User prompt
Alla kuber skall ha olika färger
User prompt
Jag vill ha mer ljusa färger på kuberna
User prompt
Fixa flera kuber och varje kub skall ha en ljus färglad färg som regnbågen
User prompt
More lightful color and shaders on the assets
User prompt
Skapa mer glada färger på assets
User prompt
Gör assets mindre så dom varje asset passar i en rutan
User prompt
Gör fyrkanterna man flyttar mindre
User prompt
Ändra tillbaka till föregående
User prompt
Gör om assets till ansikten i olika färger, lägg till blommor och även houngsburkar
User prompt
Ännu tydligare streck på rutnätet
User prompt
Fixa så man ser rutnätet
User prompt
Fixa samma asset bild på alla kuber men i olika färger
User prompt
Ändra till bakgrunden i assets
User prompt
Ändra tillbaka till föregående background
User prompt
Make more realistic background, not so blurry
User prompt
Remove the grey squares
User prompt
Set background asset to background picture
User prompt
Fix unlimited cubes
User prompt
Ändra background till finare
User prompt
Kan du göra biet större, det är för litet
User prompt
Ja
User prompt
Make the Bee bigger
User prompt
Ändra fyrkanterna till roliga fyrkanter med glada ansikten på och mer tydliga fyrkanter, bättre grafik
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Ångra till innan det publicerades
User prompt
Make all squares to Angry Birds like the red one, but all in different colors
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- Game Over / Reset handled by LK engine --- // --- Block Class --- var Block = Container.expand(function () { var self = Container.call(this); // Default color index (0=red, 1=green, 2=blue, 3=yellow, 4=purple, 5=white, 6=gray/locked) self.colorIndex = 0; self.isLocked = false; self.isOnGrid = false; self.gridX = -1; self.gridY = -1; // Attach block asset (default red, will be set by setColor) self.blockAsset = self.attachAsset('block_red', { anchorX: 0.5, anchorY: 0.5 }); // Add happy face overlay (eyes and smile) - more fun, clearer, and expressive self.faceEyeLeft = self.attachAsset('block_black', { width: 28, height: 28, anchorX: 0.5, anchorY: 0.5, x: -36, y: -24, alpha: 0.92 }); self.faceEyeRight = self.attachAsset('block_black', { width: 28, height: 28, anchorX: 0.5, anchorY: 0.5, x: 36, y: -24, alpha: 0.92 }); self.faceSmile = self.attachAsset('block_black', { width: 60, height: 18, anchorX: 0.5, anchorY: 0.5, x: 0, y: 36, alpha: 0.8 }); self.faceSmile.scaleX = 1.2; self.faceSmile.scaleY = 0.7; // Set color and locked state self.setColor = function (colorIdx) { self.colorIndex = colorIdx; self.isLocked = colorIdx === 6; // Remove old asset if exists if (self.blockAsset) { self.removeChild(self.blockAsset); } var assetName = 'block_red'; if (colorIdx === 0) assetName = 'block_red';else if (colorIdx === 1) assetName = 'block_green';else if (colorIdx === 2) assetName = 'block_blue';else if (colorIdx === 3) assetName = 'block_yellow';else if (colorIdx === 4) assetName = 'block_purple';else if (colorIdx === 5) assetName = 'block_white';else if (colorIdx === 6) assetName = 'block_gray';else if (colorIdx === 7) assetName = 'block_rainbow'; self.blockAsset = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Remove old face parts if they exist if (self.faceEyeLeft) self.removeChild(self.faceEyeLeft); if (self.faceEyeRight) self.removeChild(self.faceEyeRight); if (self.faceSmile) self.removeChild(self.faceSmile); if (self.faceEyesLeft) self.removeChild(self.faceEyesLeft); if (self.faceEyesRight) self.removeChild(self.faceEyesRight); if (self.faceMouth) self.removeChild(self.faceMouth); // Happy face for all colored blocks (not locked, not rainbow) if (colorIdx !