User prompt
Fixa så att man ser hela bakgrunden i spelfältet och gör riktlinjerna smalare
User prompt
Gör så att man ser skuggan av klossen man sätter ut mer tydlig
User prompt
Gör spel planen ännu större
User prompt
Gör spel planen större
User prompt
Fixa så att klossarna passar bättre på spel planen
User prompt
Fix score
User prompt
Change background to dark blue
User prompt
Change background picture to light blue
User prompt
Set background picture to BKR
User prompt
Set background to BKR asset
User prompt
Set background to BKR asset
User prompt
Set background to background asset
User prompt
Fixa så det blir lättare att placera ut klossarna
User prompt
Fix bugs
User prompt
Fixa större klossar
User prompt
Fix bugs
Code edit (1 edits merged)
Please save this source code
User prompt
Color Block Satisfy
Initial prompt
Skapa ett roligt satisfying block pussel spel, blocken skall vara stora, ha flera färger, skall va roligt och lätt att spela
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Block class: a draggable block with a given shape and color var Block = Container.expand(function () { var self = Container.call(this); // Properties self.shape = null; // {cells, size} self.color = null; // asset id self.cellSize = 180; self.cells = []; // graphical cell assets self.ghostCells = []; // for ghost preview self.isDragging = false; self.gridX = null; // grid position if placed self.gridY = null; // Set up block with shape and color self.setup = function (shape, color) { self.shape = shape; self.color = color; // Remove old cells for (var i = 0; i < self.cells.length; ++i) self.removeChild(self.cells[i]); self.cells = []; // Add new cells for (var i = 0; i < shape.cells.length; ++i) { var c = shape.cells[i]; var cell = self.attachAsset(color, { anchorX: 0.5, anchorY: 0.5, x: c[0] * self.cellSize, y: c[1] * self.cellSize }); self.cells.push(cell); } // Center anchor var w = shape.size[0] * self.cellSize, h = shape.size[1] * self.cellSize; self.pivot.x = w / 2 - self.cellSize / 2; self.pivot.y = h / 2 - self.cellSize / 2; }; // Show ghost preview at given grid position self.showGhost = function (gridX, gridY, grid) { self.hideGhost(); for (var i = 0; i < self.shape.cells.length; ++i) { var c = self.shape.cells[i]; var gx = gridX + c[0], gy = gridY + c[1]; if (gx < 0 || gx >= grid.cols || gy < 0 || gy >= grid.rows) continue; var ghost = LK.getAsset(self.color, { anchorX: 0.5, anchorY: 0.5, x: grid.gridOriginX + gx * self.cellSize + self.cellSize / 2, y: grid.gridOriginY + gy * self.cellSize + self.cellSize / 2, alpha: 0.4 }); self.ghostCells.push(ghost); grid.addChild(ghost); } }; self.hideGhost = function () { for (var i = 0; i < self.ghostCells.length; ++i) { if (self.ghostCells[i].parent) self.ghostCells[i].parent.removeChild(self.ghostCells[i]); } self.ghostCells = []; }; // Animate block on placement self.animatePlace = function () { for (var i = 0; i < self.cells.length; ++i) { var cell = self.cells[i]; cell.scaleX = 1.2; cell.scaleY = 1.2; tween(cell, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeOut }); } }; return self; }); // Grid class: the main play area var Grid = Container.expand(function () { var self = Container.call(this); self.rows = 9; self.cols = 9; self.cellSize = 180; self.grid = []; // 2D array: grid[y][x] = {block: Block, color: assetId} self.cellNodes = []; // graphical cell backgrounds self.gridOriginX = 0; self.gridOriginY = 0; // Set up grid self.setup = function () { // Center grid var totalW = self.cols * self.cellSize; var totalH = self.rows * self.cellSize; self.gridOriginX = Math.floor((2048 - totalW) / 2); self.gridOriginY = Math.floor((2732 - totalH) / 2); // Draw cells for (var y = 0; y < self.rows; ++y) { self.grid[y] = []; self.cellNodes[y] = []; for (var x = 0; x < self.cols; ++x) { self.grid[y][x] = null; var cell = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5, x: self.gridOriginX + x * self.cellSize + self.cellSize / 2, y: self.gridOriginY + y * self.cellSize + self.cellSize / 2 }); self.cellNodes[y][x] = cell; } } }; // Check if a block can be placed at gridX,gridY self.canPlace = function (block, gridX, gridY) { for (var i = 0; i < block.shape.cells.length; ++i) { var c = block.shape.cells[i]; var x = gridX + c[0], y = gridY + c[1]; if (x < 0 || x >= self.cols || y < 0 || y >= self.rows) return false; if (self.grid[y][x]) return false; } return true; }; // Place a block at gridX,gridY self.placeBlock = function (block, gridX, gridY) { for (var i = 0; i < block.shape.cells.length; ++i) { var c = block.shape.cells[i]; var x = gridX + c[0], y = gridY + c[1]; self.grid[y][x] = { color: block.color }; // Animate cell var cell = self.cellNodes[y][x]; cell.scaleX = 1.2; cell.scaleY = 1.2; // Set tint to the color value of the asset if (block.color === 'block_blue') cell.tint = 0x3b82f6;else if (block.color === 'block_red') cell.tint = 0xef4444;else if (block.color === 'block_green') cell.tint = 0x22c55e;else if (block.color === 'block_yellow') cell.tint = 0xfacc15;else if (block.color === 'block_purple') cell.tint = 0xa21caf;else if (block.color === 'block_orange') cell.tint = 0xf97316; tween(cell, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeOut }); } }; // Clear full rows/columns, return number of cleared lines self.clearLines = function () { var cleared = 0; var toClearRows = []; var toClearCols = []; // Check rows for (var y = 0; y < self.rows; ++y) { var full = true; for (var x = 0; x < self.cols; ++x) { if (!self.grid[y][x]) { full = false; break; } } if (full) toClearRows.push(y); } // Check columns for (var x = 0; x < self.cols; ++x) { var full = true; for (var y = 0; y < self.rows; ++y) { if (!self.grid[y][x]) { full = false; break; } } if (full) toClearCols.push(x); } // Clear rows for (var i = 0; i < toClearRows.length; ++i) { var y = toClearRows[i]; for (var x = 0; x < self.cols; ++x) { self.grid[y][x] = null; var cell = self.cellNodes[y][x]; cell.tint = 0xe0e0e0; // Animate cell.alpha = 0.2; tween(cell, { alpha: 1 }, { duration: 200, easing: tween.easeOut }); } cleared++; } // Clear columns for (var i = 0; i < toClearCols.length; ++i) { var x = toClearCols[i]; for (var y = 0; y < self.rows; ++y) { self.grid[y][x] = null; var cell = self.cellNodes[y][x]; cell.tint = 0xe0e0e0; cell.alpha = 0.2; tween(cell, { alpha: 1 }, { duration: 200, easing: tween.easeOut }); } cleared++; } return cleared; }; // Check if any of the given blocks can be placed anywhere self.anyValidPlacement = function (blocks) { for (var b = 0; b < blocks.length; ++b) { var block = blocks[b]; for (var y = 0; y <= self.rows - block.shape.size[1]; ++y) { for (var x = 0; x <= self.cols - block.shape.size[0]; ++x) { if (self.canPlace(block, x, y)) return true; } } } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ background: 'Background' }); /**** * Game Code ****/ // --- Game variables --- /* We use only shapes for blocks and grid cells. Each block color is a unique asset. Block shapes: 1x1, 1x2, 2x1, 2x2, 1x3, 3x1, L-shape (2x2 with one missing), etc. Colors: blue, red, green, yellow, purple, orange. Grid cell: light gray. */ // Block shapes definition var BLOCK_SHAPES = [ // Each shape: {cells: [[x,y],...], size: [w,h]} { cells: [[0, 0]], size: [1, 1] }, // single { cells: [[0, 0], [1, 0]], size: [2, 1] }, // 1x2 horizontal { cells: [[0, 0], [0, 1]], size: [1, 2] }, // 2x1 vertical { cells: [[0, 0], [1, 0], [0, 1], [1, 1]], size: [2, 2] }, // 2x2 { cells: [[0, 0], [1, 0], [2, 0]], size: [3, 1] }, // 1x3 horizontal { cells: [[0, 0], [0, 1], [0, 2]], size: [1, 3] }, // 3x1 vertical { cells: [[0, 0], [1, 0], [0, 1]], size: [2, 2] }, // L-shape (top-left) { cells: [[1, 0], [0, 1], [1, 1]], size: [2, 2] }, // L-shape (top-right) { cells: [[0, 0], [1, 0], [1, 1]], size: [2, 2] }, // L-shape (bottom-right) { cells: [[0, 0], [0, 1], [1, 1]], size: [2, 2] } // L-shape (bottom-left) ]; // Block colors var BLOCK_COLORS = ['block_blue', 'block_red', 'block_green', 'block_yellow', 'block_purple', 'block_orange']; // Utility: pick random element from array function randArr(arr) { return arr[Math.floor(Math.random() * arr.length)]; } var grid = new Grid(); grid.setup(); game.addChild(grid); var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Block tray: 3 blocks to choose from var trayBlocks = []; var trayY = 2732 - 250; var trayX0 = 2048 / 2 - 2 * 270; var traySpacing = 540; // Drag state var dragBlock = null; var dragOffsetX = 0; var dragOffsetY = 0; // Helper: create a new random block function createRandomBlock() { var block = new Block(); var shape = randArr(BLOCK_SHAPES); var color = randArr(BLOCK_COLORS); block.setup(shape, color); return block; } // Helper: refill tray with up to 3 blocks function refillTray() { // Remove old blocks for (var i = 0; i < trayBlocks.length; ++i) { if (trayBlocks[i].parent) trayBlocks[i].parent.removeChild(trayBlocks[i]); } trayBlocks = []; for (var i = 0; i < 3; ++i) { var block = createRandomBlock(); block.x = trayX0 + i * traySpacing; block.y = trayY; block.scaleX = block.scaleY = 1.1; trayBlocks.push(block); game.addChild(block); } } // Helper: update score display function updateScore(val) { score = val; scoreTxt.setText(score); } // Helper: get grid cell under (x, y) in game coordinates function getGridCellAt(x, y) { var gx = Math.floor((x - grid.gridOriginX) / grid.cellSize); var gy = Math.floor((y - grid.gridOriginY) / grid.cellSize); if (gx < 0 || gx >= grid.cols || gy < 0 || gy >= grid.rows) return null; return { x: gx, y: gy }; } // Helper: snap block to tray function snapBlockToTray(block) { var idx = trayBlocks.indexOf(block); if (idx >= 0) { block.x = trayX0 + idx * traySpacing; block.y = trayY; block.scaleX = block.scaleY = 1.1; block.zIndex = 0; } } // --- Input handlers --- // Find block in tray under pointer function blockUnderPointer(x, y) { for (var i = 0; i < trayBlocks.length; ++i) { var block = trayBlocks[i]; // Check bounding box var bx = block.x - block.pivot.x * block.scaleX; var by = block.y - block.pivot.y * block.scaleY; var bw = block.shape.size[0] * block.cellSize * block.scaleX; var bh = block.shape.size[1] * block.cellSize * block.scaleY; if (x >= bx && x <= bx + bw && y >= by && y <= by + bh) { return block; } } return null; } // Drag start game.down = function (x, y, obj) { if (dragBlock) return; var block = blockUnderPointer(x, y); if (block) { dragBlock = block; dragBlock.isDragging = true; dragBlock.zIndex = 100; dragOffsetX = x - dragBlock.x; dragOffsetY = y - dragBlock.y; // Animate up tween(dragBlock, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, easing: tween.easeOut }); } }; // Drag move game.move = function (x, y, obj) { if (!dragBlock) return; dragBlock.x = x - dragOffsetX; dragBlock.y = y - dragOffsetY; // Show ghost preview if over grid dragBlock.hideGhost(); var cell = getGridCellAt(x, y); if (cell) { var can = grid.canPlace(dragBlock, cell.x, cell.y); if (can) { dragBlock.showGhost(cell.x, cell.y, grid); } } }; // Drag end game.up = function (x, y, obj) { if (!dragBlock) return; // Try to find the nearest valid cell to drop the block, even if not perfectly centered var cell = getGridCellAt(x, y); var placed = false; var foundCell = null; if (cell) { // Try the cell under pointer first if (grid.canPlace(dragBlock, cell.x, cell.y)) { foundCell = cell; } else { // Search nearby cells within a 1-cell radius for a valid placement var minDist = 99999; var bestCell = null; for (var dy = -1; dy <= 1; ++dy) { for (var dx = -1; dx <= 1; ++dx) { var cx = cell.x + dx; var cy = cell.y + dy; if (cx < 0 || cx >= grid.cols || cy < 0 || cy >= grid.rows) continue; if (grid.canPlace(dragBlock, cx, cy)) { // Prefer the closest cell to pointer var dist = Math.abs(dx) + Math.abs(dy); if (dist < minDist) { minDist = dist; bestCell = { x: cx, y: cy }; } } } } if (bestCell) foundCell = bestCell; } } if (foundCell) { // Place block grid.placeBlock(dragBlock, foundCell.x, foundCell.y); dragBlock.animatePlace(); dragBlock.hideGhost(); if (dragBlock.parent) dragBlock.parent.removeChild(dragBlock); var idx = trayBlocks.indexOf(dragBlock); if (idx >= 0) trayBlocks.splice(idx, 1); LK.getSound('place').play(); // Clear lines var cleared = grid.clearLines(); if (cleared > 0) { updateScore(score + cleared * 10); LK.getSound('clear').play(); } else { updateScore(score + 1); } placed = true; // If tray empty, refill if (trayBlocks.length === 0) { refillTray(); } // Check for game over if (!grid.anyValidPlacement(trayBlocks)) { LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } if (!placed) { // Snap back to tray snapBlockToTray(dragBlock); dragBlock.hideGhost(); } // Animate down tween(dragBlock, { scaleX: 1.1, scaleY: 1.1 }, { duration: 80, easing: tween.easeOut }); dragBlock.isDragging = false; dragBlock = null; }; // --- Game update loop --- game.update = function () { // No per-frame logic needed for now }; // --- Start game --- updateScore(0); refillTray();
===================================================================
--- original.js
+++ change.js
@@ -234,22 +234,22 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0xffffff
+ background: 'Background'
});
/****
* Game Code
****/
-// Block shapes definition
+// --- Game variables ---
/*
We use only shapes for blocks and grid cells. Each block color is a unique asset.
Block shapes: 1x1, 1x2, 2x1, 2x2, 1x3, 3x1, L-shape (2x2 with one missing), etc.
Colors: blue, red, green, yellow, purple, orange.
Grid cell: light gray.
*/
-// --- Game variables ---
+// Block shapes definition
var BLOCK_SHAPES = [
// Each shape: {cells: [[x,y],...], size: [w,h]}
{
cells: [[0, 0]],