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
User prompt
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=orange, 2=yellow, 3=green, 4=blue, 5=purple, 6=pink, 7=white, 8=rainbow)
self.colorIndex = 0;
self.isLocked = false;
self.isOnGrid = false;
self.gridX = -1;
self.gridY = -1;
// Attach block asset (default, will be set by setColor)
self.blockAsset = self.attachAsset('Hd', {
anchorX: 0.5,
anchorY: 0.5
});
self.scaleX = 1;
self.scaleY = 1;
// Set color and locked state
self.setColor = function (colorIdx) {
self.colorIndex = colorIdx;
self.isLocked = false; // No more locked blocks
// Remove old asset if exists
if (self.blockAsset) {
self.removeChild(self.blockAsset);
}
self.blockAsset = self.attachAsset('Hd', {
anchorX: 0.5,
anchorY: 0.5
});
self.scaleX = 1;
self.scaleY = 1;
// Extra lightful, vibrant rainbow colors
var tints = [0xFF6B81,
// Light Red
0xFFD36B,
// Light Orange
0xFFFF6B,
// Light Yellow
0x6BFFB8,
// Light Green
0x6BCEFF,
// Light Blue
0xB36BFF,
// Light Purple
0xFF6BEB,
// Light Pink
0xFFFFFF,
// White
0xFFFFB3 // Rainbow (very light yellow fallback)
];
if (colorIdx >= 0 && colorIdx < tints.length) {
self.blockAsset.tint = tints[colorIdx];
// Add a lightful flash effect when color is set
LK.effects.flashObject(self.blockAsset, 0xffffff, 220);
} else {
self.blockAsset.tint = 0xffffff;
LK.effects.flashObject(self.blockAsset, 0xffffff, 220);
}
};
// 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
****/
// Cheerful honey yellow
// Cheerful pink
// Cheerful yellow
// Pure white
// Cheerful red
// Bright yellow for rainbow
// Cheerful purple
// Cheerful green
// Cheerful blue
// 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
// Removed block_gray asset initialization (no more grey squares)
// Face assets in different colors
// Flower and honey jar assets
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, 5, 6]; // 0=red, 1=orange, 2=yellow, 3=green, 4=blue, 5=purple, 6=pink
var COLOR_NAMES = ['red', 'orange', 'yellow', 'green', 'blue', 'purple', 'pink', 'white', 'rainbow'];
var MAX_COLOR_INDEX = 7; // 0-6 normal, 7=white (final, can't merge further)
var RAINBOW_COLOR_INDEX = 8; // 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 Background Image ---
var background = LK.getAsset('Background', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
alpha: 1
});
game.addChild(background);
// --- 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);
}
}
// --- Draw Grid Lines ---
for (var c = 0; c <= GRID_COLS; c++) {
var x = GRID_OFFSET_X + c * CELL_SIZE;
var y1 = GRID_OFFSET_Y;
var y2 = GRID_OFFSET_Y + GRID_ROWS * CELL_SIZE;
// Draw vertical line as a thick, high-contrast rectangle
var vline = LK.getAsset('block_black', {
width: 14,
height: GRID_ROWS * CELL_SIZE,
anchorX: 0.5,
anchorY: 0,
x: x,
y: y1,
alpha: 0.38
});
game.addChild(vline);
}
for (var r = 0; r <= GRID_ROWS; r++) {
var y = GRID_OFFSET_Y + r * CELL_SIZE;
var x1 = GRID_OFFSET_X;
var x2 = GRID_OFFSET_X + GRID_COLS * CELL_SIZE;
// Draw horizontal line as a thick, high-contrast rectangle
var hline = LK.getAsset('block_black', {
width: GRID_COLS * CELL_SIZE,
height: 14,
anchorX: 0,
anchorY: 0.5,
x: x1,
y: y,
alpha: 0.38
});
game.addChild(hline);
}
// --- 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();
// Assign a unique color for each block in nextBlocks (cycle through rainbow)
var uniqueColorIdx = idx;
if (nextBlocks.length < COLORS.length) {
uniqueColorIdx = COLORS[nextBlocks.length % COLORS.length];
}
block.setColor(uniqueColorIdx);
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) {
// 5% chance to spawn a rainbow block, otherwise assign a unique color for each block
var idx;
var rand = Math.random();
if (rand < 0.05) {
idx = RAINBOW_COLOR_INDEX; // rainbow
} else {
// Assign a unique color for each block in nextBlocks (cycle through rainbow)
idx = COLORS[nextBlocks.length % COLORS.length];
}
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
// No locked blocks, so no need to check
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++;
}
}
// Removed logic for spawning gray/locked blocks every 10 turns (no more grey squares)
if (blocksOnGrid > game.lastBlocksOnGrid) {
game.turnsSinceLock++;
game.lastBlocksOnGrid = blocksOnGrid;
// No locked block spawn
}
};
// --- Game Start ---
score = 0;
scoreTxt.setText(score);
refillNextBlocks(); ===================================================================
--- original.js
+++ change.js
@@ -350,9 +350,14 @@
}
// Create a new block for the "next" area
function createNextBlock(idx) {
var block = new Block();
- block.setColor(idx);
+ // Assign a unique color for each block in nextBlocks (cycle through rainbow)
+ var uniqueColorIdx = idx;
+ if (nextBlocks.length < COLORS.length) {
+ uniqueColorIdx = COLORS[nextBlocks.length % COLORS.length];
+ }
+ block.setColor(uniqueColorIdx);
block.x = 2048 / 2 + (nextBlocks.length - 1) * 220;
block.y = 220;
block.scaleX = block.scaleY = 1;
block.isOnGrid = false;
@@ -372,15 +377,16 @@
}
// Only allow up to 3 next blocks, but never more than empty cells
var maxNext = Math.min(3, emptyCells);
while (nextBlocks.length < maxNext) {
- // 5% chance to spawn a rainbow block, otherwise normal color (no more gray/locked)
+ // 5% chance to spawn a rainbow block, otherwise assign a unique color for each block
var idx;
var rand = Math.random();
if (rand < 0.05) {
idx = RAINBOW_COLOR_INDEX; // rainbow
} else {
- idx = randomColorIndex();
+ // Assign a unique color for each block in nextBlocks (cycle through rainbow)
+ idx = COLORS[nextBlocks.length % COLORS.length];
}
var block = createNextBlock(idx);
nextBlocks.push(block);
}