== 6 && colorIdx !== 7) { // Fun, happy face with bigger eyes and smile self.faceEyeLeft = self.attachAsset('block_black', { width: 28, height: 28, anchorX: 0.5, anchorY: 0.5, x: -36, y: -24, alpha: 0.92 }); self.faceEyeRight = self.attachAsset('block_black', { width: 28, height: 28, anchorX: 0.5, anchorY: 0.5, x: 36, y: -24, alpha: 0.92 }); self.faceSmile = self.attachAsset('block_black', { width: 60, height: 18, anchorX: 0.5, anchorY: 0.5, x: 0, y: 36, alpha: 0.8 }); self.faceSmile.scaleX = 1.2; self.faceSmile.scaleY = 0.7; } else if (colorIdx === 7) { // Rainbow block: star eyes and big smile self.faceEyesLeft = self.attachAsset('block_yellow', { width: 44, height: 44, anchorX: 0.5, anchorY: 0.5, x: -56, y: -32, alpha: 0.98 }); self.faceEyesRight = self.attachAsset('block_yellow', { width: 44, height: 44, anchorX: 0.5, anchorY: 0.5, x: 56, y: -32, alpha: 0.98 }); self.faceMouth = self.attachAsset('block_red', { width: 90, height: 28, anchorX: 0.5, anchorY: 0.5, x: 0, y: 44, alpha: 0.85 }); self.faceMouth.scaleX = 1.3; self.faceMouth.scaleY = 0.7; } else { self.faceEyeLeft = null; self.faceEyeRight = null; self.faceSmile = null; self.faceEyesLeft = null; self.faceEyesRight = null; self.faceMouth = null; } }; // Animate merge (scale up and back) self.animateMerge = function (_onFinish) { tween(self, { scaleX: 1.25, scaleY: 1.25 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { if (_onFinish) _onFinish(); } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222233 }); /**** * Game Code ****/ // More defined, fun, and clear block shapes for each color // visually white, but will be rainbow in logic // Sound for merge // Merged block (final color) // We'll use 5 colors: red, green, blue, yellow, purple // Define block shapes for each color and merged color // --- Game Constants --- // locked block var GRID_COLS = 6; var GRID_ROWS = 7; var CELL_SIZE = 260; // px (was 200, now bigger for larger squares) var GRID_OFFSET_X = Math.floor((2048 - GRID_COLS * CELL_SIZE) / 2); var GRID_OFFSET_Y = 350; var COLORS = [0, 1, 2, 3, 4]; // 0=red, 1=green, 2=blue, 3=yellow, 4=purple var COLOR_NAMES = ['red', 'green', 'blue', 'yellow', 'purple', 'white', 'gray', 'rainbow']; var MAX_COLOR_INDEX = 5; // 0-4 normal, 5=white (final, can't merge further) var RAINBOW_COLOR_INDEX = 7; // special rainbow block var BLOCK_DROP_Y = 2200; // y position for blocks that fall off // --- Game State --- var grid = []; // 2D array [col][row] of Block or null for (var c = 0; c < GRID_COLS; c++) { grid[c] = []; for (var r = 0; r < GRID_ROWS; r++) { grid[c][r] = null; } } var draggingBlock = null; var dragOffsetX = 0; var dragOffsetY = 0; var nextBlocks = []; // Array of next blocks to place var score = 0; var scoreTxt = null; var isProcessing = false; // Prevent input during merges // --- Undo/Föregående State --- var prevState = null; // Helper: Deep copy grid state (only colorIndex, isLocked, isOnGrid, gridX, gridY) function copyGridState(srcGrid) { var arr = []; for (var c = 0; c < GRID_COLS; c++) { arr[c] = []; for (var r = 0; r < GRID_ROWS; r++) { var b = srcGrid[c][r]; if (b) { arr[c][r] = { colorIndex: b.colorIndex, isLocked: b.isLocked, isOnGrid: b.isOnGrid, gridX: b.gridX, gridY: b.gridY }; } else { arr[c][r] = null; } } } return arr; } // Helper: Deep copy nextBlocks state (only colorIndex) function copyNextBlocksState(srcNextBlocks) { var arr = []; for (var i = 0; i < srcNextBlocks.length; i++) { arr.push({ colorIndex: srcNextBlocks[i].colorIndex }); } return arr; } // Save current state for undo function savePrevState() { prevState = { grid: copyGridState(grid), nextBlocks: copyNextBlocksState(nextBlocks), score: score }; } // Restore previous state (undo) function restorePrevState() { if (!prevState) return; // Remove all blocks from game for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { if (grid[c][r]) { grid[c][r].destroy(); grid[c][r] = null; } } } // Restore grid for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { var bdata = prevState.grid[c][r]; if (bdata) { var b = new Block(); b.setColor(bdata.colorIndex); b.isOnGrid = bdata.isOnGrid; b.gridX = bdata.gridX; b.gridY = bdata.gridY; var pos = getPosForCell(c, r); b.x = pos.x; b.y = pos.y; grid[c][r] = b; game.addChild(b); } else { grid[c][r] = null; } } } // Remove all nextBlocks from game for (var i = 0; i < nextBlocks.length; i++) { if (nextBlocks[i]) nextBlocks[i].destroy(); } nextBlocks = []; // Restore nextBlocks for (var i = 0; i < prevState.nextBlocks.length; i++) { var nb = new Block(); nb.setColor(prevState.nextBlocks[i].colorIndex); nb.x = 2048 / 2 + (nextBlocks.length - 1) * 220; nb.y = 220; nb.scaleX = nb.scaleY = 1; nb.isOnGrid = false; nb.gridX = -1; nb.gridY = -1; game.addChild(nb); nextBlocks.push(nb); } // Reposition nextBlocks for (var i = 0; i < nextBlocks.length; i++) { var bx = 2048 / 2 + (i - 1) * 220; nextBlocks[i].x = bx; nextBlocks[i].y = 220; } // Restore score score = prevState.score; scoreTxt.setText(score); prevState = null; } // Add a button for undo/föregående var undoBtn = new Text2('⟲', { size: 110, fill: "#fff" }); undoBtn.anchor.set(0.5, 0.5); undoBtn.x = 2048 - 120; undoBtn.y = 120; undoBtn.interactive = true; undoBtn.buttonMode = true; undoBtn.down = function () { restorePrevState(); }; LK.gui.top.addChild(undoBtn); // --- GUI Elements --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Draw Visually Appealing Sky Background --- // Soft blue sky background var skybox = LK.getAsset('block_blue', { width: 2048, height: 2732, anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 1 }); game.addChild(skybox); // Add a large, soft sun with a gentle glow var sun = LK.getAsset('block_yellow', { width: 600, height: 600, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 220, alpha: 0.18 }); game.addChild(sun); // Add a second, smaller sun highlight for a glow effect var sunGlow = LK.getAsset('block_white', { width: 340, height: 340, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 220, alpha: 0.10 }); game.addChild(sunGlow); // Add several "clouds" using white blocks with low alpha and varied positions/sizes for (var i = 0; i < 5; i++) { var cloud = LK.getAsset('block_white', { width: 340 + Math.random() * 160, height: 90 + Math.random() * 60, anchorX: 0.5, anchorY: 0.5, x: 220 + i * 400 + Math.random() * 120, y: 120 + Math.random() * 120, alpha: 0.09 + Math.random() * 0.09 }); game.addChild(cloud); } // --- Draw Grid Background --- for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { var cell = LK.getAsset('block_white', { anchorX: 0.5, anchorY: 0.5, x: GRID_OFFSET_X + c * CELL_SIZE + CELL_SIZE / 2, y: GRID_OFFSET_Y + r * CELL_SIZE + CELL_SIZE / 2, alpha: 0.08 }); game.addChild(cell); } } // --- Helper Functions --- // Get grid cell from x,y (game coordinates) function getGridCellFromPos(x, y) { var gx = Math.floor((x - GRID_OFFSET_X) / CELL_SIZE); var gy = Math.floor((y - GRID_OFFSET_Y) / CELL_SIZE); if (gx < 0 || gx >= GRID_COLS || gy < 0 || gy >= GRID_ROWS) return null; return { col: gx, row: gy }; } // Get position (x,y) for grid cell function getPosForCell(col, row) { return { x: GRID_OFFSET_X + col * CELL_SIZE + CELL_SIZE / 2, y: GRID_OFFSET_Y + row * CELL_SIZE + CELL_SIZE / 2 }; } // Generate a random color index (0-4) function randomColorIndex() { return COLORS[Math.floor(Math.random() * COLORS.length)]; } // Create a new block for the "next" area function createNextBlock(idx) { var block = new Block(); block.setColor(idx); block.x = 2048 / 2 + (nextBlocks.length - 1) * 220; block.y = 220; block.scaleX = block.scaleY = 1; block.isOnGrid = false; block.gridX = -1; block.gridY = -1; game.addChild(block); return block; } // Fill nextBlocks to always have 3 blocks function refillNextBlocks() { // Limit: Only allow new blocks if there is at least one empty cell on the grid var emptyCells = 0; for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { if (!grid[c][r]) emptyCells++; } } // Only allow up to 3 next blocks, but never more than empty cells var maxNext = Math.min(3, emptyCells); while (nextBlocks.length < maxNext) { // 10% chance to spawn a locked block, 5% chance to spawn a rainbow block var idx; var rand = Math.random(); if (rand < 0.05) { idx = RAINBOW_COLOR_INDEX; // rainbow } else if (rand < 0.15) { idx = 6; // gray/locked } else { idx = randomColorIndex(); } var block = createNextBlock(idx); nextBlocks.push(block); } // Remove excess nextBlocks if grid is almost full while (nextBlocks.length > maxNext) { var b = nextBlocks.pop(); if (b) b.destroy(); } // Position them nicely for (var i = 0; i < nextBlocks.length; i++) { var bx = 2048 / 2 + (i - 1) * 220; tween(nextBlocks[i], { x: bx, y: 220 }, { duration: 180, easing: tween.easeInOut }); } } // Remove a block from nextBlocks and shift others function popNextBlock(block) { var idx = nextBlocks.indexOf(block); if (idx >= 0) { nextBlocks.splice(idx, 1); } refillNextBlocks(); } // Place block on grid function placeBlockOnGrid(block, col, row) { block.isOnGrid = true; block.gridX = col; block.gridY = row; grid[col][row] = block; var pos = getPosForCell(col, row); tween(block, { x: pos.x, y: pos.y, scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeOut }); } // Remove block from grid function removeBlockFromGrid(col, row) { var block = grid[col][row]; if (block) { grid[col][row] = null; } } // Find all connected blocks of the same color (DFS) function findConnectedBlocks(col, row, colorIndex, visited) { if (col < 0 || col >= GRID_COLS || row < 0 || row >= GRID_ROWS) return []; if (visited[col + "," + row]) return []; var block = grid[col][row]; if (!block || block.colorIndex !== colorIndex) return []; visited[col + "," + row] = true; var result = [{ col: col, row: row, block: block }]; // 4 directions var dirs = [[1, 0], [-1, 0], [0, 1], [0, -1]]; for (var i = 0; i < dirs.length; i++) { var nc = col + dirs[i][0]; var nr = row + dirs[i][1]; result = result.concat(findConnectedBlocks(nc, nr, colorIndex, visited)); } return result; } // Check if any moves are possible (empty cell exists) function hasMoves() { for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { if (!grid[c][r]) return true; } } return false; } // --- Game Logic --- // Handle block drop onto grid function tryPlaceBlock(block, x, y) { if (isProcessing) return false; var cell = getGridCellFromPos(x, y); if (!cell) return false; var col = cell.col, row = cell.row; if (grid[col][row]) return false; // occupied if (block.isLocked) return false; // cannot place locked blocks from nextBlocks if (grid[col][row]) return false; // cell is occupied if (block.colorIndex === RAINBOW_COLOR_INDEX) { // Rainbow block special checks } // Save state for undo before placing savePrevState(); if (block.colorIndex === RAINBOW_COLOR_INDEX) { // Place rainbow block and trigger effect