0,
scaleY: 0,
alpha: 0,
x: particle.x + (Math.random() - 0.5) * 100,
y: particle.y + (Math.random() - 0.5) * 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (particle.parent) {
particle.destroy();
}
}
});
}
};
self.grid = new Array(10).fill(null).map(function () {
return new Array(10).fill(null);
});
var size = 158;
var totalWidth = 10 * size;
var totalHeight = 10 * size;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
var cell = new Cell();
cell.x = i * size - totalWidth / 2 + size / 2;
cell.y = j * size - totalHeight / 2 + size / 2;
self.grid[j][i] = cell;
self.addChild(cell);
}
}
self.removeTint = function () {
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
if (!self.grid[i][j].filled) {
self.grid[i][j].setTint(0xffffff);
}
}
}
};
self.checkLines = function () {
var rowsRemoved = 0;
for (var i = 0; i < 10; i++) {
var rowFilled = true;
var colFilled = true;
for (var j = 0; j < 10; j++) {
if (!self.grid[i][j].filled) {
rowFilled = false;
}
if (!self.grid[j][i].filled) {
colFilled = false;
}
}
if (rowFilled || colFilled) {
rowsRemoved += (rowFilled ? 1 : 0) + (colFilled ? 1 : 0);
// Play destruction sound when blocks are destroyed
LK.getSound('blockDestroy').play();
// Handle streak system
var currentTime = Date.now();
if (currentTime - lastLinesClearedTime <= streakTimeout && lastLinesClearedTime > 0) {
streakLevel = Math.min(streakLevel + 1, 6); // Cap at level 6
} else {
streakLevel = 1;
}
lastLinesClearedTime = currentTime;
// Show streak text
game.showStreakText(streakLevel);
for (var j = 0; j < 10; j++) {
if (rowFilled) {
var blockColor = self.grid[i][j].getBlockColor() || 0xffffff;
self.spawnParticles(self.grid[i][j].x, self.grid[i][j].y, blockColor);
self.grid[i][j].setFill(false);
}
if (colFilled) {
var blockColor = self.grid[j][i].getBlockColor() || 0xffffff;
self.spawnParticles(self.grid[j][i].x, self.grid[j][i].y, blockColor);
self.grid[j][i].setFill(false);
}
}
}
}
return rowsRemoved;
};
self.tick = function () {
// Process particles every other tick to reduce overhead
if (LK.ticks % 2 === 0) {
for (var i = self.particles.length - 1; i >= 0; i--) {
var particle = self.particles[i];
if (particle) {
particle.tick();
if (particle.alpha <= 0) {
self.particles.splice(i, 1);
}
}
}
}
// Optimize grid animation by processing fewer cells when not dragging
var processEveryNthCell = dragTarget ? 1 : 2;
for (var i = 0; i < 10; i += processEveryNthCell) {
for (var j = 0; j < 10; j += processEveryNthCell) {
self.grid[i][j].tick(i, j);
}
}
};
self.placeBlock = function () {};
});
var Cell = Container.expand(function () {
var self = Container.call(this);
self.filled = false;
var yOffsetArray = [-25, -10, -20, -25, -25, -20];
var empty = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
empty.alpa = .8;
var filled;
var currentOffset;
empty.y = 2;
self.currentTint = 0xffffff;
self.setFill = function (isFilled, asset, offset, color) {
self.filled = isFilled;
empty.visible = !self.filled;
if (isFilled) {
if (asset) {
asset.x = 0;
asset.y = yOffsetArray[offset] || -15;
currentOffset = offset;
self.addChild(asset);
filled = asset;
if (color) {
self.currentTint = color;
self.blockColor = color; // Store the original block color
}
}
} else {
if (filled) {
filled.destroy();
filled = null;
}
}
};
self.tick = function (i, j) {
if (filled) {
// Reduce animation frequency to improve performance
var animationSpeed = LK.ticks / 4; // Slower animation
var offset = Math.cos(((i + j) * 3 + animationSpeed) / 6) / 20;
var ty = yOffsetArray[currentOffset] || -15;
filled.y = ty + Math.abs(offset * 200) - 5;
