/**** * 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]], T: [[0, 1, 0], [1, 1, 1]] }; var shapes = Object.values(ShapeTypes); var offset = Math.floor(Math.random() * shapes.length); 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.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); block.tint = self.color; block.width = blockSize; block.height = blockSize; 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); } }; var background = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.y = -20; background.alpha = .4; background.blendMode = 1; 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); } } } }; self.placeBlock = function () {}; }); var Cell = Container.expand(function () { var self = Container.call(this); self.filled = false; var empty = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); empty.alpha = .8; var filled = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); empty.y = 2; self.setFill = function (isFilled) { self.filled = isFilled; empty.visible = !self.filled; filled.visible = self.filled; }; self.getTint = function () { return filled.tint; }; self.setTint = function (tint) { empty.tint = filled.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 ****/ var gameBackground = game.attachAsset('gameBackground', { anchorX: 0.5, anchorY: 0.5 }); gameBackground.x = 2048 / 2; gameBackground.y = 2732 / 2; var tilesBackground = game.attachAsset('tileBackground', { anchorX: 0.5, anchorY: 0.5 }); tilesBackground.y = -20; tilesBackground.alpha = .4; tilesBackground.blendMode = 1; var blocks = []; var dragTarget; var board = game.addChild(new Board()); board.x = 2048 / 2; board.y = 2732 / 2 - 250 + 30; tilesBackground.x = 2048 / 2; tilesBackground.y = 2732 - 300; var targetOffset; 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); // Double-tap detection and 90-degree right rotation block._lastTapTime = 0; block.on('down', function (x, y, obj) { var now = Date.now(); if (now - this._lastTapTime < 350) { // Double-tap detected, rotate 90 degrees right // Rotate shape 90 degrees right (clockwise) and update logic // 1. Rotate the shape array var oldShape = this.shape; var newShape = []; // Handle single-row and single-column blocks correctly if (oldShape.length === 1) { // Single row (horizontal) -> become single column (vertical) for (var j = 0; j < oldShape[0].length; j++) { newShape.push([oldShape[0][j]]); } } else if (oldShape[0].length === 1) { // Single column (vertical) -> become single row (horizontal) var row = []; for (var i = oldShape.length - 1; i >= 0; i--) { row.push(oldShape[i][0]); } newShape.push(row); } else { // General case: rotate matrix for (var j = 0; j < oldShape[0].length; j++) { var newRow = []; for (var i = oldShape.length - 1; i >= 0; i--) { newRow.push(oldShape[i][j]); } newShape.push(newRow); } } this.shape = newShape; // 2. Remove old blocks for (var i = 0; i < this.blocks.length; i++) { this.removeChild(this.blocks[i]); } this.blocks = []; // 3. Recreate blocks with new shape var blockSize = 160; var background = this.children[0]; // Find the anchor cell (first '1' in the old shape) var anchorI = 0, anchorJ = 0; var foundAnchor = false; for (var i = 0; i < oldShape.length && !foundAnchor; i++) { for (var j = 0; j < oldShape[i].length && !foundAnchor; j++) { if (oldShape[i][j] === 1) { anchorI = i; anchorJ = j; foundAnchor = true; } } } // After rotation, find the new anchor cell (first '1' in the new shape) var newAnchorI = 0, newAnchorJ = 0; foundAnchor = false; for (var i = 0; i < newShape.length && !foundAnchor; i++) { for (var j = 0; j < newShape[i].length && !foundAnchor; j++) { if (newShape[i][j] === 1) { newAnchorI = i; newAnchorJ = j; foundAnchor = true; } } } // Calculate offset so that the anchor cell stays at the same place visually var blockOffsetX = (background.width / 2 - this.shape[0].length * blockSize) / 2 - blockSize / 2; var blockOffsetY = (background.height / 2 - this.shape.length * blockSize) / 2 - blockSize / 2; var anchorDeltaX = (anchorJ - newAnchorJ) * blockSize; var anchorDeltaY = (anchorI - newAnchorI) * blockSize; for (var i = 0; i < this.shape.length; i++) { for (var j = 0; j < this.shape[i].length; j++) { if (this.shape[i][j] === 1) { var blockAsset = this.