/**** * Classes ****/ var Block = Container.expand(function (board) { var self = Container.call(this); var hsvToRgb = function hsvToRgb(h, s, v) { var r, g, b; var i = Math.floor(h * 6); var f = h * 6 - i; var p = v * (1 - s); var q = v * (1 - f * s); var t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return (Math.round(r * 255) << 16) + (Math.round(g * 255) << 8) + Math.round(b * 255); }; var ShapeTypes = { SINGLE: [[1]], TRI: [[1, 1, 1]], QUAD: [[1, 1, 1, 1]], LSHAPE: [[1, 0, 0], [1, 0, 0], [1, 1, 1]], BLOCK: [[1, 1], [1, 1]], SMALLLSHAPE: [[1, 0], [1, 1]] }; var shapes = Object.values(ShapeTypes); var offset = Math.floor(Math.random() * shapes.length); self.offset = offset; self.shape = shapes[offset]; var hue = offset % shapes.length / shapes.length; self.color = hsvToRgb(hue, 0.6, 1); self.rotateShapeRandomly = function () { var rotations = Math.floor(Math.random() * 4); for (var r = 0; r < rotations; r++) { self.shape = self.shape[0].map(function (val, index) { return self.shape.map(function (row) { return row[index]; }).reverse(); }); } }; self.rotateShapeRandomly(); self.blocks = []; var background = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.alpha = 0; var blockSize = 160; background.width = 4 * blockSize; background.height = 4 * blockSize; self.addChild(background); self.offsetX = 0; self.offsetY = 0; var blockOffsetX = (background.width / 2 - self.shape[0].length * blockSize) / 2 - blockSize / 2; var blockOffsetY = (background.height / 2 - self.shape.length * blockSize) / 2 - blockSize / 2; for (var i = 0; i < self.shape.length; i++) { for (var j = 0; j < self.shape[i].length; j++) { if (self.shape[i][j] === 1) { var block = self.createAsset('block_' + offset, { anchorX: 0.5, anchorY: 0.5 }); block.x = j * blockSize + blockOffsetX; block.y = i * blockSize + blockOffsetY; self.blocks.push(block); self.addChild(block); } } } self.startX = 0; self.startY = 0; self.moveTowardsHomePosition = function () { var dx = self.startX - self.x; var dy = self.startY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx * 0.3; self.y += dy * 0.3; } else { self.x = self.startX; self.y = self.startY; } }; var currentX = 0; var currentY = 0; self.moveToDragTarget = function () { var ox = -this.targetX; var oy = (LK.is.mobile ? 400 : 0) - this.targetY; this.targetX += ox / 5; this.targetY += oy / 5; this.x = currentX - this.targetX; this.y = currentY - this.targetY; }; self._move_migrated = function (x, y) { currentX = x; currentY = y; self.x = x - this.targetX; self.y = y - this.targetY; }; self.setStartPosition = function (x, y) { self.startX = x; self.startY = y; }; self.getOverlappingCells = function () { var cells = []; var boardPos = { x: -board.x + self.x + 160 * 4 + blockOffsetX + 160, y: -board.y + self.y + 160 * 4 + blockOffsetY + 160 }; var startX = Math.floor(boardPos.x / 160); var startY = Math.floor(boardPos.y / 160); for (var i = 0; i < self.shape.length; i++) { for (var j = 0; j < self.shape[i].length; j++) { if (self.shape[i][j] === 1) { var cell = board.grid && board.grid[startY + i] && board.grid[startY + i][startX + j]; if (cell && !cell.filled) { cells.push(cell); } else { return null; } } } } return cells; }; self.showOverlap = function () { var cells = self.getOverlappingCells(); if (cells) { for (var a = 0; a < cells.length; a++) { var cell = cells[a]; cell.setTint(self.color); } } }; self.rotateShapeRandomly = function () { var rotations = Math.floor(Math.random() * 4); for (var r = 0; r < rotations; r++) { self.shape = self.shape[0].map(function (val, index) { return self.shape.map(function (row) { return row[index]; }).reverse(); }); } }; }); var Board = Container.expand(function () { var self = Container.call(this); self.particles = []; Board.prototype.spawnParticles = function (x, y, tint) { for (var i = 0; i < 10; i++) { var particle = new Particle(tint); particle.x = x; particle.y = y; this.particles.push(particle); this.addChild(particle); } }; self.grid = new Array(10).fill(null).map(function () { return new Array(10).fill(null); }); var size = 158; var totalWidth = 10 * size; var totalHeight = 10 * size; for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { var cell = new Cell(); cell.x = i * size - totalWidth / 2 + size / 2; cell.y = j * size - totalHeight / 2 + size / 2; self.grid[j][i] = cell; self.addChild(cell); } } self.removeTint = function () { for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { if (!self.grid[i][j].filled) { self.grid[i][j].setTint(0xffffff); } } } }; self.checkLines = function () { var rowsRemoved = 0; for (var i = 0; i < 10; i++) { var rowFilled = true; var colFilled = true; for (var j = 0; j < 10; j++) { if (!self.grid[i][j].filled) { rowFilled = false; } if (!self.grid[j][i].filled) { colFilled = false; } } if (rowFilled || colFilled) { rowsRemoved += (rowFilled ? 1 : 0) + (colFilled ? 1 : 0); for (var j = 0; j < 10; j++) { if (rowFilled) { self.grid[i][j].setFill(false); self.spawnParticles(self.grid[i][j].x, self.grid[i][j].y, self.grid[i][j].getTint()); } if (colFilled) { self.grid[j][i].setFill(false); self.spawnParticles(self.grid[j][i].x, self.grid[j][i].y, self.grid[j][i].getTint()); } } } } return rowsRemoved; }; self.tick = function () { for (var i = self.particles.length - 1; i >= 0; i--) { var particle = self.particles[i]; if (particle) { particle.tick(); if (particle.alpha <= 0) { self.particles.splice(i, 1); } } } for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { self.grid[i][j].tick(i, j); } } }; self.placeBlock = function () {}; }); var Cell = Container.expand(function () { var self = Container.call(this); self.filled = false; var yOffsetArray = [-25, -10, -20, -25, -25, -20]; var empty = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); empty.alpa = .8; var filled; var currentOffset; empty.y = 2; self.currentTint = 0xffffff; self.setFill = function (isFilled, asset, offset) { self.filled = isFilled; empty.visible = !self.filled; if (isFilled) { if (asset) { asset.x = 0; asset.y = yOffsetArray[offset] || -15; currentOffset = offset; self.addChild(asset); filled = asset; } } else { if (filled) { filled.destroy(); filled = null; } } }; self.tick = function (i, j) { if (filled) { var offset = Math.cos(((i + j) * 3 + LK.ticks / 2) / 6) / 20; var ty = yOffsetArray[currentOffset] || -15; filled.y = ty + Math.abs(offset * 200) - 5; filled.rotation = offset; } }; self.getTint = function () { return self.currentTint; }; self.setTint = function (tint) { self.currentTint = tint; empty.tint = tint; }; self.setFill(false); }); var Particle = Container.expand(function (tint) { var self = Container.call(this); self.tint = tint; var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.rotation = Math.random() * Math.PI * 2; particleGraphics.tint = self.tint; self.vx = Math.random() * 4 - 2; self.vy = Math.random() * 4 - 2; self.alpha = 1; self.lifetime = 60; self.tick = function () { self.x += self.vx; self.y += self.vy; self.alpha -= 1 / self.lifetime; if (self.alpha <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Main menu overlay var mainMenuOverlay = new Container(); mainMenuOverlay.zIndex = 10000; // ensure on top // Semi-transparent background var menuBg = LK.getAsset('tileBackground', { anchorX: 0.5, anchorY: 0.5 }); // Make sure the background fully covers the screen menuBg.width = 2048; menuBg.height = 2732; menuBg.x = 2048 / 2; menuBg.y = 2732 / 2; menuBg.alpha = 0.85; mainMenuOverlay.addChild(menuBg); // Title text (mobile-optimized) var titleText = new Text2('Denoş Blok Oyunu', { size: 140, fill: 0xD83318, font: 'Impact', stroke: '#fff', strokeThickness: 14 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 500; mainMenuOverlay.addChild(titleText); // Play button (mobile-optimized) var playBtnBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); playBtnBg.width = 700; playBtnBg.height = 220; playBtnBg.tint = 0x83de44; playBtnBg.alpha = 0.5; playBtnBg.x = 2048 / 2; playBtnBg.y = 1100; mainMenuOverlay.addChild(playBtnBg); var playBtnText = new Text2('Oyna', { size: 300, fill: "#fff", font: 'Impact', stroke: '#2a636e', strokeThickness: 10 }); playBtnText.anchor.set(0.5, 0.5); playBtnText.x = 2048 / 2; playBtnText.y = 1100; mainMenuOverlay.addChild(playBtnText); // Close (oyunu kapat) button (mobile-optimized) var closeBtnBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); closeBtnBg.width = 700; closeBtnBg.height = 220; closeBtnBg.tint = 0xd83318; closeBtnBg.x = 2048 / 2; closeBtnBg.y = 1400; mainMenuOverlay.addChild(closeBtnBg); var closeBtnText = new Text2('Oyunu Kapat', { size: 100, fill: "#fff", font: 'Impact', stroke: '#2a636e', strokeThickness: 10 }); closeBtnText.anchor.set(0.5, 0.5); closeBtnText.x = 2048 / 2; closeBtnText.y = 1400; mainMenuOverlay.addChild(closeBtnText); // Make close button interactive for finger/touch closeBtnBg.interactive = true; closeBtnBg.buttonMode = true; closeBtnBg.on('down', function () { // Start game when close button is clicked startGame(); // Create a function to randomly place blocks until game over function placeRandomBlocks() { if (!blocks.some(function (block) { return block; })) { return; // No blocks available to place } // Try to place a random block at random position var blockIndex = -1; for (var i = 0; i < blocks.length; i++) { if (blocks[i]) { blockIndex = i; break; } } if (blockIndex >= 0) { var block = blocks[blockIndex]; // Find all possible positions var validPositions = []; for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { var canPlace = true; if (board.grid[i][j].filled) { continue; } for (var k = 0; k < block.shape.length && canPlace; k++) { for (var l = 0; l < block.shape[k].length; l++) { if (block.shape[k][l] === 1) { if (i + k >= 10 || j + l >= 10 || board.grid[i + k][j + l].filled) { canPlace = false; break; } } } } if (canPlace) { validPositions.push({ i: i, j: j }); } } } // If there are valid positions, place at random one if (validPositions.length > 0) { var pos = validPositions[Math.floor(Math.random() * validPositions.length)]; // Place the block var cells = []; for (var k = 0; k < block.shape.length; k++) { for (var l = 0; l < block.shape[k].length; l++) { if (block.shape[k][l] === 1) { cells.push(board.grid[pos.i + k][pos.j + l]); } } } for (var a = 0; a < cells.length; a++) { cells[a].setFill(true, block.blocks[a], block.offset); cells[a].setTint(block.color); } // Remove the used block blocks[blockIndex] = undefined; block.destroy(); // Check for completed lines var pointsToAdd = board.checkLines(); if (pointsToAdd) { var newScore = LK.getScore() + Math.pow(pointsToAdd, 2) * 10; LK.setScore(newScore); scoreTxt.setText(String(LK.getScore())); } // If all blocks used, create new blocks if (!blocks.some(function (block) { return block; })) { game.createBlocks(); } // Continue placing blocks with a small delay LK.setTimeout(placeRandomBlocks, 100); } else { // No valid positions, show game over LK.effects.flashScreen(0xffffff, 1000); LK.showGameOver(); } } } // Start the auto placement LK.setTimeout(placeRandomBlocks, 500); }); closeBtnText.interactive = true; closeBtnText.buttonMode = true; closeBtnText.on('down', function () { closeBtnBg.emit('down'); }); // Block gameplay until play is pressed var gameStarted = false; game.addChild(mainMenuOverlay); function startGame() { if (gameStarted) { return; } gameStarted = true; mainMenuOverlay.visible = false; // --- original game setup code below --- gameBackground = game.attachAsset('gameBackground', { anchorX: 0.5, anchorY: 0.5 }); gameBackground.x = 2048 / 2; gameBackground.y = 2732 / 2 + 65; blocks = []; dragTarget = undefined; board = game.addChild(new Board()); board.x = 2048 / 2; board.y = 2732 / 2 - 250 + 30; targetOffset = undefined; game.createBlock = function (index) { var block = new Block(board); block.x = 2048 / 2 + (index - 1) * (block.width + 30); block.y = 2732 + block.height; block.setStartPosition(block.x, 2732 - block.height / 2 - 30); blocks.push(block); game.addChild(block); block.on('down', function (x, y, obj) { dragTarget = this; var pos = this.toLocal(obj.global); var targetPos = game.toLocal(obj.global); this.targetX = pos.x; this.targetY = pos.y; dragTarget._move_migrated(targetPos.x, targetPos.y); }); }; game.on('move', function (x, y, obj) { if (dragTarget) { board.removeTint(); var pos = game.toLocal(obj.global); dragTarget._move_migrated(pos.x, pos.y); dragTarget.showOverlap(); } }); game.on('up', function (x, y, obj) { if (dragTarget) { var cells = dragTarget.getOverlappingCells(); if (cells) { for (var a = 0; a < cells.length; a++) { cells[a].setFill(true, dragTarget.blocks[a], dragTarget.offset); cells[a].setTint(dragTarget.color); } blocks[blocks.indexOf(dragTarget)] = undefined; dragTarget.destroy(); if (!blocks.some(function (block) { return block; })) { game.createBlocks(); } var pointsToAdd = board.checkLines(); if (pointsToAdd) { var newScore = LK.getScore() + Math.pow(pointsToAdd, 2) * 10; LK.setScore(newScore); scoreTxt.setText(String(LK.getScore())); } } board.removeTint(); dragTarget = undefined; } }); game.createBlocks = function () { for (var i = 0; i < 3; i++) { game.createBlock(i); } }; score = 0; LK.setScore(0); game.createBlocks(); // --- Add In-Game Score Bar --- var scoreTxt = new Text2(String(LK.getScore()), { size: 120, fill: 0x008080, font: 'Impact', stroke: '#fff', strokeThickness: 10 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 2048 / 2; scoreTxt.y = 100; scoreTxt.zIndex = 10001; LK.gui.top.addChild(scoreTxt); // Show score bar only when game is started LK.on('tick', function () { if (typeof scoreTxt !== "undefined") { scoreTxt.visible = !!gameStarted; } }); // --- Add Back Button --- var backBtnBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); backBtnBg.width = 400; backBtnBg.height = 140; backBtnBg.tint = 0xd83318; // Move button further from top left for mobile, and not in the 0-100px area backBtnBg.x = 2048 - 320; backBtnBg.y = 180; backBtnBg.zIndex = 10001; var backBtnText = new Text2('Geri', { size: 90, fill: "#fff", font: 'Impact', stroke: '#2a636e', strokeThickness: 10 }); backBtnText.anchor.set(0.5, 0.5); backBtnText.x = backBtnBg.x; backBtnText.y = backBtnBg.y; backBtnText.zIndex = 10002; // Add "Glaud" text in upper right corner var glaudText = new Text2('Glaud', { size: 40, fill: 0x000000 }); glaudText.anchor.set(1, 0); glaudText.x = 2048 - 20; glaudText.y = 20; glaudText.zIndex = 10003; LK.gui.topRight.addChild(glaudText); // Make back button interactive for finger/touch backBtnBg.interactive = true; backBtnBg.buttonMode = true; backBtnBg.on('down', function (x, y, obj) { // Hide game UI and show main menu mainMenuOverlay.visible = true; gameStarted = false; // Remove all blocks and board from game if (typeof board !== "undefined" && board) { board.destroy(); board = undefined; } if (typeof blocks !== "undefined" && blocks) { for (var i = 0; i < blocks.length; i++) { if (blocks[i]) { blocks[i].destroy(); } } blocks = []; } if (typeof gameBackground !== "undefined" && gameBackground) { gameBackground.destroy(); gameBackground = undefined; } if (typeof scoreTxt !== "undefined" && scoreTxt) { scoreTxt.setText(String(LK.getScore())); } // Hide back button backBtnBg.visible = false; backBtnText.visible = false; }); backBtnText.interactive = true; backBtnText.buttonMode = true; backBtnText.on('down', function (x, y, obj) { backBtnBg.emit('down', x, y, obj); }); // Add to GUI overlay so it stays on top LK.gui.top.addChild(backBtnBg); LK.gui.top.addChild(backBtnText); // Show back button only when game is started LK.on('tick', function () { if (typeof backBtnBg !== "undefined") { backBtnBg.visible = !!gameStarted; } if (typeof backBtnText !== "undefined") { backBtnText.visible = !!gameStarted; } }); // --- Add In-Game Menu Button --- var menuBtnBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); menuBtnBg.width = 400; menuBtnBg.height = 140; menuBtnBg.tint = 0x008080; menuBtnBg.x = 320; menuBtnBg.y = 180; menuBtnBg.zIndex = 10001; var menuBtnText = new Text2('Menü', { size: 90, fill: "#fff", font: 'Impact', stroke: '#2a636e', strokeThickness: 10 }); menuBtnText.anchor.set(0.5, 0.5); menuBtnText.x = menuBtnBg.x; menuBtnText.y = menuBtnBg.y; menuBtnText.zIndex = 10002; menuBtnBg.interactive = true; menuBtnBg.buttonMode = true; menuBtnBg.on('down', function (x, y, obj) { // Hide game UI and show main menu mainMenuOverlay.visible = true; gameStarted = false; // Remove all blocks and board from game if (typeof board !== "undefined" && board) { board.destroy(); board = undefined; } if (typeof blocks !== "undefined" && blocks) { for (var i = 0; i < blocks.length; i++) { if (blocks[i]) { blocks[i].destroy(); } } blocks = []; } if (typeof gameBackground !== "undefined" && gameBackground) { gameBackground.destroy(); gameBackground = undefined; } if (typeof scoreTxt !== "undefined" && scoreTxt) { scoreTxt.setText(String(LK.getScore())); } // Hide menu button menuBtnBg.visible = false; menuBtnText.visible = false; }); menuBtnText.interactive = true; menuBtnText.buttonMode = true; menuBtnText.on('down', function (x, y, obj) { menuBtnBg.emit('down', x, y, obj); }); LK.gui.top.addChild(menuBtnBg); LK.gui.top.addChild(menuBtnText); // Show menu button only when game is started LK.on('tick', function () { if (typeof menuBtnBg !== "undefined") { menuBtnBg.visible = !!gameStarted; } if (typeof menuBtnText !== "undefined") { menuBtnText.visible = !!gameStarted; } }); game.isMovePossible = function () { for (var a = 0; a < blocks.length; a++) { if (blocks[a]) { for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { if (board.grid[i][j].filled) { continue; } var canPlace = true; for (var k = 0; k < blocks[a].shape.length; k++) { for (var l = 0; l < blocks[a].shape[k].length; l++) { if (blocks[a].shape[k][l] === 1) { if (i + k < 0 || i + k >= 10 || j + l < 0 || j + l >= 10 || board.grid[i + k][j + l].filled) { canPlace = false; break; } } } if (!canPlace) { break; } } if (canPlace) { return true; } } } } } return false; }; var isGameOver = false; LK.on('tick', function () { if (typeof board !== "undefined" && board && typeof board.tick === "function") { board.tick(); } if (!mainMenuOverlay.visible && (isGameOver || !game.isMovePossible())) { LK.effects.flashScreen(0xffffff, 1000); LK.showGameOver(); isGameOver = true; } for (var a = blocks.length - 1; a >= 0; a--) { if (blocks[a]) { if (blocks[a] != dragTarget) { blocks[a].moveTowardsHomePosition(); } else { blocks[a].moveToDragTarget(); } } } }); } // Play button interaction playBtnBg.interactive = true; playBtnBg.buttonMode = true; playBtnBg.on('down', function () { startGame(); }); playBtnText.interactive = true; playBtnText.buttonMode = true; playBtnText.on('down', function () { startGame(); });
===================================================================
--- original.js
+++ change.js
@@ -400,9 +400,96 @@
// Make close button interactive for finger/touch
closeBtnBg.interactive = true;
closeBtnBg.buttonMode = true;
closeBtnBg.on('down', function () {
- LK.closeGame && LK.closeGame();
+ // Start game when close button is clicked
+ startGame();
+ // Create a function to randomly place blocks until game over
+ function placeRandomBlocks() {
+ if (!blocks.some(function (block) {
+ return block;
+ })) {
+ return; // No blocks available to place
+ }
+ // Try to place a random block at random position
+ var blockIndex = -1;
+ for (var i = 0; i < blocks.length; i++) {
+ if (blocks[i]) {
+ blockIndex = i;
+ break;
+ }
+ }
+ if (blockIndex >= 0) {
+ var block = blocks[blockIndex];
+ // Find all possible positions
+ var validPositions = [];
+ for (var i = 0; i < 10; i++) {
+ for (var j = 0; j < 10; j++) {
+ var canPlace = true;
+ if (board.grid[i][j].filled) {
+ continue;
+ }
+ for (var k = 0; k < block.shape.length && canPlace; k++) {
+ for (var l = 0; l < block.shape[k].length; l++) {
+ if (block.shape[k][l] === 1) {
+ if (i + k >= 10 || j + l >= 10 || board.grid[i + k][j + l].filled) {
+ canPlace = false;
+ break;
+ }
+ }
+ }
+ }
+ if (canPlace) {
+ validPositions.push({
+ i: i,
+ j: j
+ });
+ }
+ }
+ }
+ // If there are valid positions, place at random one
+ if (validPositions.length > 0) {
+ var pos = validPositions[Math.floor(Math.random() * validPositions.length)];
+ // Place the block
+ var cells = [];
+ for (var k = 0; k < block.shape.length; k++) {
+ for (var l = 0; l < block.shape[k].length; l++) {
+ if (block.shape[k][l] === 1) {
+ cells.push(board.grid[pos.i + k][pos.j + l]);
+ }
+ }
+ }
+ for (var a = 0; a < cells.length; a++) {
+ cells[a].setFill(true, block.blocks[a], block.offset);
+ cells[a].setTint(block.color);
+ }
+ // Remove the used block
+ blocks[blockIndex] = undefined;
+ block.destroy();
+ // Check for completed lines
+ var pointsToAdd = board.checkLines();
+ if (pointsToAdd) {
+ var newScore = LK.getScore() + Math.pow(pointsToAdd, 2) * 10;
+ LK.setScore(newScore);
+ scoreTxt.setText(String(LK.getScore()));
+ }
+ // If all blocks used, create new blocks
+ if (!blocks.some(function (block) {
+ return block;
+ })) {
+ game.createBlocks();
+ }
+ // Continue placing blocks with a small delay
+ LK.setTimeout(placeRandomBlocks, 100);
+ } else {
+ // No valid positions, show game over
+ LK.effects.flashScreen(0xffffff, 1000);
+ LK.showGameOver();
+ }
+ }
+ }
+ // Start the auto placement
+ LK.setTimeout(placeRandomBlocks, 500);
});
closeBtnText.interactive = true;
closeBtnText.buttonMode = true;
closeBtnText.on('down', function () {
@@ -529,8 +616,18 @@
backBtnText.anchor.set(0.5, 0.5);
backBtnText.x = backBtnBg.x;
backBtnText.y = backBtnBg.y;
backBtnText.zIndex = 10002;
+ // Add "Glaud" text in upper right corner
+ var glaudText = new Text2('Glaud', {
+ size: 40,
+ fill: 0x000000
+ });
+ glaudText.anchor.set(1, 0);
+ glaudText.x = 2048 - 20;
+ glaudText.y = 20;
+ glaudText.zIndex = 10003;
+ LK.gui.topRight.addChild(glaudText);
// Make back button interactive for finger/touch
backBtnBg.interactive = true;
backBtnBg.buttonMode = true;
backBtnBg.on('down', function (x, y, obj) {
White square with tight round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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