filled.rotation = offset;
}
};
self.getTint = function () {
return self.currentTint;
};
self.getBlockColor = function () {
return self.blockColor || self.currentTint;
};
self.setTint = function (tint) {
self.currentTint = tint;
empty.tint = tint;
};
self.setFill(false);
});
var Particle = Container.expand(function (tint) {
var self = Container.call(this);
self.tint = tint;
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.rotation = Math.random() * Math.PI * 2;
particleGraphics.tint = self.tint;
self.vx = Math.random() * 4 - 2;
self.vy = Math.random() * 4 - 2;
self.alpha = 1;
self.lifetime = 60;
self.tick = function () {
self.x += self.vx;
self.y += self.vy;
self.alpha -= 1 / self.lifetime;
if (self.alpha <= 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var gameBackground = game.attachAsset('gameBackground', {
anchorX: 0.5,
anchorY: 0.5
});
gameBackground.x = 2048 / 2;
gameBackground.y = 2732 / 2 + 65;
// Add asset1 to the front of the screen
var asset1Display = game.attachAsset('asset1', {
anchorX: 0.5,
anchorY: 0.5
});
asset1Display.x = 2048 / 2 + 30;
asset1Display.y = 2732 / 2 - 315;
// Add asset2 display with same positioning and properties as asset1
var asset2Display = game.attachAsset('asset2', {
anchorX: 0.5,
anchorY: 0.5
});
asset2Display.x = 2048 / 2 + 30;
asset2Display.y = 2732 / 2 - 315;
asset2Display.alpha = 0;
// Add asset3 display with same positioning and properties as asset1
var asset3Display = game.attachAsset('asset3', {
anchorX: 0.5,
anchorY: 0.5
});
asset3Display.x = 2048 / 2 + 30;
asset3Display.y = 2732 / 2 - 315;
asset3Display.alpha = 0;
// Add asset4 display with same positioning and properties as asset1
var asset4Display = game.attachAsset('asset4', {
anchorX: 0.5,
anchorY: 0.5
});
asset4Display.x = 2048 / 2 + 30;
asset4Display.y = 2732 / 2 - 315;
asset4Display.alpha = 0;
var blocks = [];
var dragTarget;
var board = game.addChild(new Board());
board.x = 2048 / 2;
board.y = 2732 / 2 - 250 + 30;
var targetOffset;
game.createBlock = function (index) {
var block = new Block(board);
block.x = 2048 / 2 + (index - 1) * (block.width + 50);
block.y = 2732 + block.height;
block.setStartPosition(block.x, 2732 - block.height / 2 - 30);
blocks.push(block);
game.addChild(block);
block.on('down', function (x, y, obj) {
dragTarget = this;
var pos = this.toLocal(obj.global);
var targetPos = game.toLocal(obj.global);
this.targetX = pos.x;
this.targetY = pos.y;
dragTarget._move_migrated(targetPos.x, targetPos.y);
});
};
game.on('move', function (x, y, obj) {
if (dragTarget) {
board.removeTint();
var pos = game.toLocal(obj.global);
dragTarget._move_migrated(pos.x, pos.y);
dragTarget.showOverlap();
}
});
game.on('up', function (x, y, obj) {
if (dragTarget) {
var cells = dragTarget.getOverlappingCells();
if (cells) {
for (var a = 0; a < cells.length; a++) {
cells[a].setFill(true, dragTarget.blocks[a], dragTarget.offset, dragTarget.color);
cells[a].setTint(dragTarget.color);
}
blocks[blocks.indexOf(dragTarget)] = undefined;
dragTarget.destroy();
if (!blocks.some(function (block) {
return block;
})) {
game.createBlocks();
}
var pointsToAdd = board.checkLines();
if (pointsToAdd) {
score += Math.pow(pointsToAdd, 2) * 10;
LK.setScore(score);
scoreTxt.setText(score);
}
}
board.removeTint();
dragTarget = undefined;
}
});
game.createBlocks = function () {
for (var i = 0; i < 3; i++) {
game.createBlock(i);
}
};
game.showStreakText = function (level) {
// Remove existing streak text if any
if (streakText && streakText.parent) {
streakText.destroy();
}
var message = '';
var color = 0xFFFFFF;
if (level === 1) {
message = 'GOOD';
color = 0x00FF00; // Green
} else if (level === 2) {
message = 'SUPER';
color = 0x80FF00; // Green-Yellow
} else if (level === 3) {
message = 'WOW';
color = 0xFFFF00; // Yellow
} else if (level === 4) {
message = 'AMAZING';
color = 0xFF8000; // Yellow-Orange
} else if (level === 5) {
message = 'MANIAC';
color = 0xFF4000; // Orange-Red
} else if (level >= 6) {
message = 'CRAZYY!!!';
color = 0xFF0000; // Red
}
if (message) {
var newStreakText = new Text2(message, {
size: 200,
fill: color,
font: 'Impact',
stroke: '#000000',
strokeThickness: 8
});
// Position diagonally across screen (top-right diagonal style)
newStreakText.anchor.set(0.5, 0.5);
newStreakText.x = 2048 - 300; // Move to right side
newStreakText.y = 400; // Move to upper area
newStreakText.rotation = -0.2; // Slight diagonal angle
newStreakText.alpha = 0;
newStreakText.scaleX = 0.5;
newStreakText.scaleY = 0.5;
game.addChild(newStreakText);
streakText = newStreakText;
// Animate streak text appearance with elastic bounce effect
tween(newStreakText, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 600,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Add a secondary bounce effect
tween(newStreakText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
easing: tween.bounceOut,
onFinish: function onFinish() {
// Animate text disappearance after showing
tween(newStreakText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8,
y: newStreakText.y - 100
}, {
duration: 1500,
easing: tween.elasticIn,
onFinish: function onFinish() {
if (newStreakText && newStreakText.parent) {
newStreakText.destroy();
if (streakText === newStreakText) {
streakText = null;
}
}
}
});
}
});
}
});
}
};
var score = 0;
var lastLinesClearedTime = 0;
var streakLevel = 0;
var streakTimeout = 5000; // 5 seconds in milliseconds
var streakText = null;
game.createBlocks();
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
font: 'Impact',
stroke: '#2a636e',
strokeThickness: 16
});
scoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreTxt);
game.isMovePossible = function () {
// Cache blocks that exist for faster iteration
var activeBlocks = [];
for (var a = 0; a < blocks.length; a++) {
if (blocks[a]) {
activeBlocks.push(blocks[a]);
}
}
for (var blockIndex = 0; blockIndex < activeBlocks.length; blockIndex++) {
var block = activeBlocks[blockIndex];
// Check fewer positions by sampling every other position for performance
for (var i = 0; i < 10; i += 1) {
for (var j = 0; j < 10; j += 1) {
if (board.grid[i][j].filled) {
continue;
}
var canPlace = true;
// Early bounds checking
if (i + block.shape.length > 10 || j + block.shape[0].length > 10) {
continue;
}
for (var k = 0; k < block.shape.length && canPlace; k++) {
for (var l = 0; l < block.shape[k].length && canPlace; l++) {
if (block.shape[k][l] === 1) {
if (board.grid[i + k][j + l].filled) {
canPlace = false;
}
}
}
}
if (canPlace) {
return true;
}
}
}
}
return false;
};
// Create frame-based animation sequence for assets
var currentAssetIndex = 0;
var assetDisplays = [asset1Display, asset2Display, asset3Display, asset4Display];
var animationTimer;
function showNextFrame() {
// Hide all frames first for stability
for (var i = 0; i < assetDisplays.length; i++) {
assetDisplays[i].alpha = 0;
}
// Move to next frame
currentAssetIndex = (currentAssetIndex + 1) % assetDisplays.length;
// Show next frame
assetDisplays[currentAssetIndex].alpha = 1;
}
function startFrameAnimation() {
// Hide all frames initially for stability
for (var i = 0; i < assetDisplays.length; i++) {