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); blockAsset.tint = this.color; blockAsset.width = blockSize; blockAsset.height = blockSize; blockAsset.x = j * blockSize + blockOffsetX + anchorDeltaX; blockAsset.y = i * blockSize + blockOffsetY + anchorDeltaY; this.blocks.push(blockAsset); this.addChild(blockAsset); } } } // After rotation, update start position and drag offset if needed if (typeof this.setStartPosition === "function") { this.setStartPosition(this.x, this.y); } this._lastTapTime = 0; // reset return; } this._lastTapTime = now; 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); cells[a].setTint(dragTarget.color); } blocks[blocks.indexOf(dragTarget)] = undefined; dragTarget.destroy(); // Clean up undefined entries from blocks array for (var i = blocks.length - 1; i >= 0; i--) { if (blocks[i] === undefined) { blocks.splice(i, 1); } } if (blocks.length === 0) { game.createBlocks(); } var pointsToAdd = board.checkLines(); if (pointsToAdd) { score += Math.pow(pointsToAdd, 2) * 10; scoreTxt.setText(score); } } board.removeTint(); dragTarget = undefined; } }); game.createBlocks = function () { for (var i = 0; i < 3; i++) { game.createBlock(i); } }; var score = 0; game.createBlocks(); var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF, font: 'Impact', dropShadow: true, dropShadowColor: '#2a636e' }); scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(scoreTxt); game.isMovePossible = function () { for (var a = 0; a < blocks.length; a++) { if (!blocks[a]) continue; // skip undefined entries 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 () { board.tick(); if (isGameOver || !game.isMovePossible()) { LK.effects.flashScreen(0xffffff, 1000); scoreTxt.setText(score); // Ensure score is up to date LK.showGameOver(); } for (var a = blocks.length - 1; a >= 0; a--) { if (blocks[a]) { if (blocks[a] != dragTarget) { blocks[a].moveTowardsHomePosition(); } else { blocks[a].moveToDragTarget(); // If block is dragged off screen, reset to start position if (blocks[a].x < 0 || blocks[a].x > 2048 || blocks[a].y < 0 || blocks[a].y > 2732) { blocks[a].x = blocks[a].startX; blocks[a].y = blocks[a].startY; } } } } });
/****
* 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]],
T: [[0, 1, 0], [1, 1, 1]]
};
var shapes = Object.values(ShapeTypes);
var offset = Math.floor(Math.random() * shapes.length);
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.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
block.tint = self.color;
block.width = blockSize;
block.height = blockSize;
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);
}
};
var background = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.y = -20;
background.alpha = .4;
background.blendMode = 1;
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);
}
}
}
};
self.placeBlock = function () {};
});
var Cell = Container.expand(function () {
var self = Container.call(this);
self.filled = false;
var empty = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
empty.alpha = .8;
var filled = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
empty.y = 2;
self.setFill = function (isFilled) {
self.filled = isFilled;
empty.visible = !self.filled;
filled.visible = self.filled;
};
self.getTint = function () {
return filled.tint;
};
self.setTint = function (tint) {
empty.tint = filled.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
****/
var gameBackground = game.attachAsset('gameBackground', {
anchorX: 0.5,
anchorY: 0.5
});
gameBackground.x = 2048 / 2;
gameBackground.y = 2732 / 2;
var tilesBackground = game.attachAsset('tileBackground', {
anchorX: 0.5,
anchorY: 0.5
});
tilesBackground.y = -20;
tilesBackground.alpha = .4;
tilesBackground.blendMode = 1;
var blocks = [];
var dragTarget;
var board = game.addChild(new Board());
board.x = 2048 / 2;
board.y = 2732 / 2 - 250 + 30;
tilesBackground.x = 2048 / 2;
tilesBackground.y = 2732 - 300;
var targetOffset;
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);
// Double-tap detection and 90-degree right rotation
block._lastTapTime = 0;
block.on('down', function (x, y, obj) {
var now = Date.now();
if (now - this._lastTapTime < 350) {
// Double-tap detected, rotate 90 degrees right
// Rotate shape 90 degrees right (clockwise) and update logic
// 1. Rotate the shape array
var oldShape = this.shape;
var newShape = [];
// Handle single-row and single-column blocks correctly
if (oldShape.length === 1) {
// Single row (horizontal) -> become single column (vertical)
for (var j = 0; j < oldShape[0].length; j++) {
newShape.push([oldShape[0][j]]);
}
} else if (oldShape[0].length === 1) {
// Single column (vertical) -> become single row (horizontal)
var row = [];
for (var i = oldShape.length - 1; i >= 0; i--) {
row.push(oldShape[i][0]);
}
newShape.push(row);
} else {
// General case: rotate matrix
for (var j = 0; j < oldShape[0].length; j++) {
var newRow = [];
for (var i = oldShape.length - 1; i >= 0; i--) {
newRow.push(oldShape[i][j]);
}
newShape.push(newRow);
}
}
this.shape = newShape;
// 2. Remove old blocks
for (var i = 0; i < this.blocks.length; i++) {
this.removeChild(this.blocks[i]);
}
this.blocks = [];
// 3. Recreate blocks with new shape
var blockSize = 160;
var background = this.children[0];
// Find the anchor cell (first '1' in the old shape)
var anchorI = 0,
anchorJ = 0;
var foundAnchor = false;
for (var i = 0; i < oldShape.length && !foundAnchor; i++) {
for (var j = 0; j < oldShape[i].length && !foundAnchor; j++) {
if (oldShape[i][j] === 1) {
anchorI = i;
anchorJ = j;
foundAnchor = true;
}
}
}
// After rotation, find the new anchor cell (first '1' in the new shape)
var newAnchorI = 0,
newAnchorJ = 0;
foundAnchor = false;
for (var i = 0; i < newShape.length && !foundAnchor; i++) {
for (var j = 0; j < newShape[i].length && !foundAnchor; j++) {
if (newShape[i][j] === 1) {
newAnchorI = i;
newAnchorJ = j;
foundAnchor = true;
}
}
}
// Calculate offset so that the anchor cell stays at the same place visually
var blockOffsetX = (background.width / 2 - this.shape[0].length * blockSize) / 2 - blockSize / 2;
var blockOffsetY = (background.height / 2 - this.shape.length * blockSize) / 2 - blockSize / 2;
var anchorDeltaX = (anchorJ - newAnchorJ) * blockSize;
var anchorDeltaY = (anchorI - newAnchorI) * blockSize;
for (var i = 0; i < this.shape.length; i++) {
for (var j = 0; j < this.shape[i].length; j++) {
if (this.shape[i][j] === 1) {
var blockAsset = this.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
blockAsset.tint = this.color;
blockAsset.width = blockSize;
blockAsset.height = blockSize;
blockAsset.x = j * blockSize + blockOffsetX + anchorDeltaX;
blockAsset.y = i * blockSize + blockOffsetY + anchorDeltaY;
this.blocks.push(blockAsset);
this.addChild(blockAsset);
}
}
}
// After rotation, update start position and drag offset if needed
if (typeof this.setStartPosition === "function") {
this.setStartPosition(this.x, this.y);
}
this._lastTapTime = 0; // reset
return;
}
this._lastTapTime = now;
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);
cells[a].setTint(dragTarget.color);
}
blocks[blocks.indexOf(dragTarget)] = undefined;
dragTarget.destroy();
// Clean up undefined entries from blocks array
for (var i = blocks.length - 1; i >= 0; i--) {
if (blocks[i] === undefined) {
blocks.splice(i, 1);
}
}
if (blocks.length === 0) {
game.createBlocks();
}
var pointsToAdd = board.checkLines();
if (pointsToAdd) {
score += Math.pow(pointsToAdd, 2) * 10;
scoreTxt.setText(score);
}
}
board.removeTint();
dragTarget = undefined;
}
});
game.createBlocks = function () {
for (var i = 0; i < 3; i++) {
game.createBlock(i);
}
};
var score = 0;
game.createBlocks();
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
font: 'Impact',
dropShadow: true,
dropShadowColor: '#2a636e'
});
scoreTxt.anchor.set(.5, 0);
LK.gui.top.addChild(scoreTxt);
game.isMovePossible = function () {
for (var a = 0; a < blocks.length; a++) {
if (!blocks[a]) continue; // skip undefined entries
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 () {
board.tick();
if (isGameOver || !game.isMovePossible()) {
LK.effects.flashScreen(0xffffff, 1000);
scoreTxt.setText(score); // Ensure score is up to date
LK.showGameOver();
}
for (var a = blocks.length - 1; a >= 0; a--) {
if (blocks[a]) {
if (blocks[a] != dragTarget) {
blocks[a].moveTowardsHomePosition();
} else {
blocks[a].moveToDragTarget();
// If block is dragged off screen, reset to start position
if (blocks[a].x < 0 || blocks[a].x > 2048 || blocks[a].y < 0 || blocks[a].y > 2732) {
blocks[a].x = blocks[a].startX;
blocks[a].y = blocks[a].startY;
}
}
}
}
});
White square with round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Background for relaxing puzzle game. Pastel colors, flat shaded, vector art. Flowers. Blocks. Relaxing. Clouds Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White particle cloud. Cartoon. Bright outline. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
block with a smile face. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat