User prompt
Play a very short and pleasant sound effect every time tiles merge. Include a toggle button in the UI that allows the user to mute or unmute these merge sounds anytime.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'font')' in or related to this line: 'return "'GillSans-Bold', Impact, 'Arial Black', Tahoma, sans-serif";' Line Number: 99
User prompt
Enhance the tile numbers by rendering them with a stylish font that includes soft shadows or subtle outlines to improve readability and visual appeal. Ensure the shadows adapt dynamically to tile colors for good contrast.
User prompt
For each tile value, use a unique visual asset (e.g., different colored or patterned squares) instead of just coloring the tile. Implement a system that assigns the correct asset based on the tile's numeric value and updates the displayed asset whenever the tile value changes.
User prompt
Ensure each tile's background color changes dynamically based on its numeric value. Lower numbers (like 3) get lighter, pastel colors. Higher numbers get progressively darker or more vivid colors. Please implement this coloring logic so tile colors update whenever their values change.
User prompt
Modify the game logic so that if any tiles merge during a move, no new tile is spawned afterward. Only spawn a new tile if no merges happened in that move.
User prompt
Assign a unique background color to each tile value. The smallest tile (3) should have the lightest/most faded color. Colors become progressively more vivid and eye-catching as tile values increase. The largest tile should have the most vibrant and standout color.
User prompt
Implement smooth sliding animations for tiles after each move, similar to the classic 2048 game. Tiles should visually glide from their original positions to their new positions before merging or settling. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
lease redesign the game logic to follow classic 2048 rules: Tiles slide fully in the chosen direction until they hit another tile or edge. Tiles merge only once per move when two identical tiles collide, producing their sum. After each move, spawn exactly one new tile (3 or 6) in a random empty spot. Allow moves in all four directions regardless of empty spaces. Continue until no moves are possible.
User prompt
If there are empty spaces in a column or row, the player should be able to slide tiles up, down, left, or right to fill those spaces. Currently, moves are blocked if empty spaces exist in the middle. Please fix so that tiles can slide over empty cells in all directions.
User prompt
After each move, the game must spawn only one new tile with value 3 — but only if no merges happened during that move. Ensure it never spawns more than one tile per move.
User prompt
If any tiles merge during a move, the game should not spawn a new tile with value 3 after that move.
User prompt
Ensure that only adjacent tiles with the same value merge by adding their values. Tiles should merge even without empty spaces between them if the move causes them to collide. All possible merges in a single move must be processed.
User prompt
Currently, tiles only merge if there is an empty space to move into. For example, when the column is [3, 3, 6, 12] and the player moves down, the two 3s don’t merge because there is no empty space below. Please fix the logic so that tiles with the same value merge even if no empty space is available, as long as the move direction would cause them to collide.
User prompt
The current merge logic only merges newly added tiles but ignores existing tiles on the board. Please fix the merging algorithm so that all tiles on the board, both old and new, are checked and merged correctly if they have the same value during a move.
User prompt
In the current game, when multiple pairs of identical tiles (e.g., several 3s) can merge in a single move, only one pair merges. Please update the logic to scan the entire 4x4 grid and merge all possible pairs of matching tiles in that move.
User prompt
There is a bug in the merge logic: when two tiles with the same value (e.g., two 3s) are stacked and moved, they do not merge into their sum (6). Please check and fix the merging function to ensure that tiles with the same value combine correctly by adding their values.
Initial prompt
Implement the game over condition: the game ends when there are no possible moves left.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Tile class for each tile on the board var Tile = Container.expand(function () { var self = Container.call(this); self.value = 3; // default, will be set on creation self.row = 0; self.col = 0; // Attach the correct asset for the tile value self.tileAsset = null; function getTileAssetId(val) { // Only defined values have unique assets var ids = [3, 6, 12, 24, 48, 96, 192, 384, 768, 1536, 3072]; if (ids.indexOf(val) !== -1) return 'tile' + val; // Fallback to closest lower for (var i = ids.length - 1; i >= 0; i--) { if (val >= ids[i]) return 'tile' + ids[i]; } return 'tile3'; } // Attach asset for the current value function setTileAsset(val) { var assetId = getTileAssetId(val); // Remove old asset if present if (self.tileAsset) { self.removeChild(self.tileAsset); self.tileAsset.destroy(); self.tileAsset = null; } self.tileAsset = self.attachAsset(assetId, { width: 400, height: 400, anchorX: 0.5, anchorY: 0.5 }); // Always ensure tileAsset is at the bottom if (self.valueText && self.children.indexOf(self.valueText) !== -1) { self.setChildIndex(self.tileAsset, 0); } } // Text for the tile value // Helper to get a contrasting shadow color for a given tile value function getShadowColor(val) { // Light tiles get dark shadow, dark tiles get light shadow // Use the tile asset color as a base var colorMap = { 3: 0xf9f6f2, 6: 0xede0c8, 12: 0xf2b179, 24: 0xf59563, 48: 0xf67c5f, 96: 0xf65e3b, 192: 0xffd600, 384: 0xffb400, 768: 0xff8c00, 1536: 0xff4d00, 3072: 0xff1e56 }; var base = colorMap[val] !== undefined ? colorMap[val] : 0xf9f6f2; // Calculate perceived brightness var r = base >> 16 & 0xff, g = base >> 8 & 0xff, b = base & 0xff; var brightness = 0.299 * r + 0.587 * g + 0.114 * b; // If bright, use dark shadow; if dark, use light shadow return brightness > 180 ? "#444444" : "#fff8"; } // Helper to get a stylish font for the tile value function getTileFont(val) { // Use a bold, rounded font for style // Just return the font string, do not set any property here return "'GillSans-Bold', Impact, 'Arial Black', Tahoma, sans-serif"; } // Create the value text with shadow and style self.valueText = new Text2('3', { size: 120, fill: 0x333333, font: getTileFont(3), shadow: { color: getShadowColor(3), blur: 12, offsetX: 0, offsetY: 8 }, stroke: "#ffffff88", strokeThickness: 6 }); self.valueText.anchor.set(0.5, 0.5); self.addChild(self.valueText); // Set tile value and update appearance self.setValue = function (val) { self.value = val; self.valueText.setText(val + ''); // Update font, shadow, and stroke for new value self.valueText.setStyle({ font: getTileFont(val), shadow: { color: getShadowColor(val), blur: 12, offsetX: 0, offsetY: 8 }, stroke: "#ffffff88", strokeThickness: 6 }); setTileAsset(val); }; // Animate pop-in self.pop = function () { self.scaleX = self.scaleY = 0.2; tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf7f7f7 }); /**** * Game Code ****/ // Global mute state for merge sound // Pleasant merge sound effect // --- Constants --- // Unique tile assets for each value var mergeSoundMuted = false; var GRID_SIZE = 4; var TILE_SIZE = 400; var TILE_MARGIN = 32; var BOARD_SIZE = GRID_SIZE * TILE_SIZE + (GRID_SIZE + 1) * TILE_MARGIN; var BOARD_X = (2048 - BOARD_SIZE) / 2; var BOARD_Y = (2732 - BOARD_SIZE) / 2 + 100; // --- State --- var board = []; // 2D array of tiles or null var tileNodes = []; // 2D array of Tile objects or null var score = 0; var bestTile = 3; var moving = false; // Prevent input during animation // --- GUI --- var scoreTxt = new Text2('Score: 0', { size: 90, fill: 0x333333 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var bestTxt = new Text2('Best: 3', { size: 60, fill: 0x888888 }); bestTxt.anchor.set(0.5, 0); LK.gui.top.addChild(bestTxt); bestTxt.y = 110; // --- Merge Sound Mute Toggle Button --- var mergeMuteBtn = new Text2('🔊', { size: 80, fill: 0x666666, font: "'GillSans-Bold', Impact, 'Arial Black', Tahoma, sans-serif", stroke: "#fff8", strokeThickness: 4 }); mergeMuteBtn.anchor.set(0.5, 0.5); // Place at top right, but not in the top left 100x100 area mergeMuteBtn.x = LK.gui.width - 120; mergeMuteBtn.y = 80; mergeMuteBtn.interactive = true; mergeMuteBtn.buttonMode = true; mergeMuteBtn.updateIcon = function () { mergeMuteBtn.setText(mergeSoundMuted ? "🔇" : "🔊"); mergeMuteBtn.setStyle({ fill: mergeSoundMuted ? "#bbbbbb" : "#666666" }); }; mergeMuteBtn.updateIcon(); mergeMuteBtn.down = function (x, y, obj) { mergeSoundMuted = !mergeSoundMuted; mergeMuteBtn.updateIcon(); }; LK.gui.top.addChild(mergeMuteBtn); // --- Board background --- var boardBg = LK.getAsset('boardBg', { width: BOARD_SIZE, height: BOARD_SIZE, color: 0xbbb9b6, anchorX: 0, anchorY: 0, x: BOARD_X, y: BOARD_Y }); game.addChild(boardBg); // --- Board grid background tiles --- for (var r = 0; r < GRID_SIZE; r++) { for (var c = 0; c < GRID_SIZE; c++) { var cellBg = LK.getAsset('cellBg', { width: TILE_SIZE, height: TILE_SIZE, color: 0xcdc1b4, anchorX: 0.5, anchorY: 0.5, x: BOARD_X + TILE_MARGIN + c * (TILE_SIZE + TILE_MARGIN) + TILE_SIZE / 2, y: BOARD_Y + TILE_MARGIN + r * (TILE_SIZE + TILE_MARGIN) + TILE_SIZE / 2 }); game.addChild(cellBg); } } // --- Helper: get position for a tile --- function getTilePos(row, col) { return { x: BOARD_X + TILE_MARGIN + col * (TILE_SIZE + TILE_MARGIN) + TILE_SIZE / 2, y: BOARD_Y + TILE_MARGIN + row * (TILE_SIZE + TILE_MARGIN) + TILE_SIZE / 2 }; } // --- Helper: spawn a new tile (3 or 6) in a random empty cell --- function spawnTile() { var empties = []; for (var r = 0; r < GRID_SIZE; r++) { for (var c = 0; c < GRID_SIZE; c++) { if (board[r][c] === null) { empties.push({ r: r, c: c }); } } } if (empties.length === 0) return false; var idx = Math.floor(Math.random() * empties.length); var pos = empties[idx]; var val = Math.random() < 0.8 ? 3 : 6; addTile(pos.r, pos.c, val, true); return true; } // --- Helper: add a tile to the board and scene --- function addTile(row, col, value, animate) { var tile = new Tile(); tile.setValue(value); tile.row = row; tile.col = col; var pos = getTilePos(row, col); tile.x = pos.x; tile.y = pos.y; board[row][col] = value; tileNodes[row][col] = tile; game.addChild(tile); if (animate) tile.pop(); } // --- Helper: remove a tile from the board and scene --- function removeTile(row, col) { if (tileNodes[row][col]) { tileNodes[row][col].destroy(); } board[row][col] = null; tileNodes[row][col] = null; } // --- Helper: update score and best tile display --- function updateScore(add) { score += add; scoreTxt.setText('Score: ' + score); } function updateBestTile(val) { if (val > bestTile) { bestTile = val; bestTxt.setText('Best: ' + bestTile); } } // --- Helper: check if any moves are possible --- function movesAvailable() { for (var r = 0; r < GRID_SIZE; r++) { for (var c = 0; c < GRID_SIZE; c++) { if (board[r][c] === null) return true; var v = board[r][c]; // Check right if (c < GRID_SIZE - 1 && board[r][c + 1] === v) return true; // Check down if (r < GRID_SIZE - 1 && board[r + 