assetDisplays[i].alpha = 0;
}
// Show first frame
assetDisplays[currentAssetIndex].alpha = 1;
// Set up timer to cycle through frames every 100ms (10 FPS animation) for faster speed
animationTimer = LK.setInterval(showNextFrame, 100);
}
// Start the frame animation
startFrameAnimation();
// Play Fala music as background music with continuous looping
LK.playMusic('Fala');
var isGameOver = false;
LK.on('tick', function () {
board.tick();
// Only check game over every 30 ticks (half second) to reduce performance impact
if (LK.ticks % 30 === 0 && (isGameOver || !game.isMovePossible())) {
LK.effects.flashScreen(0xffffff, 1000);
LK.showGameOver();
}
for (var a = blocks.length - 1; a >= 0; a--) {
if (blocks[a]) {
if (blocks[a] != dragTarget) {
blocks[a].moveTowardsHomePosition();
} else {
blocks[a].moveToDragTarget();
}
}
}
}); /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Block = Container.expand(function (board) {
var self = Container.call(this);
var hsvToRgb = function hsvToRgb(h, s, v) {
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0:
r = v, g = t, b = p;
break;
case 1:
r = q, g = v, b = p;
break;
case 2:
r = p, g = v, b = t;
break;
case 3:
r = p, g = q, b = v;
break;
case 4:
r = t, g = p, b = v;
break;
case 5:
r = v, g = p, b = q;
break;
}
return (Math.round(r * 255) << 16) + (Math.round(g * 255) << 8) + Math.round(b * 255);
};
var ShapeTypes = {
SINGLE: [[1]],
TRI: [[1, 1, 1]],
QUAD: [[1, 1, 1, 1]],
LSHAPE: [[1, 0, 0], [1, 0, 0], [1, 1, 1]],
BLOCK: [[1, 1], [1, 1]],
SMALLLSHAPE: [[1, 0], [1, 1]]
};
var shapes = Object.values(ShapeTypes);
var offset = Math.floor(Math.random() * shapes.length);
self.offset = offset;
self.shape = shapes[offset];
var hue = offset % shapes.length / shapes.length;
self.color = hsvToRgb(hue, 0.6, 1);
self.rotateShapeRandomly = function () {
var rotations = Math.floor(Math.random() * 4);
for (var r = 0; r < rotations; r++) {
self.shape = self.shape[0].map(function (val, index) {
return self.shape.map(function (row) {
return row[index];
}).reverse();
});
}
};
self.rotateShapeRandomly();
self.blocks = [];
var background = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.alpha = 0;
var blockSize = 160;
background.width = 4 * blockSize;
background.height = 4 * blockSize;
self.addChild(background);
self.offsetX = 0;
self.offsetY = 0;
var blockOffsetX = (background.width / 2 - self.shape[0].length * blockSize) / 2 - blockSize / 2;
var blockOffsetY = (background.height / 2 - self.shape.length * blockSize) / 2 - blockSize / 2;
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var block = self.createAsset('block_' + offset, {
anchorX: 0.5,
anchorY: 0.5
});
block.x = j * blockSize + blockOffsetX;
block.y = i * blockSize + blockOffsetY;
self.blocks.push(block);
self.addChild(block);
}
}
}
self.startX = 0;
self.startY = 0;
self.moveTowardsHomePosition = function () {
var dx = self.startX - self.x;
var dy = self.startY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
self.x += dx * 0.3;
self.y += dy * 0.3;
} else {
self.x = self.startX;
self.y = self.startY;
}
};
var currentX = 0;
var currentY = 0;
self.moveToDragTarget = function () {
var ox = -this.targetX;
var oy = (LK.is.mobile ? 400 : 0) - this.targetY;
this.targetX += ox / 5;
this.targetY += oy / 5;
this.x = currentX - this.targetX;
this.y = currentY - this.targetY;
};
self._move_migrated = function (x, y) {
currentX = x;
currentY = y;
self.x = x - this.targetX;
self.y = y - this.targetY;
};
self.setStartPosition = function (x, y) {
self.startX = x;
self.startY = y;
};
self.getOverlappingCells = function () {
var cells = [];
var boardPos = {
x: -board.x + self.x + 160 * 4 + blockOffsetX + 160,
y: -board.y + self.y + 160 * 4 + blockOffsetY + 160
};
var startX = Math.floor(boardPos.x / 160);
var startY = Math.floor(boardPos.y / 160);
for (var i = 0; i < self.shape.length; i++) {
for (var j = 0; j < self.shape[i].length; j++) {
if (self.shape[i][j] === 1) {
var cell = board.grid && board.grid[startY + i] && board.grid[startY + i][startX + j];
if (cell && !cell.filled) {
cells.push(cell);
} else {
return null;
}
}
}
}
return cells;
};
self.showOverlap = function () {
var cells = self.getOverlappingCells();
if (cells) {
for (var a = 0; a < cells.length; a++) {
var cell = cells[a];
cell.setTint(self.color);
}
}
};
self.rotateShapeRandomly = function () {
var rotations = Math.floor(Math.random() * 4);
for (var r = 0; r < rotations; r++) {
self.shape = self.shape[0].map(function (val, index) {
return self.shape.map(function (row) {
return row[index];
}).reverse();
});
}
};
});
var Board = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
Board.prototype.spawnParticles = function (x, y, tint) {
for (var i = 0; i < 10; i++) {
var particle = new Particle(tint);
particle.x = x + (Math.random() - 0.5) * 50;
particle.y = y + (Math.random() - 0.5) * 50;
this.particles.push(particle);
this.addChild(particle);
// Add tween effect for particles with matching block color
tween(particle, {
scaleX: 0,
scaleY: 0,
alpha: 0,
x: particle.x + (Math.random() - 0.5) * 100,
y: particle.y + (Math.random() - 0.5) * 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (particle.parent) {
particle.destroy();
}
}
});
}
};
self.grid = new Array(10).fill(null).map(function () {
return new Array(10).fill(null);
});
var size = 158;
var totalWidth = 10 * size;
var totalHeight = 10 * size;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
var cell = new Cell();
cell.x = i * size - totalWidth / 2 + size / 2;
cell.y = j * size - totalHeight / 2 + size / 2;
self.grid[j][i] = cell;
self.addChild(cell);
}
}
self.removeTint = function () {
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
if (!self.grid[i][j].filled) {
self.grid[i][j].setTint(0xffffff);
}
}
}
};
self.checkLines = function () {
var rowsRemoved = 0;
for (var i = 0; i < 10; i++) {
var rowFilled = true;
var colFilled = true;
for (var j = 0; j < 10; j++) {
if (!self.grid[i][j].filled) {
rowFilled = false;
}
if (!self.grid[j][i].filled) {
colFilled = false;
}
}
if (rowFilled || colFilled) {
rowsRemoved += (rowFilled ? 1 : 0) + (colFilled ? 1 : 0);
// Play destruction sound when blocks are destroyed
LK.getSound('blockDestroy').play();
// Handle streak system
var currentTime = Date.now();
if (currentTime - lastLinesClearedTime <= streakTimeout && lastLinesClearedTime > 0) {
streakLevel = Math.min(streakLevel + 1, 6); // Cap at level 6
} else {
streakLevel = 1;
}
lastLinesClearedTime = currentTime;
// Show streak text
game.showStreakText(streakLevel);
for (var j = 0; j < 10; j++) {
if (rowFilled) {
var blockColor = self.grid[i][j].getBlockColor() || 0xffffff;
self.spawnParticles(self.grid[i][j].x, self.grid[i][j].y, blockColor);
self.grid[i][j].setFill(false);
}
if (colFilled) {
var blockColor = self.grid[j][i].getBlockColor() || 0xffffff;
self.spawnParticles(self.grid[j][i].x, self.grid[j][i].y, blockColor);
self.grid[j][i].setFill(false);
}
}
}
}
return rowsRemoved;
};
self.tick = function () {
// Process particles every other tick to reduce overhead
if (LK.ticks % 2 === 0) {
for (var i = self.particles.length - 1; i >= 0; i--) {
var particle = self.particles[i];