placeBlockOnGrid(block, col, row); block.isOnGrid = true; popNextBlock(block); // Pick a random color present on the grid (not locked, not white, not rainbow) var presentColors = {}; for (var c2 = 0; c2 < GRID_COLS; c2++) { for (var r2 = 0; r2 < GRID_ROWS; r2++) { var b2 = grid[c2][r2]; if (b2 && b2.colorIndex >= 0 && b2.colorIndex <= 4) { presentColors[b2.colorIndex] = true; } } } var colorList = []; for (var k in presentColors) { if (presentColors.hasOwnProperty(k)) colorList.push(parseInt(k)); } if (colorList.length > 0) { var colorToClear = colorList[Math.floor(Math.random() * colorList.length)]; // Animate and remove all blocks of that color for (var c2 = 0; c2 < GRID_COLS; c2++) { for (var r2 = 0; r2 < GRID_ROWS; r2++) { var b2 = grid[c2][r2]; if (b2 && b2.colorIndex === colorToClear) { var tmpBlock = b2; // Store reference before nulling the grid position grid[c2][r2] = null; (function (bref) { tween(bref, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 180, easing: tween.easeIn, onFinish: function onFinish() { bref.destroy(); } }); })(tmpBlock); } } } // Add bonus score for rainbow clear score += 200; scoreTxt.setText(score); } // Play a sound for rainbow effect LK.getSound('merge').play(); // After effect, check for game over LK.setTimeout(function () { if (!hasMoves()) { LK.showGameOver(); } }, 220); return true; } // Place block placeBlockOnGrid(block, col, row); popNextBlock(block); // After placement, check for merges processMerges(col, row, function () { // After all merges and cascades, check for game over if (!hasMoves()) { LK.showGameOver(); } }); return true; } // Process merges and cascades starting from (col,row) function processMerges(col, row, onFinish) { if (isProcessing) return; isProcessing = true; var block = grid[col][row]; if (!block || block.isLocked) { isProcessing = false; if (onFinish) onFinish(); return; } var colorIdx = block.colorIndex; if (colorIdx >= MAX_COLOR_INDEX) { isProcessing = false; if (onFinish) onFinish(); return; } // Find all connected blocks of same color var connected = findConnectedBlocks(col, row, colorIdx, {}); if (connected.length >= 3) { // Play happy merge sound only on actual merge and upgrade LK.getSound('merge').play(); // Merge! for (var i = 0; i < connected.length; i++) { var b = connected[i].block; if (b !== block) { // Animate and remove (function (bref) { tween(bref, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 120, easing: tween.easeIn, onFinish: function onFinish() { bref.destroy(); } }); })(b); removeBlockFromGrid(b.gridX, b.gridY); } } // Upgrade block color var newColor = colorIdx + 1; if (newColor > MAX_COLOR_INDEX) newColor = MAX_COLOR_INDEX; block.setColor(newColor); block.animateMerge(function () { // After animation, check for further merges (cascade) // We need to check if the upgraded block can merge again LK.setTimeout(function () { // Find new connected blocks after upgrade var newConnected = findConnectedBlocks(col, row, block.colorIndex, {}); if (newConnected.length >= 3) { // Chain reaction: process again processMerges(col, row, onFinish); } else { // No more merges, finish isProcessing = false; if (onFinish) onFinish(); } }, 180); }); // Update score var points = 10 * connected.length * (colorIdx + 1); score += points; scoreTxt.setText(score); } else { isProcessing = false; if (onFinish) onFinish(); } } // --- Input Handling --- // Only allow dragging from nextBlocks game.down = function (x, y, obj) { if (isProcessing) return; for (var i = 0; i < nextBlocks.length; i++) { var block = nextBlocks[i]; // Check if touch is inside block var dx = x - block.x; var dy = y - block.y; if (Math.abs(dx) < 90 && Math.abs(dy) < 90 && !block.isLocked && !block.isOnGrid) { draggingBlock = block; dragOffsetX = dx; dragOffsetY = dy; // Play a sound when picking up a block LK.getSound('merge').play(); // Bring to front game.addChild(block); tween(block, { scaleX: 1.15, scaleY: 1.15 }, { duration: 80, easing: tween.easeOut }); break; } } }; game.move = function (x, y, obj) { if (!draggingBlock) return; draggingBlock.x = x - dragOffsetX; draggingBlock.y = y - dragOffsetY; }; game.up = function (x, y, obj) { if (!draggingBlock) return; // Try to place on grid var placed = tryPlaceBlock(draggingBlock, draggingBlock.x, draggingBlock.y); if (!placed) { // Snap back to next area var idx = nextBlocks.indexOf(draggingBlock); var bx = 2048 / 2 + (idx - 1) * 220; tween(draggingBlock, { x: bx, y: 220, scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeInOut }); } else { // Play a sound when block is placed on the grid LK.getSound('merge').play(); // Block is now on grid, don't need to do anything } draggingBlock = null; }; // --- Game Update Loop --- game.update = function () { // Animate blocks falling off (if any) for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { var block = grid[c][r]; if (block && block.y > BLOCK_DROP_Y) { block.destroy(); grid[c][r] = null; } } } // Occasionally spawn a locked block in a random empty cell (every 10 turns) if (typeof game.turnsSinceLock === "undefined") game.turnsSinceLock = 0; if (typeof game.lastBlocksOnGrid === "undefined") game.lastBlocksOnGrid = 0; var blocksOnGrid = 0; for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { if (grid[c][r]) blocksOnGrid++; } } if (blocksOnGrid > game.lastBlocksOnGrid) { game.turnsSinceLock++; game.lastBlocksOnGrid = blocksOnGrid; if (game.turnsSinceLock >= 10) { // Find all empty cells var emptyCells = []; for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { if (!grid[c][r]) emptyCells.push({ col: c, row: r }); } } if (emptyCells.length > 0) { var idx = Math.floor(Math.random() * emptyCells.length); var cell = emptyCells[idx]; var lockedBlock = new Block(); lockedBlock.setColor(6); // gray/locked lockedBlock.x = getPosForCell(cell.col, cell.row).x; lockedBlock.y = getPosForCell(cell.col, cell.row).y; lockedBlock.isOnGrid = true; lockedBlock.gridX = cell.col; lockedBlock.gridY = cell.row; grid[cell.col][cell.row] = lockedBlock; game.addChild(lockedBlock); } game.turnsSinceLock = 0; } } }; // --- Game Start --- score = 0; scoreTxt.setText(score); refillNextBlocks();
===================================================================
--- original.js
+++ change.js
@@ -432,9 +432,18 @@
return block;
}
// Fill nextBlocks to always have 3 blocks
function refillNextBlocks() {
- while (nextBlocks.length < 3) {
+ // Limit: Only allow new blocks if there is at least one empty cell on the grid
+ var emptyCells = 0;
+ for (var c = 0; c < GRID_COLS; c++) {
+ for (var r = 0; r < GRID_ROWS; r++) {
+ if (!grid[c][r]) emptyCells++;
+ }
+ }
+ // Only allow up to 3 next blocks, but never more than empty cells
+ var maxNext = Math.min(3, emptyCells);
+ while (nextBlocks.length < maxNext) {
// 10% chance to spawn a locked block, 5% chance to spawn a rainbow block
var idx;
var rand = Math.random();
if (rand < 0.05) {
@@ -446,8 +455,13 @@
}
var block = createNextBlock(idx);
nextBlocks.push(block);
}
+ // Remove excess nextBlocks if grid is almost full
+ while (nextBlocks.length > maxNext) {
+ var b = nextBlocks.pop();
+ if (b) b.destroy();
+ }
// Position them nicely
for (var i = 0; i < nextBlocks.length; i++) {
var bx = 2048 / 2 + (i - 1) * 220;
tween(nextBlocks[i], {