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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'vars')' in or related to this line: 'if (!dropTween.vars) {' Line Number: 638
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'vars')' in or related to this line: 'dropTween.vars.onFinish = resolve;' Line Number: 640
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'all')' in or related to this line: 'Promise.all(dropPromises).then(handleFills); // Wait for drops, then fill' Line Number: 649
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Special Candies Don't Have Special Powers: When you make a match of 4 or 5 and create a shiny "special" candy, it looks special, but when you match it, it just acts like a regular candy. It doesn't actually do anything special like clear a whole row or zap all candies of one color; it only gives a few extra points. The Wrong Kind of Special Candy Might Be Made: The code seems to figure out if it should make a special candy (like a striped one for matching 4, or a color bomb for matching 5), but when it actually creates the new candy, it might just make a generic "special" one without remembering which type it was supposed to be. So you might get a shiny candy, but not the specific powered-up one you expected. Animations Might Still Be Slightly Out of Sync: Even with the improvements for waiting, the way the code handles waiting for animations to finish (using Promises) is a bit complex. It's possible, though maybe rare, that the game could still occasionally move to the next step slightly before an animation is perfectly finished, or have tiny pauses. The game flow might not feel 100% smooth all the time. The Only Goal is Getting Points: The game currently just asks you to reach a certain score before you run out of moves. It doesn't have other fun objectives you often see, like "clear all the jelly" or "bring the ingredients down to the bottom." Clicking Too Fast Could Cause Problems: If you try to click or swap candies very quickly while other candies are still exploding or falling, the game might get confused, possibly leading to errors or ignoring your clicks. Special Candies Stay Special After Shuffling (?): When the board runs out of moves and reshuffles, any special candies you already had seem to stay special. This might be intentional, but sometimes players expect a reshuffle to reset everything back to normal candies.
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Please fix the bug: 'Timeout.tick error: Promise is not a constructor' in or related to this line: 'popPromises.push(new Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: LK.Promise is not a constructor' in or related to this line: 'popPromises.push(new LK.Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: Promise is not a constructor' in or related to this line: 'popPromises.push(new Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'vars')' in or related to this line: 'popTween.vars.onFinish = function () {' Line Number: 555
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Please fix the bug: 'Uncaught ReferenceError: isDropping is not defined' in or related to this line: 'if (game && typeof game.handleCandyClick === 'function' && !isSwapping && !isDropping) {' Line Number: 178
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The Game Gets Confused After Candies Pop: When candies match and explode, the game doesn't seem to wait correctly for all the explosions to finish before moving on. This might cause candies to start falling too early, or the game could just pause or get stuck after a match. Falling Candies Don't Settle Before New Ones Appear: After candies explode and the ones above fall down, the game should wait for them to land in their new spots. Right now, it might start adding new candies from the top before the falling ones have even stopped moving, which looks messy. The Game Checks for New Matches Too Quickly: When new candies drop in from the top to fill the gaps, they need a moment to land. The code seems to check for new 3-in-a-row matches instantly, even while those new candies might still be settling into place. There's an Old, Unused Piece of Code Left In: The code still has a part that was probably used to track if candies were dropping (isDropping), but it doesn't seem to be used anymore. It's like leaving an old tool lying around. Very Rarely, Shuffling Might Get Stuck: If you run out of moves and the game shuffles the board, there's a very, very small chance it could shuffle them into another position where there are still no moves. The code tries again, but theoretically, it could get stuck in a loop trying to reshuffle.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'then')' in or related to this line: 'popTween.then(function () {' Line Number: 555
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'vars')' in or related to this line: 'popTween.vars.onFinish = function () {' Line Number: 555
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Error: Cannot set properties of undefined (setting 'onFinish') Explanation: The code is trying to set the .onFinish property on the popTween variable. However, just like before, the popTween variable holds the value undefined at this point. You cannot set a property on something that is undefined. Cause: The most likely reason popTween is undefined is still that the function responsible for creating the animation (likely candy.pop()) did not use the return keyword to give back the tween object it created. Solution: The fix remains the same: Ensure the function that creates the tween (e.g., candy.pop()) returns the tween object. Go into that function and add return before the tween(...) call. // Inside the function like candy.pop(): // Make sure this line returns the result of the tween() call return tween(/* ... tween parameters ... */);
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'then')' in or related to this line: 'popTween.then(function () {' Line Number: 555
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'popTween.onFinish = function () {' Line Number: 555
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Error: The code tries to access .vars inside popTween, but popTween is undefined (empty). Likely Cause: The function that should create the animation for popTween (probably candy.pop()) forgot to return the animation object. Solution: Add return before the tween(...) call inside the candy.pop() function. Make it return tween(...);.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'vars')' in or related to this line: 'popTween.vars.onFinish = function () {' Line Number: 555
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'then')' in or related to this line: 'popTween.then(function () {' Line Number: 555
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center the playing field.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'vars')' in or related to this line: 'popTween.vars.onFinish = function () {' Line Number: 555
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Please fix the bug: 'Timeout.tick error: Promise is not a constructor' in or related to this line: 'var popPromise = new Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: Promise is not a constructor' in or related to this line: 'var popPromise = new Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: LK.Promise is not a function' in or related to this line: 'var popPromise = LK.Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: Promise is not a constructor' in or related to this line: 'var popPromise = new Promise(function (resolve) {' Line Number: 554
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Please fix the bug: 'Timeout.tick error: LK.Promise is not a function' in or related to this line: 'var popPromise = LK.Promise(function (resolve) {' Line Number: 554
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, score: 0, highScore: 0 }); /**** * Classes ****/ var Candy = Container.expand(function (type, row, col) { var self = Container.call(this); self.type = type || 'redCandy'; self.row = row || 0; self.col = col || 0; self.isSpecial = false; // Flag indicating if this candy is special (e.g., striped, wrapped) // Visual representation var visual = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); // Selection overlay (hidden by default) var overlay = self.attachAsset('selectedOverlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0, visible: false // Start invisible }); // Marker for special candies (optional, initially hidden) var specialMarker = null; self.setSpecial = function (special) { self.isSpecial = special; // Add visual distinction for special candies if needed if (special) { if (!specialMarker) { // Example: Add a marker instead of scaling/pulsing the base visual specialMarker = self.attachAsset('specialMarkerCandy', { anchorX: 0.5, anchorY: 0.5, alpha: 1 // Make it visible }); } // Optional: Pulse animation for special marker tween.stop(specialMarker); // Stop previous tweens on marker specialMarker.alpha = 0.6; tween(specialMarker, { alpha: 1.0 }, { duration: 800, easing: tween.easeInOut, yoyo: true, // Go back and forth loop: true // Repeat indefinitely }); } else { if (specialMarker) { tween.stop(specialMarker); // Stop animation specialMarker.destroy(); specialMarker = null; } } }; self.select = function () { overlay.visible = true; tween.stop(overlay, { alpha: true }); // Stop previous animation tween(overlay, { alpha: 0.4 }, { duration: 150 }); }; self.deselect = function () { tween.stop(overlay, { alpha: true }); // Stop previous animation tween(overlay, { alpha: 0 }, { duration: 150, onFinish: function onFinish() { overlay.visible = false; // Hide after fade out } }); }; self.moveTo = function (newRow, newCol, animate, delay, onComplete) { self.row = newRow; self.col = newCol; var newX = CELL_SIZE * self.col + CELL_SIZE / 2; var newY = CELL_SIZE * self.row + CELL_SIZE / 2; if (animate) { tween.stop(self, { x: true, y: true }); // Stop previous movement tween(self, { x: newX, y: newY }, { duration: 300, // Consistent duration delay: delay || 0, easing: tween.easeOutQuad, // Smooth easing onFinish: onComplete }); } else { tween.stop(self, { x: true, y: true }); // Ensure any running tween is stopped self.x = newX; self.y = newY; if (onComplete) { onComplete(); } } }; // Pop animation - Returns the tween instance self.pop = function (delay, onComplete) { tween.stop(self, { alpha: true, scaleX: true, scaleY: true }); // Stop other tweens return tween(self, { alpha: 0, scaleX: 0.1, // Shrink down scaleY: 0.1 }, { duration: 250, delay: delay || 0, easing: tween.easeInQuad, // Ease in for disappearance onFinish: function onFinish() { // Note: Actual destruction and removal from arrays happen elsewhere if (onComplete) { onComplete(); } } }); }; // Override destroy to clean up marker tween var baseDestroy = self.destroy; self.destroy = function () { if (specialMarker) { tween.stop(specialMarker); } baseDestroy.call(self); // Call original destroy }; self.down = function (x, y, obj) { // Delegate to the main game click handler if (game && typeof game.handleCandyClick === 'function' && !isSwapping && !isDropping) { game.handleCandyClick(self); } }; return self; }); var GameBoard = Container.expand(function (rows, cols) { var self = Container.call(this); self.rows = rows || 8; self.cols = cols || 8; // Background board var boardVisual = self.attachAsset('gameBoard', { anchorX: 0.5, anchorY: 0.5 }); boardVisual.width = CELL_SIZE * self.cols; boardVisual.height = CELL_SIZE * self.rows; // Cell backgrounds self.cells = []; for (var row = 0; row < self.rows; row++) { self.cells[row] = []; // Initialize row array for (var col = 0; col < self.cols; col++) { var cell = self.attachAsset('cellBackground', { anchorX: 0.5, anchorY: 0.5, x: col * CELL_SIZE + CELL_SIZE / 2, y: row * CELL_SIZE + CELL_SIZE / 2 }); self.cells[row][col] = cell; // Store cell reference if needed later } } return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x5D94FB // A pleasant blue }); /**** * Game Code ****/ // Constants // Assets definition looks good, assuming LK.init.shape/sound works as expected. // Renamed specialCandy shape slightly for clarity // Example: Could be a different shape/texture // Keep as is for selection // Sound for special candy creation/activation var BOARD_SIZE = 8; var CELL_SIZE = 100; // Size of each cell including padding var CANDY_TYPES = ['redCandy', 'yellowCandy', 'greenCandy', 'blueCandy', 'purpleCandy', 'orangeCandy']; var NUM_CANDY_TYPES = CANDY_TYPES.length; // Game state variables var board; // 2D array holding Candy objects or null var candies = []; // Flat list of all active Candy objects on the board var selectedCandy = null; var isSwapping = false; // True during the swap animation var isDropping = false; // True during the drop animation var isProcessing = false; // General flag for when board is resolving (matches, drops, fills) var moves = 0; var score = 0; var targetScore = 0; var level = storage.level || 1; var highScore = storage.highScore || 0; // Game elements var gameBoardContainer; // Holds the visual board and candies var scoreTxt, movesTxt, levelTxt; // --- Core Game Logic Functions --- function setupGame() { // Create and center the game board container gameBoardContainer = new GameBoard(BOARD_SIZE, BOARD_SIZE); // Center the board (assuming 2048x2732 is the stage size) gameBoardContainer.x = (2048 - gameBoardContainer.width) / 2; gameBoardContainer.y = (2732 - gameBoardContainer.height) / 2; game.addChild(gameBoardContainer); // Setup UI elements scoreTxt = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF, align: 'right' }); scoreTxt.anchor.set(1, 0); // Anchor top-right LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -20; // Add some padding from the edge movesTxt = new Text2('Moves: 0', { size: 70, fill: 0xFFFFFF, align: 'left' }); movesTxt.anchor.set(0, 0); // Anchor top-left LK.gui.topLeft.addChild(movesTxt); movesTxt.x = 20; // Add some padding from the edge levelTxt = new Text2('Level: 1', { size: 70, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); // Anchor top-center LK.gui.top.addChild(levelTxt); // Initialize the first level initializeLevel(level); // Start background music LK.playMusic('bgmusic', { loop: true, fade: { start: 0, end: 0.5, duration: 1000 } }); // Attach global click listener (if Candy.down isn't sufficient) // game.down = handleGameClick; // Use this if clicking empty cells should deselect } function initializeLevel(levelNum) { level = levelNum; score = 0; moves = 20 + (level - 1) * 2; // Example: Increase moves per level targetScore = 1000 * level; // Example: Increase target score per level selectedCandy = null; isSwapping = false; isProcessing = false; updateUI(); initializeBoard(); } function initializeBoard() { // Clear existing candies visually and from arrays for (var i = 0; i < candies.length; i++) { candies[i].destroy(); } candies = []; board = []; // Create the board array and fill with candies for (var row = 0; row < BOARD_SIZE; row++) { board[row] = []; for (var col = 0; col < BOARD_SIZE; col++) { board[row][col] = null; // Ensure initialized to null // Generate candy ensuring no initial matches var attempts = 0; do { var type = getRandomCandyType(); // Temporarily place to check for matches var tempCandy = { type: type }; // Lightweight check board[row][col] = tempCandy; attempts++; if (attempts > 50) { // Safety break for rare impossible scenarios console.warn("Struggling to place initial candy without match at", row, col); break; } } while (checkMatchAt(row, col)); // If check passed or safety break, create the real candy var candy = new Candy(type, row, col); candy.moveTo(row, col, false); // Place instantly gameBoardContainer.addChild(candy); board[row][col] = candy; // Place real candy in board candies.push(candy); } } // Final