if (particle) {
particle.tick();
if (particle.alpha <= 0) {
self.particles.splice(i, 1);
}
}
}
}
// Optimize grid animation by processing fewer cells when not dragging
var processEveryNthCell = dragTarget ? 1 : 2;
for (var i = 0; i < 10; i += processEveryNthCell) {
for (var j = 0; j < 10; j += processEveryNthCell) {
self.grid[i][j].tick(i, j);
}
}
};
self.placeBlock = function () {};
});
var Cell = Container.expand(function () {
var self = Container.call(this);
self.filled = false;
var yOffsetArray = [-25, -10, -20, -25, -25, -20];
var empty = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
empty.alpa = .8;
var filled;
var currentOffset;
empty.y = 2;
self.currentTint = 0xffffff;
self.setFill = function (isFilled, asset, offset, color) {
self.filled = isFilled;
empty.visible = !self.filled;
if (isFilled) {
if (asset) {
asset.x = 0;
asset.y = yOffsetArray[offset] || -15;
currentOffset = offset;
self.addChild(asset);
filled = asset;
if (color) {
self.currentTint = color;
self.blockColor = color; // Store the original block color
}
}
} else {
if (filled) {
filled.destroy();
filled = null;
}
}
};
self.tick = function (i, j) {
if (filled) {
// Reduce animation frequency to improve performance
var animationSpeed = LK.ticks / 4; // Slower animation
var offset = Math.cos(((i + j) * 3 + animationSpeed) / 6) / 20;
var ty = yOffsetArray[currentOffset] || -15;
filled.y = ty + Math.abs(offset * 200) - 5;
filled.rotation = offset;
}
};
self.getTint = function () {
return self.currentTint;
};
self.getBlockColor = function () {
return self.blockColor || self.currentTint;
};
self.setTint = function (tint) {
self.currentTint = tint;
empty.tint = tint;
};
self.setFill(false);
});
var Particle = Container.expand(function (tint) {
var self = Container.call(this);
self.tint = tint;
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.rotation = Math.random() * Math.PI * 2;
particleGraphics.tint = self.tint;
self.vx = Math.random() * 4 - 2;
self.vy = Math.random() * 4 - 2;
self.alpha = 1;
self.lifetime = 60;
self.tick = function () {
self.x += self.vx;
self.y += self.vy;
self.alpha -= 1 / self.lifetime;
if (self.alpha <= 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var gameBackground = game.attachAsset('gameBackground', {
anchorX: 0.5,
anchorY: 0.5
});
gameBackground.x = 2048 / 2;
gameBackground.y = 2732 / 2 + 65;
// Add asset1 to the front of the screen
var asset1Display = game.attachAsset('asset1', {
anchorX: 0.5,
anchorY: 0.5
});
asset1Display.x = 2048 / 2 + 30;
asset1Display.y = 2732 / 2 - 315;
// Add asset2 display with same positioning and properties as asset1
var asset2Display = game.attachAsset('asset2', {
anchorX: 0.5,
anchorY: 0.5
});
asset2Display.x = 2048 / 2 + 30;
asset2Display.y = 2732 / 2 - 315;
asset2Display.alpha = 0;
// Add asset3 display with same positioning and properties as asset1
var asset3Display = game.attachAsset('asset3', {
anchorX: 0.5,
anchorY: 0.5
});
asset3Display.x = 2048 / 2 + 30;
asset3Display.y = 2732 / 2 - 315;
asset3Display.alpha = 0;
// Add asset4 display with same positioning and properties as asset1
var asset4Display = game.attachAsset('asset4', {
anchorX: 0.5,
anchorY: 0.5
});
asset4Display.x = 2048 / 2 + 30;
asset4Display.y = 2732 / 2 - 315;
asset4Display.alpha = 0;
var blocks = [];
var dragTarget;
var board = game.addChild(new Board());
board.x = 2048 / 2;
board.y = 2732 / 2 - 250 + 30;
var targetOffset;
game.createBlock = function (index) {
var block = new Block(board);
block.x = 2048 / 2 + (index - 1) * (block.width + 50);
block.y = 2732 + block.height;
block.setStartPosition(block.x, 2732 - block.height / 2 - 30);
blocks.push(block);
game.addChild(block);
block.on('down', function (x, y, obj) {
dragTarget = this;
var pos = this.toLocal(obj.global);
var targetPos = game.toLocal(obj.global);
this.targetX = pos.x;
this.targetY = pos.y;
dragTarget._move_migrated(targetPos.x, targetPos.y);
});
};
game.on('move', function (x, y, obj) {
if (dragTarget) {
board.removeTint();
var pos = game.toLocal(obj.global);
dragTarget._move_migrated(pos.x, pos.y);
dragTarget.showOverlap();
}
});
game.on('up', function (x, y, obj) {
if (dragTarget) {
var cells = dragTarget.getOverlappingCells();
if (cells) {
for (var a = 0; a < cells.length; a++) {
cells[a].setFill(true, dragTarget.blocks[a], dragTarget.offset, dragTarget.color);
cells[a].setTint(dragTarget.color);
}
blocks[blocks.indexOf(dragTarget)] = undefined;
dragTarget.destroy();
if (!blocks.some(function (block) {
return block;
})) {
game.createBlocks();
}
var pointsToAdd = board.checkLines();
if (pointsToAdd) {
score += Math.pow(pointsToAdd, 2) * 10;
LK.setScore(score);
scoreTxt.setText(score);
}
}
board.removeTint();
dragTarget = undefined;
}
});
game.createBlocks = function () {
for (var i = 0; i < 3; i++) {
game.createBlock(i);
}
};
game.showStreakText = function (level) {
// Remove existing streak text if any
if (streakText && streakText.parent) {
streakText.destroy();
}
var message = '';
var color = 0xFFFFFF;
if (level === 1) {
message = 'GOOD';
color = 0x00FF00; // Green
} else if (level === 2) {
message = 'SUPER';
color = 0x80FF00; // Green-Yellow
} else if (level === 3) {
message = 'WOW';
color = 0xFFFF00; // Yellow
} else if (level === 4) {
message = 'AMAZING';
color = 0xFF8000; // Yellow-Orange
} else if (level === 5) {
message = 'MANIAC';
color = 0xFF4000; // Orange-Red
} else if (level >= 6) {
message = 'CRAZYY!!!';
color = 0xFF0000; // Red
}
if (message) {
var newStreakText = new Text2(message, {
size: 200,
fill: color,
font: 'Impact',
stroke: '#000000',
strokeThickness: 8
});
// Position diagonally across screen (top-right diagonal style)
newStreakText.anchor.set(0.5, 0.5);
newStreakText.x = 2048 - 300; // Move to right side
newStreakText.y = 400; // Move to upper area
newStreakText.rotation = -0.2; // Slight diagonal angle
newStreakText.alpha = 0;
newStreakText.scaleX = 0.5;
newStreakText.scaleY = 0.5;
game.addChild(newStreakText);
streakText = newStreakText;
// Animate streak text appearance with elastic bounce effect
tween(newStreakText, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 600,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Add a secondary bounce effect
tween(newStreakText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
easing: tween.bounceOut,
onFinish: function onFinish() {
// Animate text disappearance after showing
tween(newStreakText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8,
y: newStreakText.y - 100
}, {
duration: 1500,
easing: tween.elasticIn,
onFinish: function onFinish() {
if (newStreakText && newStreakText.parent) {
newStreakText.destroy();
if (streakText === newStreakText) {
streakText = null;
}
}
}
});
}
});
}
});
}
};
var score = 0;
var lastLinesClearedTime = 0;
var streakLevel = 0;
var streakTimeout = 5000; // 5 seconds in milliseconds
var streakText = null;
game.createBlocks();
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
font: 'Impact',
stroke: '#2a636e',
strokeThickness: 16
});
scoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreTxt);
game.isMovePossible = function () {
// Cache blocks that exist for faster iteration
var activeBlocks = [];
for (var a = 0; a < blocks.length; a++) {
if (blocks[a]) {
activeBlocks.push(blocks[a]);
}
}
for (var blockIndex = 0; blockIndex < activeBlocks.length; blockIndex++) {
var block = activeBlocks[blockIndex];
// Check fewer positions by sampling every other position for performance
for (var i = 0; i < 10; i += 1) {
for (var j = 0; j < 10; j += 1) {
if (board.grid[i][j].filled) {
continue;
}
var canPlace = true;
// Early bounds checking
if (i + block.shape.length > 10 || j + block.shape[0].length > 10) {
continue;
}
for (var k = 0; k < block.shape.length && canPlace; k++) {
for (var l = 0; l < block.shape[k].length && canPlace; l++) {
if (block.shape[k][l] === 1) {
if (board.grid[i + k][j + l].filled) {
canPlace = false;
}
}
}
}
if (canPlace) {
return true;
}
}
}
}
return false;
};
// Create frame-based animation sequence for assets
var currentAssetIndex = 0;
var assetDisplays = [asset1Display, asset2Display, asset3Display, asset4Display];
var animationTimer;
function showNextFrame() {
// Hide all frames first for stability
for (var i = 0; i < assetDisplays.length; i++) {
assetDisplays[i].alpha = 0;
}
// Move to next frame
currentAssetIndex = (currentAssetIndex + 1) % assetDisplays.length;
// Show next frame
assetDisplays[currentAssetIndex].alpha = 1;
}
function startFrameAnimation() {
// Hide all frames initially for stability
for (var i = 0; i < assetDisplays.length; i++) {
assetDisplays[i].alpha = 0;
}
// Show first frame
assetDisplays[currentAssetIndex].alpha = 1;
// Set up timer to cycle through frames every 100ms (10 FPS animation) for faster speed
animationTimer = LK.setInterval(showNextFrame, 100);
}
// Start the frame animation
startFrameAnimation();
// Play Fala music as background music with continuous looping
LK.playMusic('Fala');
var isGameOver = false;
LK.on('tick', function () {
board.tick();
// Only check game over every 30 ticks (half second) to reduce performance impact
if (LK.ticks % 30 === 0 && (isGameOver || !game.isMovePossible())) {
LK.effects.flashScreen(0xffffff, 1000);
LK.showGameOver();
}
for (var a = blocks.length - 1; a >= 0; a--) {
if (blocks[a]) {
if (blocks[a] != dragTarget) {
blocks[a].moveTowardsHomePosition();
} else {
blocks[a].moveToDragTarget();
}
}
}
});
White particle cloud. Cartoon. Bright outline. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Perfectly square bright purple Christmas decoration with cute happyy face. Cartoon style. Cute art style. Simple vector style.
Bunun hersΜ§eyini aynΔ± yap sadece rengini koyu siyah ve mor yap surat ifadesi de kΔ±zgΔ±n ve yuΜzuΜnde kuΜcΜ§uΜk sΔ±yrΔ±k ve kesikler olsun
Bunun hicΜ§ birsΜ§ey ni degΜisΜ§tirme sadece rengini koyu yesΜ§il ve acΜ§Δ±k yesΜ§il nuΜkleer isΜ§areti koy ve arkaplanΔ± olmasΔ±n
Bunun hicΜ§ birsΜ§ey ni degΜisΜ§tirme sadece rengini koyu mavi ve acΜ§Δ±k gri ve alnΔ±na ters hacΜ§ koy ve arkaplanΔ± olmasΔ±n
Bunun hicΜ§ birsΜ§ey ni degΜisΜ§tirme sadece rengini koyu kΔ±rmΔ±zΔ± ve acΜ§Δ±k kΔ±rmΔ±zΔ±.goΜzlerinin bebeklerini buΜyuΜlt ve kafasΔ±na sΜ§eytan boynuzlari koy ve arkaplanΔ± olmasΔ±n
Bunun hicΜ§ birsΜ§ey ni degΜisΜ§tirme sadece rengini koyu hayalet beyazΔ± ve acΜ§Δ±k mor hayalet etekleri olsun alt kΔ±smΔ±nda ve arkaplanΔ± olmasΔ±n
DuΜz arkaplan ama rengi koyu siyah ve acΜ§Δ±k kΔ±rmΔ±zΔ± cΜ§izikler sΔ±yrΔ±klar olsun. In-Game asset. 2d. High contrast. No shadows
Bunun aynΔ±sΔ± olsun yanlΔ±zca stili korku temalΔ± olsun icΜ§ kΔ±sΔ±mdaki beyaz kΔ±smΔ± siyah ve kΔ±rmΔ±zΔ± cΜ§izikler ve kesikler ekle
Rengini koyu yap mat olsun
HicΜ§ birseyi degΜisΜ§tirme aynΔ±sΔ±nΔ± yap