1][c] === v) return true; } } return false; } // --- Helper: check for win (tile 3072) --- function checkWin() { for (var r = 0; r < GRID_SIZE; r++) { for (var c = 0; c < GRID_SIZE; c++) { if (board[r][c] === 3072) { LK.showYouWin(); return true; } } } return false; } // --- Helper: move/merge tiles in a direction --- // dir: {x: -1, y:0} for left, {x:1,y:0} for right, etc. function moveTiles(dir) { if (moving) return; moving = true; // Prepare for move var moved = false; var merged = []; for (var r = 0; r < GRID_SIZE; r++) { merged[r] = []; for (var c = 0; c < GRID_SIZE; c++) merged[r][c] = false; } // Helper to get traversal order for classic 2048 function getTraversal(dir) { var rows = [], cols = []; for (var i = 0; i < GRID_SIZE; i++) { rows.push(i); cols.push(i); } if (dir.x === 1) cols = cols.reverse(); if (dir.y === 1) rows = rows.reverse(); return { rows: rows, cols: cols }; } var traversal = getTraversal(dir); var movedAny = false; // --- Animation-aware move/merge logic --- var moveDuration = 120; // ms for slide var mergeDuration = 100; // ms for merge pop // Prepare to track original tile nodes and their moves var moveActions = []; var mergeActions = []; var oldTileNodes = []; for (var r = 0; r < GRID_SIZE; r++) { oldTileNodes[r] = []; for (var c = 0; c < GRID_SIZE; c++) { oldTileNodes[r][c] = tileNodes[r][c]; } } // Build new board and move/merge actions var newBoard = []; var newTileNodes = []; for (var r = 0; r < GRID_SIZE; r++) { newBoard[r] = []; newTileNodes[r] = []; for (var c = 0; c < GRID_SIZE; c++) { newBoard[r][c] = null; newTileNodes[r][c] = null; } } // For each cell in traversal order, slide and merge for (var i = 0; i < traversal.rows.length; i++) { for (var j = 0; j < traversal.cols.length; j++) { var r = traversal.rows[i]; var c = traversal.cols[j]; var val = board[r][c]; if (val === null) continue; var targetR = r, targetC = c; // Slide as far as possible in the direction while (true) { var testR = targetR + (dir.y || 0); var testC = targetC + (dir.x || 0); if (testR < 0 || testR >= GRID_SIZE || testC < 0 || testC >= GRID_SIZE) break; if (newBoard[testR][testC] === null) { targetR = testR; targetC = testC; } else if (newBoard[testR][testC] === val && !merged[testR][testC]) { // Merge! targetR = testR; targetC = testC; break; } else { break; } } // If merge is possible if (newBoard[targetR][targetC] === val && !merged[targetR][targetC]) { // Merge newBoard[targetR][targetC] = val * 2; merged[targetR][targetC] = true; updateScore(val * 2); updateBestTile(val * 2); movedAny = true; // Animate: move to merge, then pop moveActions.push({ tile: oldTileNodes[r][c], from: { row: r, col: c }, to: { row: targetR, col: targetC }, merge: true, value: val * 2 }); // Mark for removal after animation mergeActions.push({ row: targetR, col: targetC, value: val * 2 }); } else { // Move to empty spot if (targetR !== r || targetC !== c) movedAny = true; newBoard[targetR][targetC] = val; // Animate: move only moveActions.push({ tile: oldTileNodes[r][c], from: { row: r, col: c }, to: { row: targetR, col: targetC }, merge: false, value: val }); } } } // Remove all old tiles from board state (not from scene yet) for (var r = 0; r < GRID_SIZE; r++) { for (var c = 0; c < GRID_SIZE; c++) { board[r][c] = null; tileNodes[r][c] = null; } } // Animate all moves var animCount = moveActions.length; if (animCount === 0) { moving = false; return; } for (var i = 0; i < moveActions.length; i++) { (function (action) { var tile = action.tile; if (!tile) { animCount--; return; } var pos = getTilePos(action.to.row, action.to.col); // Bring to top for merges if (action.merge) { tile.zIndex = 1000; } tween(tile, { x: pos.x, y: pos.y }, { duration: moveDuration, easing: tween.easeInOut, onFinish: function onFinish() { // If merge, destroy this tile and create a new one with pop if (action.merge) { // Play merge sound if not muted if (!mergeSoundMuted) { LK.getSound('mergeSfx').play(); } tile.destroy(); // Remove any tile at merge target (should not exist, but safety) if (tileNodes[action.to.row][action.to.col]) { tileNodes[action.to.row][action.to.col].destroy(); } // Add merged tile with pop var mergedTile = new Tile(); mergedTile.setValue(action.value); mergedTile.row = action.to.row; mergedTile.col = action.to.col; var mpos = getTilePos(action.to.row, action.to.col); mergedTile.x = mpos.x; mergedTile.y = mpos.y; game.addChild(mergedTile); mergedTile.pop(); tileNodes[action.to.row][action.to.col] = mergedTile; board[action.to.row][action.to.col] = action.value; } else { // Just move, update tileNodes and board tile.row = action.to.row; tile.col = action.to.col; tileNodes[action.to.row][action.to.col] = tile; board[action.to.row][action.to.col] = action.value; } animCount--; if (animCount === 0) { // After all animations, spawn new tile if needed // Only spawn a new tile if there were moves and NO merges if (movedAny && mergeActions.length === 0) { spawnTile(); } // Update score and best tile display after every move scoreTxt.setText('Score: ' + score); bestTxt.setText('Best: ' + bestTile); // Check for win checkWin(); // Check for game over if (!movesAvailable()) { LK.setTimeout(function () { LK.showGameOver(); }, 400); } moving = false; } } }); })(moveActions[i]); } return; // Update score and best tile display after every move scoreTxt.setText('Score: ' + score); bestTxt.setText('Best: ' + bestTile); // Check for win checkWin(); // Check for game over if (!movesAvailable()) { LK.setTimeout(function () { LK.showGameOver(); }, 400); } moving = false; } // --- Input handling --- // Touch/drag swipe detection var touchStartX = null, touchStartY = null, touchStartTime = null; game.down = function (x, y, obj) { touchStartX = x; touchStartY = y; touchStartTime = Date.now(); }; game.up = function (x, y, obj) { if (touchStartX === null || moving) return; var dx = x - touchStartX; var dy = y - touchStartY; var adx = Math.abs(dx), ady = Math.abs(dy); if (adx < 50 && ady < 50) { touchStartX = null; touchStartY = null; return; } if (adx > ady) { if (dx > 0) moveTiles({ x: 1, y: 0 }); // right else moveTiles({ x: -1, y: 0 }); // left } else { if (dy > 0) moveTiles({ x: 0, y: 1 }); // down else moveTiles({ x: 0, y: -1 }); // up } touchStartX = null; touchStartY = null; }; // Keyboard controls (for desktop) game.move = function (x, y, obj) { // No-op for drag, but we want to support keyboard if (obj && obj.event && obj.event.type === 'keydown' && !moving) { var key = obj.event.key; if (key === 'ArrowLeft') moveTiles({ x: -1, y: 0 });else if (key === 'ArrowRight') moveTiles({ x: 1, y: 0 });else if (key === 'ArrowUp') moveTiles({ x: 0, y: -1 });else if (key === 'ArrowDown') moveTiles({ x: 0, y: 1 }); } }; // --- Game initialization --- function resetGame() { // Clear board for (var r = 0; r < GRID_SIZE; r++) { for (var c = 0; c < GRID_SIZE; c++) { if (tileNodes[r] && tileNodes[r][c]) { tileNodes[r][c].destroy(); } } } board = []; tileNodes = []; for (var r = 0; r < GRID_SIZE; r++) { board[r] = []; tileNodes[r] = []; for (var c = 0; c < GRID_SIZE; c++) { board[r][c] = null; tileNodes[r][c] = null; } } score = 0; bestTile = 3; scoreTxt.setText('Score: 0'); bestTxt.setText('Best: 3'); // Ensure score and best tile are displayed clearly after reset scoreTxt.anchor.set(0.5, 0); bestTxt.anchor.set(0.5, 0); moving = false; // Spawn two tiles spawnTile(); spawnTile(); } resetGame(); // --- Game tick (not used, but required for LK) --- game.update = function () { // No per-frame logic needed };
===================================================================
--- original.js
+++ change.js
@@ -134,10 +134,13 @@
/****
* Game Code
****/
-// Unique tile assets for each value
+// Global mute state for merge sound
+// Pleasant merge sound effect
// --- Constants ---
+// Unique tile assets for each value
+var mergeSoundMuted = false;
var GRID_SIZE = 4;
var TILE_SIZE = 400;
var TILE_MARGIN = 32;
var BOARD_SIZE = GRID_SIZE * TILE_SIZE + (GRID_SIZE + 1) * TILE_MARGIN;
@@ -162,8 +165,34 @@
});
bestTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(bestTxt);
bestTxt.y = 110;
+// --- Merge Sound Mute Toggle Button ---
+var mergeMuteBtn = new Text2('🔊', {
+ size: 80,
+ fill: 0x666666,
+ font: "'GillSans-Bold', Impact, 'Arial Black', Tahoma, sans-serif",
+ stroke: "#fff8",
+ strokeThickness: 4
+});
+mergeMuteBtn.anchor.set(0.5, 0.5);
+// Place at top right, but not in the top left 100x100 area
+mergeMuteBtn.x = LK.gui.width - 120;
+mergeMuteBtn.y = 80;
+mergeMuteBtn.interactive = true;
+mergeMuteBtn.buttonMode = true;
+mergeMuteBtn.updateIcon = function () {
+ mergeMuteBtn.setText(mergeSoundMuted ? "🔇" : "🔊");
+ mergeMuteBtn.setStyle({
+ fill: mergeSoundMuted ? "#bbbbbb" : "#666666"
+ });
+};
+mergeMuteBtn.updateIcon();
+mergeMuteBtn.down = function (x, y, obj) {
+ mergeSoundMuted = !mergeSoundMuted;
+ mergeMuteBtn.updateIcon();
+};
+LK.gui.top.addChild(mergeMuteBtn);
// --- Board background ---
var boardBg = LK.getAsset('boardBg', {
width: BOARD_SIZE,
height: BOARD_SIZE,
@@ -436,8 +465,12 @@
easing: tween.easeInOut,
onFinish: function onFinish() {
// If merge, destroy this tile and create a new one with pop
if (action.merge) {
+ // Play merge sound if not muted
+ if (!mergeSoundMuted) {
+ LK.getSound('mergeSfx').play();
+ }
tile.destroy();
// Remove any tile at merge target (should not exist, but safety)
if (tileNodes[action.to.row][action.to.col]) {
tileNodes[action.to.row][action.to.col].destroy();
Design a subtle, minimalistic background for the game. Use a soft pastel or muted gradient (e.g., light beige, soft gray, or pale blue). Avoid patterns or distractions — the focus should remain on the tiles. The background should give a calm, clean feeling and enhance the overall aesthetic without drawing attention.. In-Game asset. 2d. High contrast. No shadows
Prompt: Create a Dark Brown Hollow-Style Background Design a sleek and minimal background using a dark brown color (such as chocolate or espresso tones). Use a hollow or framed appearance — not a solid fill — to keep the center light and uncluttered. The central area should feel open, possibly with a slight transparency or soft inner shadow. The darker brown edges should add contrast and warmth without overpowering the game tiles.. In-Game asset. 2d. High contrast. No shadows
Design a background similar to the original 2048 game. Use a warm, soft beige or light brown tone as the main background. Include a grid layout with rounded square slots where tiles appear. Each slot should have a slightly darker shade than the background to show the empty grid clearly. Keep the overall design minimal, clean, and visually balanced.. In-Game asset. 2d. High contrast. No shadows