check: Ensure there are possible moves if (!hasPossibleMoves()) { console.log("No initial moves, reshuffling..."); // Use LK.setTimeout to allow the initial draw frame to happen first LK.setTimeout(reshuffleBoard, 100); } } // Helper to check for matches *only* at a specific new candy's location function checkMatchAt(row, col) { var candy = board[row][col]; if (!candy) { return false; } var type = candy.type; // Check Horizontal var count = 1; if (col > 0 && board[row][col - 1] && board[row][col - 1].type === type) { count++; } if (col > 1 && board[row][col - 2] && board[row][col - 2].type === type) { count++; } if (count >= 3) { return true; } // Check Vertical count = 1; if (row > 0 && board[row - 1][col] && board[row - 1][col].type === type) { count++; } if (row > 1 && board[row - 2][col] && board[row - 2][col].type === type) { count++; } if (count >= 3) { return true; } return false; } function getRandomCandyType() { var typesAvailable = Math.min(NUM_CANDY_TYPES, 3 + Math.floor(level / 3)); // Slower difficulty ramp return CANDY_TYPES[Math.floor(Math.random() * typesAvailable)]; } function updateUI() { scoreTxt.setText('Score: ' + score); movesTxt.setText('Moves: ' + moves); levelTxt.setText('Level: ' + level); } // Renamed from handleCandyClick to be clearer game.handleCandyClick = function (candy) { if (isProcessing || isSwapping) { return; } // Ignore clicks during processing if (selectedCandy === null) { // First selection selectedCandy = candy; candy.select(); } else { // Second selection if (selectedCandy === candy) { // Deselect if same candy clicked selectedCandy.deselect(); selectedCandy = null; } else { // Check if candies are adjacent var rowDiff = Math.abs(selectedCandy.row - candy.row); var colDiff = Math.abs(selectedCandy.col - candy.col); if (rowDiff === 1 && colDiff === 0 || rowDiff === 0 && colDiff === 1) { // Adjacent: Initiate swap selectedCandy.deselect(); // Deselect the first one visually swapCandies(selectedCandy, candy); selectedCandy = null; // Clear selection after initiating swap } else { // Not adjacent: Change selection to the new candy selectedCandy.deselect(); selectedCandy = candy; candy.select(); LK.getSound('invalid').play(); // Sound for invalid selection change } } } }; function swapCandies(candy1, candy2) { if (isSwapping || isProcessing) { return; } // Prevent overlapping swaps isSwapping = true; // Store original positions for potential revert var candy1Row = candy1.row; var candy1Col = candy1.col; var candy2Row = candy2.row; var candy2Col = candy2.col; // Update board model immediately board[candy1Row][candy1Col] = candy2; board[candy2Row][candy2Col] = candy1; // Update candy objects' internal row/col candy1.row = candy2Row; candy1.col = candy2Col; candy2.row = candy1Row; candy2.col = candy1Col; // Animate the swap visually LK.getSound('swap').play(); var tween1 = candy1.moveTo(candy2Row, candy2Col, true); var tween2 = candy2.moveTo(candy1Row, candy1Col, true); // After animation finishes (wait for the longer of the two, though they should be same duration) // Using a small timeout is simpler than tracking both tweens LK.setTimeout(function () { // Check if the swap resulted in a match var matchFound = checkMatchAt(candy1.row, candy1.col) || checkMatchAt(candy2.row, candy2.col) || findMatches().length > 0; // More robust check if (matchFound) { // Valid swap, deduct move and process matches moves--; updateUI(); isSwapping = false; // Allow processing now processBoard(); // Start the match -> drop -> fill cycle // Check game state later, after processing finishes } else { // Invalid swap, animate back LK.getSound('invalid').play(); // Update board model back board[candy1Row][candy1Col] = candy1; board[candy2Row][candy2Col] = candy2; // Update candy objects' internal row/col back candy1.row = candy1Row; candy1.col = candy1Col; candy2.row = candy2Row; candy2.col = candy2Col; // Animate back candy1.moveTo(candy1Row, candy1Col, true); candy2.moveTo(candy2Row, candy2Col, true); // After swap back animation finishes LK.setTimeout(function () { isSwapping = false; // Ready for next input selectedCandy = null; }, 310); // Slightly longer than moveTo duration } }, 310); // Wait for swap animation to mostly complete } // Main processing loop trigger function processBoard() { if (isProcessing) { return; } // Avoid re-entry isProcessing = true; handleMatches(); } // Step 1: Find and handle matches function handleMatches() { var matches = findMatches(); if (matches.length > 0) { LK.getSound('match').play(); var pointsEarned = 0; var specialCandiesToCreate = []; // Store {row, col, type} for special creation // Mark candies for removal and calculate score/special var candiesToRemove = []; matches.forEach(function (match) { var matchSize = match.length; var pointsPerCandy = 10 * matchSize; // Bonus for longer matches // Decide if a special candy should be created from this match var createSpecial = null; // { type: 'stripedH', row: r, col: c } etc. if (matchSize >= 5) { // 5-in-a-row -> Color Bomb (example) createSpecial = { type: 'colorBomb', row: match.row, col: match.col + (match.horizontal ? Math.floor(matchSize / 2) : 0) }; if (!match.horizontal) { createSpecial.col = match.col; } if (!match.horizontal) { createSpecial.row = match.row + Math.floor(matchSize / 2); } } else if (matchSize === 4) { // 4-in-a-row -> Striped (example) createSpecial = { type: match.horizontal ? 'stripedV' : 'stripedH', row: match.row, col: match.col + (match.horizontal ? Math.floor(matchSize / 2) : 0) }; if (!match.horizontal) { createSpecial.col = match.col; } if (!match.horizontal) { createSpecial.row = match.row + Math.floor(matchSize / 2); } } // Add logic for L/T shapes for Wrapped candies if needed var specialCreated = false; for (var j = 0; j < matchSize; j++) { var row = match.horizontal ? match.row : match.row + j; var col = match.horizontal ? match.col + j : match.col; var candy = board[row][col]; if (candy && candiesToRemove.indexOf(candy) === -1) { // Ensure not already marked candiesToRemove.push(candy); pointsEarned += pointsPerCandy * (candy.isSpecial ? 2 : 1); // More points for popping special candies // If this is the spot for special creation, mark it if (createSpecial && row === createSpecial.row && col === createSpecial.col) { specialCandiesToCreate.push(createSpecial); specialCreated = true; } } } // If special should be created but wasn't assigned to a specific candy (e.g., user swipe location matters), handle here // if (createSpecial && !specialCreated) { ... } }); score += pointsEarned; updateUI(); // Animate removal var popPromises = []; candiesToRemove.forEach(function (candy, index) { // Remove from board model immediately if (board[candy.row][candy.col] === candy) { board[candy.row][candy.col] = null; } // Animate pop var popPromise = new Promise(function (resolve) { var popTween = candy.pop(index * 30); // Staggered pop animation popTween.vars.onFinish = resolve; }); popPromises.push(popPromise); // Collect promises // Remove from the master list var listIndex = candies.indexOf(candy); if (listIndex > -1) { candies.splice(listIndex, 1); } }); // After all pops are visually done, proceed to drop/fill Promise.all(popPromises).then(function () { candiesToRemove.forEach(function (candy) { return candy.destroy(); }); // Final cleanup // Now create the special candies *before* dropping specialCandiesToCreate.forEach(function (spec) { var newType = getRandomCandyType(); // Base type for the special candy // In a real game, 'spec.type' would determine the *kind* of special candy // For now, we just make it visually 'special' var specialCandy = new Candy(newType, spec.row, spec.col); specialCandy.setSpecial(true); // Make it special specialCandy.moveTo(spec.row, spec.col, false); // Place instantly gameBoardContainer.addChild(specialCandy); board[spec.row][spec.col] = specialCandy; candies.push(specialCandy); LK.getSound('special').play(); }); handleDrops(); // Proceed to next step }); } else { // No matches found, board is stable isProcessing = false; selectedCandy = null; // Clear selection // Check for possible moves ONLY if the board is stable if (!hasPossibleMoves()) { reshuffleBoard(); // This will set isProcessing again briefly } else { checkGameState(); // Check win/loss only when stable and moves exist } } } // Step 2: Handle candies dropping down function handleDrops() { var dropsOccurred = false; var dropPromises = []; for (var col = 0; col < BOARD_SIZE; col++) { var emptyRow = BOARD_SIZE - 1; // Start checking from bottom // Find the lowest empty spot for (var row = BOARD_SIZE - 1; row >= 0; row--) { if (board[row][col] === null) { emptyRow = row; // Found the lowest empty row in this column break; // No need to check further up for the initial empty spot } } // Now check candies above this empty spot for (var row = emptyRow - 1; row >= 0; row--) { if (board[row][col] !== null) { // Found a candy to drop var candy = board[row][col]; // Move in model board[emptyRow][col] = candy; board[row][col] = null; // Animate move var dropTween = candy.moveTo(emptyRow, col, true, 0); // Drop animation return dropTween.vars.onFinish = resolve; dropPromises.push(new Promise(function (resolve) {})); dropsOccurred = true; emptyRow--; // The next available empty spot is now one row higher } } } if (dropsOccurred) { Promise.all(dropPromises).then(handleFills); // Wait for drops, then fill } else { handleFills(); // No drops, proceed directly to filling } } // Step 3: Fill empty spaces from the top function handleFills() { var fillsOccurred = false; var fillPromises = []; for (var col = 0; col < BOARD_SIZE; col++) { var fillRow = -1; // Start generating candies above the board for (var row = BOARD_SIZE - 1; row >= 0; row--) { if (board[row][col] === null) { // Found an empty spot var type = getRandomCandyType(); var candy = new Candy(type, fillRow, col); // Create above the board candy.moveTo(fillRow, col, false); // Place instantly above gameBoardContainer.addChild(candy); board[row][col] = candy; // Assign to target cell in model candies.push(candy); // Animate move into place var delay = (-fillRow - 1) * 50; // Stagger based on how high it starts var fillTween = candy.moveTo(row, col, true, delay); return fillTween.vars.onFinish = resolve; fillPromises.push(new Promise(function (resolve) {})); fillsOccurred = true; fillRow--; // Next candy starts even higher } } } if (fillsOccurred) { Promise.all(fillPromises).then(handleMatches); // Wait for fills, then check for new matches (cascade) } else { // No fills needed, implies no matches occurred in the previous step either. Board is stable. handleMatches(); // Final check (will find no matches and trigger end processing) } } function findMatches() { var matches = []; var checked = []; // Keep track of candies already part of a found match function markChecked(candy) { if (candy && checked.indexOf(candy) === -1) { checked.push(candy); } } // Check horizontal matches for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE - 2; col++) { var candy1 = board[row][col]; if (!candy1 || checked.indexOf(candy1) > -1) { continue; } // Skip nulls or already checked var candy2 = board[row][col + 1]; var candy3 = board[row][col + 2]; if (candy2 && candy3 && candy1.type === candy2.type && candy1.type === candy3.type) { // Found a horizontal match of at least 3 var currentMatch = [candy1, candy2, candy3]; var matchLength = 3; // Check for longer match for (var k = col + 3; k < BOARD_SIZE; k++) { var nextCandy = board[row][k]; if (nextCandy && nextCandy.type === candy1.type) { currentMatch.push(nextCandy); matchLength++; } else { break; // End of match } } // Store match details matches.push({ candies: currentMatch, // Store the actual candy objects row: row, col: col, length: matchLength, horizontal: true }); // Mark all candies in this match as checked currentMatch.forEach(markChecked); col += matchLength - 1; // Skip checked candies in the outer loop } } } // Check vertical matches for (var col = 0; col < BOARD_SIZE; col++) { for (var row = 0; row < BOARD_SIZE - 2; row++) { var candy1 = board[row][col]; // Skip nulls or candies already part of a horizontal match if (!candy1 || checked.indexOf(candy1) > -1) { continue; } var candy2 = board[row + 1][col]; var candy3 = board[row + 2][col]; if (candy2 && candy3 && candy1.type === candy2.type && candy1.type === candy3.type) { // Found a vertical match of at least 3 var currentMatch = [candy1, candy2, candy3]; var matchLength = 3; // Check for longer match for (var k = row + 3; k < BOARD_SIZE; k++) { var nextCandy = board[k][col]; if (nextCandy && nextCandy.type === candy1.type) { // Avoid adding if already part of a horizontal match found earlier if (checked.indexOf(nextCandy) === -1) { currentMatch.push(nextCandy); } else { // If it was part of a horizontal match, just increase length but don't re-add } matchLength++; } else { break; // End of match } } // Store match details matches.push({ candies: currentMatch, // Store the actual candy objects row: row, col: col, length: matchLength, horizontal: false }); // Mark all candies in this match as checked currentMatch.forEach(markChecked); row += matchLength - 1; // Skip checked candies in the outer loop } } } return matches; } function hasPossibleMoves() { // Check horizontal swaps that could create a match for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE - 1; col++) { if (canSwapCreateMatch(row, col, row, col + 1)) { return true; } } } // Check vertical swaps that could create a match for (var row = 0; row < BOARD_SIZE - 1; row++) { for (var col = 0; col < BOARD_SIZE; col++) { if (canSwapCreateMatch(row, col, row + 1, col)) { return true; } } } return false; // No possible moves found } // Helper function for hasPossibleMoves function canSwapCreateMatch(r1, c1, r2, c2) { var candy1 = board[r1][c1]; var candy2 = board[r2][c2]; if (!candy1 || !candy2) { return false; } // Cannot swap with empty space // Temporarily swap types in the model (don't need full object swap) board[r1][c1] = candy2; board[r2][c2] = candy1; // Check if this swap creates a match around either position var createsMatch = checkMatchAt(r1, c1) || checkMatchAt(r2, c2) || findMatches().length > 0; // Simplified check // Swap back board[r1][c1] = candy1; board[r2][c2] = candy2; return createsMatch; } function reshuffleBoard() { if (isProcessing) { // Don't reshuffle if already processing LK.setTimeout(reshuffleBoard, 500); // Try again later return; } isProcessing = true; // Block input during reshuffle // Display reshuffling message var reshuffleTxt = new Text2('Reshuffling...', { size: 100, fill: 0xFFFFFF }); reshuffleTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(reshuffleTxt); // 1. Collect all current candy types and special status var currentCandiesInfo = []; candies.forEach(function (candy) { currentCandiesInfo.push({ type: candy.type, isSpecial: candy.isSpecial }); candy.destroy(); // Remove old visuals immediately }); candies = []; // Clear the list board = []; // Clear the board model // 2. Shuffle the collected info for (var i = currentCandiesInfo.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var _ref = [currentCandiesInfo[j], currentCandiesInfo[i]]; currentCandiesInfo[i] = _ref[0]; currentCandiesInfo[j] = _ref[1]; } // 3. Rebuild the board ensuring no initial matches AND possible moves var attempts = 0; do { attempts++; if (attempts > 10) { // Safety break if it struggles too much console.error("Failed to reshuffle into a valid state after 10 attempts."); // Could force a simple known-good layout here or reset level isProcessing = false; // Unlock reshuffleTxt.destroy(); // Maybe show a "No more moves" game over? checkGameState(true); // Force check, likely leading to game over if moves are 0 return; } // Clear board for re-attempt candies.forEach(function (c) { return c.destroy(); }); candies = []; board = []; var infoIndex = 0; for (var row = 0; row < BOARD_SIZE; row++) { board[row] = []; for (var col = 0; col < BOARD_SIZE; col++) { var info = currentCandiesInfo[infoIndex++]; board[row][col] = null; // Temp null for checkMatchAt // Ensure no immediate matches with shuffled type var placeAttempts = 0; do { var currentInfo = info; // Use the shuffled info board[row][col] = { type: currentInfo.type, isSpecial: currentInfo.isSpecial }; // Temp place placeAttempts++; if (placeAttempts > currentCandiesInfo.length) { // Avoid infinite loop if types are very limited // Swap with a later random type if stuck var swapIdx = infoIndex + Math.floor(Math.random() * (currentCandiesInfo.length - infoIndex)); if (swapIdx < currentCandiesInfo.length) { var _ref2 = [currentCandiesInfo[swapIdx], currentCandiesInfo[infoIndex - 1]]; currentCandiesInfo[infoIndex - 1] = _ref2[0]; currentCandiesInfo[swapIdx] = _ref2[1]; info = currentCandiesInfo[infoIndex - 1]; // Get the newly swapped info } board[row][col] = { type: info.type, isSpecial: info.isSpecial }; // Try again with swapped break; // Exit do-while for this cell after swap } } while (checkMatchAt(row, col)); // Check if placing this type creates a match // Create the actual candy var candy = new Candy(board[row][col].type, row, col); candy.setSpecial(board[row][col].isSpecial); candy.alpha = 0; // Start invisible candy.moveTo(row, col, false); gameBoardContainer.addChild(candy); board[row][col] = candy; // Replace temp object with real candy candies.push(candy); // Animate fade-in tween(candy, { alpha: 1 }, { duration: 300, delay: (row + col) * 20 }); } } // Loop condition: Keep reshuffling if the new board has no possible moves } while (!hasPossibleMoves()); // Reshuffle successful LK.setTimeout(function () { reshuffleTxt.destroy(); isProcessing = false; // Unlock the board }, 500); // Keep message visible briefly } function checkGameState() { var forceCheck = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; // Don't check state while the board is actively processing, unless forced (e.g., reshuffle failed) if (isProcessing && !forceCheck) { return; } // Check Win Condition if (score >= targetScore) { console.log("Level " + level + " Complete!"); isProcessing = true; // Prevent further input // Update storage level++; storage.level = level; if (score > highScore) { highScore = score; storage.highScore = highScore; } storage.score = score; // Save current score too, maybe for win screen display LK.setTimeout(function () { LK.showYouWin({ level: level - 1, score: score, highScore: highScore }); }, 1000); // Delay for effect } // Check Lose Condition else if (moves <= 0) { console.log("Game Over - Out of Moves!"); isProcessing = true; // Prevent further input // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; } storage.score = score; // Save final score LK.setTimeout(function () { LK.showGameOver({ level: level, score: score, highScore: highScore }); }, 1000); // Delay for effect } // Note: The "no possible moves" scenario is now handled by reshuffleBoard, // but if reshuffling fails repeatedly, it might also lead to a game over state here. } // --- Game Start --- setupGame();
===================================================================
--- original.js
+++ change.js
@@ -531,9 +531,9 @@
if (board[candy.row][candy.col] === candy) {
board[candy.row][candy.col] = null;
}
// Animate pop
- var popPromise = LK.Promise(function (resolve) {
+ var popPromise = new Promise(function (resolve) {
var popTween = candy.pop(index * 30); // Staggered pop animation
popTween.vars.onFinish = resolve;
});
popPromises.push(popPromise); // Collect promises
Generate a high-quality icon asset of the specific **blue candy** shown in the provided Candy Crush screenshot. * **Shape:** A smooth, **round, slightly flattened sphere or thick disc** shape with perfectly curved edges. It should look plump and solid. * **Color:** A bright, **vibrant, medium blue**. Clear and saturated, avoiding overly dark (navy) or light (sky blue) tones. * **Surface & Finish:** **Highly glossy** and reflective, like polished hard candy or a glass marble. The surface should look perfectly smooth. * **Lighting & Highlights:** Features a **prominent, distinct, curved white specular highlight** positioned near the **top-left edge**, following the candy's spherical contour. Additional subtle, broader highlights should be visible across the top surface, giving it dimension. Clear shading should be present on the bottom and right sides to emphasize its **3D, spherical volume**. * **Style:** Clean, **stylized 3D render**, matching the cheerful, polished, and sli. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Basic Prompt: Bright green candy, emerald green tones, crystallized texture, covered in small sugar granules, looking sweet and delicious. More Detailed Prompt (Optional): Bright green candy, with hints of emerald green and light lime green sparkles, crystallized texture, covered in small sugar granules, looking fresh and delicious as if it was just made. There is a faint halo of light around the candy, and the background is blurred. Additional Details to Add to the Prompt: Shape: Round, square, heart-shaped, etc. Material: Glass, frosted glass, sugar crystal, etc. Lighting: Soft, hard, dramatic, etc. Background: Solid color, patterned, blurred, themed (e.g., candy store), etc. Additional Objects: Other candies, paper packaging, ribbon, etc. Example Combined Prompt: Round, bright green candy with emerald green and lime green tones, crystallized texture, covered in small sugar granules, looking fresh and delicious. Soft lighting, blurred background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Basic Prompt: Bright orange candy, in shades of orange, with a smooth and glossy surface, sweet and appealing looking confection. More Detailed Prompt (Optional): Vibrant orange candy, luminous as if lit by sunlight, with hints of orange and light tangerine tones, possessing a smooth and flawless surface, high-quality candy. The candy has light reflections and the background is softly blurred. Additional Details to Add to the Prompt: Shape: Sphere, cube, star, etc. Texture: Smooth, matte, slightly grainy, etc. Lighting: Natural light, studio light, warm light, cool light, etc. Background: White, colored, patterned, candy store, kitchen counter, etc. Additional Objects: Candy wrapper, glass jar, candy stand, etc. Example Combined Prompt: Sphere-shaped, bright orange candy, luminous as if lit by sunlight, with hints of orange and light tangerine tones, possessing a smooth and flawless surface, high-quality candy. There are distinct light reflections on the candy. The background is white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Basic Prompt: Bright purple candy, in shades of lavender and violet, with a smooth surface, sweet and enticing looking confection. More Detailed Prompt (Optional): Deep purple in color, with hints of lavender and light lilac where the light hits it, possessing a smooth and glossy surface, crystal clear like glass, high-quality purple candy. There's a subtle halo of light around the candy, and the background is softly blurred. Additional Details to Add to the Prompt: Shape: Crystal, drop, heart, round, etc. Texture: Glossy, matte, frosted, slightly rough, etc. Lighting: Soft, dramatic, natural light, artificial light, etc. Background: Solid color, patterned, candy store, countertop, etc. Additional Objects: Other candies, transparent packaging, ribbon, etc. Basic Prompt: Bright purple candy, in shades of lavender and violet, with a smooth surface, sweet and enticing looking confection. More Detailed Prompt (Optional): Deep purple in color, with hints of lavender and light lilac where th. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Basic Prompt: Bright yellow candy, lemon yellow color, smooth surface, sweet and tempting looking treat. More Detailed Prompt (Optional): Vibrant, sunny yellow candy, with subtle hints of lemon and gold. It has a smooth, glossy surface, almost like glass. The light catches it just right, creating a small sparkle. The background is slightly blurred. More Variations to add (Optional): Shape: Sphere, star, gumball, square, etc. Texture: Gummy, hard candy, crystalline, etc. Lighting: Soft, harsh, natural, artificial, etc. Background: Plain, gradient, candy store, etc. Additions: Candy wrapper, other candies, etc. Example Combination Prompt: Round, bright yellow candy like a gumball. Has a smooth, glossy surface with soft lighting. Hints of lemon and gold colors, p. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Basic Prompt: Bright red candy, vibrant crimson color, smooth surface, sweet and appealing treat. More Detailed Prompt (Optional): A glistening, ruby-red candy, with a smooth, reflective surface. The color is a rich, deep crimson, almost like a precious gem. The light catches it beautifully, creating highlights and shadows. The background is soft and blurred. Possible Variations to Add (Optional): Shape: Heart, sphere, cube, star, twisted, etc. Texture: Glossy, matte, gummy, hard, crystalline, etc. Lighting: Soft, harsh, natural, artificial, dramatic, etc. Background: Solid color, patterned, candy store, blurred, bokeh, etc. Additions: Candy wrapper, other candies, sprinkles, sugar coating, etc. Example Combination Prompt: A heart-shaped, glistening, ruby-red candy with a smooth, reflective surface. Rich, deep crimson color. Soft lighting, blurred background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Generate a high-quality asset representing a **single square background tile** for a match-3 game cell, inspired by the cell interiors in the provided Candy Crush screenshot, but made **significantly more transparent**. * **Shape:** A perfect **square**. * **Base Appearance:** * **Color:** A **muted, desaturated, cool grey-blue** or **dark teal-grey**. * **Texture:** Contains an **extremely subtle, fine-grained texture** (like faint diagonal lines or uniform digital noise) integrated into the color. * **Transparency:** The key feature is **increased translucency**. The tile should be **moderately to significantly see-through**, allowing layers placed underneath it to be clearly visible. It should *not* be fully opaque like the original screenshot implies, nor fully transparent (invisible). Aim for roughly **40-60% opacity**. * **Lighting:** Maintain **soft, even, ambient lighting** across the surface of the square. No internal highlights or shadows within the tile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows