User prompt
Didn’t work
User prompt
Fruit should spawn underneath the line
User prompt
Make the line up higher
User prompt
Make the fruit spawn lower
User prompt
Make the fruit spawn under the line
Code edit (1 edits merged)
Please save this source code
User prompt
Fruit Fusion Drop
Initial prompt
Make suika
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.velocityX = 0; self.velocityY = 0; self.angularVelocity = 0; self.gravity = 1.2; self.bounceX = 0.2; self.bounceY = 0.1; self.friction = 0.995; self.rotationFriction = 0.85; self.merged = false; self.lastMergeCheck = false; var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon', 'lemon', 'coconut', 'dragon', 'kiwi']; var fruitSizes = [120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640]; var fruitScores = [1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105]; self.assetName = fruitAssets[type]; self.size = fruitSizes[type]; self.scoreValue = fruitScores[type]; var fruitGraphics = self.attachAsset(self.assetName, { anchorX: 0.5, anchorY: 0.5 }); self.getRadius = function () { return self.size / 2; }; self.update = function () { if (typeof fruitsFrozen !== "undefined" && fruitsFrozen) { return; } if (self.merged) { return; } // Apply gravity self.velocityY += self.gravity; // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Apply rotation self.rotation += self.angularVelocity; // Apply friction self.velocityX *= self.friction; self.velocityY *= self.friction; self.angularVelocity *= self.rotationFriction; // Cap maximum rotation speed var maxAngularVelocity = 0.2; if (self.angularVelocity > maxAngularVelocity) { self.angularVelocity = maxAngularVelocity; } else if (self.angularVelocity < -maxAngularVelocity) { self.angularVelocity = -maxAngularVelocity; } // Prevent very small velocities that can cause sticking if (Math.abs(self.velocityX) < 0.1) { self.velocityX = 0; } if (Math.abs(self.velocityY) < 0.1) { self.velocityY = 0; } if (Math.abs(self.angularVelocity) < 0.005) { self.angularVelocity = 0; } var radius = self.getRadius(); var containerLeft = containerX - containerWidth / 2; var containerRight = containerX + containerWidth / 2; var containerBottom = containerY + containerHeight / 2; // Collision with container walls if (self.x - radius < containerLeft) { self.x = containerLeft + radius; self.velocityX = -self.velocityX * self.bounceX; // Add rotational effect from wall collision self.angularVelocity += self.velocityY * 0.01; } if (self.x + radius > containerRight) { self.x = containerRight - radius; self.velocityX = -self.velocityX * self.bounceX; // Add rotational effect from wall collision self.angularVelocity -= self.velocityY * 0.01; } // Collision with container bottom if (self.y + radius > containerBottom) { self.y = containerBottom - radius; self.velocityY = -self.velocityY * self.bounceY; // Add rotational effect from ground collision self.angularVelocity += self.velocityX * 0.02; if (Math.abs(self.velocityY) < 1) { self.velocityY = 0; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No backgroundColor, handled by asset }); /**** * Game Code ****/ // Attach blue background asset, ensure it's at the back // Blue background asset (full screen) var blueBg = game.attachAsset('blueBg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(blueBg, 0); // Add as the bottom-most child // Game state var gameState = 'playing'; var fruits = []; var currentFruit = null; var nextFruitType = 0; var gameRunning = true; var dropLine = 400; var gameOverLine = 300; var isDragging = false; var previewFruit = null; // Freeze fruits when evolution menu is open var fruitsFrozen = false; // Track which fruits have been discovered by the player var discoveredFruits = []; for (var i = 0; i < 14; i++) { discoveredFruits[i] = false; } // Container dimensions and position var containerWidth = 1900; var containerHeight = 2200; var containerX = 2048 / 2; var containerY = 1366; // Create container var container = game.attachAsset('container', { anchorX: 0.5, anchorY: 0.5, x: containerX, y: containerY }); // Score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0x000000 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Merge counter (reset to 0 every game start) var totalMerges = 0; var mergeCounterTxt = new Text2('Merges: ' + totalMerges, { size: 60, fill: 0x000000 }); mergeCounterTxt.anchor.set(0.5, 0.5); mergeCounterTxt.x = 2048 / 2; mergeCounterTxt.y = 2732 / 2; game.addChild(mergeCounterTxt); // Reset discovered fruits at game start (only first 5 are available to drop, so mark them as discovered) for (var i = 0; i < discoveredFruits.length; i++) { discoveredFruits[i] = i < 5; } // Next fruit preview var nextFruitPreview = null; var nextFruitLabel = new Text2('Next:', { size: 60, fill: 0x000000 }); nextFruitLabel.anchor.set(1, 0.5); nextFruitLabel.x = 1580; nextFruitLabel.y = 120; game.addChild(nextFruitLabel); // Drop line indicator var dropLineIndicator = LK.getAsset('container', { width: containerWidth, height: 4, anchorX: 0.5, anchorY: 0.5 }); dropLineIndicator.x = containerX; dropLineIndicator.y = dropLine; dropLineIndicator.tint = 0x0000FF; game.addChild(dropLineIndicator); // Helper functions function getRandomFruitType() { return Math.floor(Math.random() * 5); // Only first 5 fruit types can be dropped } function createNextFruit() { nextFruitType = getRandomFruitType(); if (nextFruitPreview) { // Stop any existing tweens before destroying tween.stop(nextFruitPreview); nextFruitPreview.destroy(); } var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple']; var fruitSizes = [120, 160, 200, 240, 280]; nextFruitPreview = LK.getAsset(fruitAssets[nextFruitType], { anchorX: 0.5, anchorY: 0.5 }); nextFruitPreview.x = 1700; nextFruitPreview.y = 120; game.addChild(nextFruitPreview); // Position the label based on fruit size to ensure it's always visible var fruitRadius = fruitSizes[nextFruitType] / 2; nextFruitLabel.x = nextFruitPreview.x - fruitRadius - 20; // 20px padding from fruit edge // Add bobbing animation var originalY = nextFruitPreview.y; function bobUp() { tween(nextFruitPreview, { y: originalY - 15 }, { duration: 1000, easing: tween.easeInOut, onFinish: bobDown }); } function bobDown() { tween(nextFruitPreview, { y: originalY + 15 }, { duration: 1000, easing: tween.easeInOut, onFinish: bobUp }); } bobUp(); } function dropFruit(x) { if (!gameRunning || currentFruit) { return; } currentFruit = new Fruit(nextFruitType); currentFruit.x = Math.max(containerX - containerWidth / 2 + currentFruit.getRadius(), Math.min(x, containerX + containerWidth / 2 - currentFruit.getRadius())); currentFruit.y = dropLine + currentFruit.getRadius() + 60; // Spawn lower below the line with more padding // Mark this fruit as discovered var newlyDiscovered = !discoveredFruits[nextFruitType]; discoveredFruits[nextFruitType] = true; if (newlyDiscovered) { // Show notification for unlocking new fruit var evoFruitNames = ['Cherry', 'Strawberry', 'Grape', 'Orange', 'Apple', 'Pear', 'Peach', 'Pineapple', 'Melon', 'Watermelon', 'Lemon', 'Coconut', 'Dragonfruit', 'Kiwi']; var unlockedName = evoFruitNames[nextFruitType]; var notification = new Text2("You've unlocked " + unlockedName + "!", { size: 90, fill: 0x222222 }); notification.anchor.set(0.5, 0.5); notification.x = 2048 / 2; notification.y = 900; notification.alpha = 0.0; game.addChild(notification); // Fade in, hold, then fade out tween(notification, { alpha: 1 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { notification.destroy(); } }); }, 1200); } }); } // Add small random initial rotation currentFruit.angularVelocity = (Math.random() - 0.5) * 0.05; fruits.push(currentFruit); game.addChild(currentFruit); // Music and drop sound now start on tap/hold instead of drop // Reset current fruit after a delay LK.setTimeout(function () { currentFruit = null; }, 100); createNextFruit(); } function createPreviewFruit(x) { if (previewFruit) { previewFruit.destroy(); } var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon', 'lemon', 'coconut', 'dragon', 'kiwi']; previewFruit = LK.getAsset(fruitAssets[nextFruitType], { anchorX: 0.5, anchorY: 0.5 }); previewFruit.alpha = 0.7; // Make it semi-transparent previewFruit.x = x; previewFruit.y = dropLine; game.addChild(previewFruit); } function updatePreviewFruit(x) { if (!previewFruit) { return; } var fruitSizes = [120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640]; var radius = fruitSizes[nextFruitType] / 2; previewFruit.x = Math.max(containerX - containerWidth / 2 + radius, Math.min(x, containerX + containerWidth / 2 - radius)); } function destroyPreviewFruit() { if (previewFruit) { previewFruit.destroy(); previewFruit = null; } } function checkCollision(fruit1, fruit2) { var dx = fruit1.x - fruit2.x; var dy = fruit1.y - fruit2.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = fruit1.getRadius() + fruit2.getRadius(); return distance < minDistance; } function resolveFruitCollision(fruit1, fruit2) { var dx = fruit1.x - fruit2.x; var dy = fruit1.y - fruit2.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = fruit1.getRadius() + fruit2.getRadius(); if (distance < minDistance && distance > 0) { var overlap = minDistance - distance; // Stronger separation force to prevent sticking var separationForce = 1.2; var separationX = dx / distance * overlap * separationForce; var separationY = dy / distance * overlap * separationForce; fruit1.x += separationX; fruit1.y += separationY; fruit2.x -= separationX; fruit2.y -= separationY; // Realistic elastic collision response var relativeVelX = fruit1.velocityX - fruit2.velocityX; var relativeVelY = fruit1.velocityY - fruit2.velocityY; var normalVelX = dx / distance; var normalVelY = dy / distance; var separatingVel = relativeVelX * normalVelX + relativeVelY * normalVelY; // Only resolve if objects are moving toward each other if (separatingVel < 0) { var restitution = 0.1; // Bounciness factor var impulse = -(1 + restitution) * separatingVel; var impulseX = impulse * normalVelX; var impulseY = impulse * normalVelY; fruit1.velocityX += impulseX; fruit1.velocityY += impulseY; fruit2.velocityX -= impulseX; fruit2.velocityY -= impulseY; // Add rotational effects from collision var rotationFactor = 0.015; fruit1.angularVelocity += (impulseX + impulseY) * rotationFactor; fruit2.angularVelocity -= (impulseX + impulseY) * rotationFactor; } } } function mergeFruits(fruit1, fruit2) { if (fruit1.type !== fruit2.type || fruit1.merged || fruit2.merged) { return false; } if (fruit1.type >= 13) { return false; } // Can't merge kiwi (highest fruit) // Mark the new fruit type as discovered var newlyDiscovered = !discoveredFruits[fruit1.type + 1]; discoveredFruits[fruit1.type + 1] = true; if (newlyDiscovered) { // Show notification for unlocking new fruit var evoFruitNames = ['Cherry', 'Strawberry', 'Grape', 'Orange', 'Apple', 'Pear', 'Peach', 'Pineapple', 'Melon', 'Watermelon', 'Lemon', 'Coconut', 'Dragonfruit', 'Kiwi']; var unlockedName = evoFruitNames[fruit1.type + 1]; var notification = new Text2("You've unlocked " + unlockedName + "!", { size: 90, fill: 0x222222 }); notification.anchor.set(0.5, 0.5); notification.x = 2048 / 2; notification.y = 900; notification.alpha = 0.0; game.addChild(notification); // Fade in, hold, then fade out tween(notification, { alpha: 1 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { notification.destroy(); } }); }, 1200); } }); } // Create new fruit var newFruit = new Fruit(fruit1.type + 1); newFruit.x = (fruit1.x + fruit2.x) / 2; newFruit.y = (fruit1.y + fruit2.y) / 2; // Add score LK.setScore(LK.getScore() + newFruit.scoreValue); scoreTxt.setText('Score: ' + LK.getScore()); // Update merge counter totalMerges++; mergeCounterTxt.setText('Merges: ' + totalMerges); storage.totalMerges = totalMerges; // Mark old fruits as merged fruit1.merged = true; fruit2.merged = true; // Remove old fruits for (var i = fruits.length - 1; i >= 0; i--) { if (fruits[i] === fruit1 || fruits[i] === fruit2) { fruits[i].destroy(); fruits.splice(i, 1); } } // Add new fruit fruits.push(newFruit); game.addChild(newFruit); LK.getSound('merge').play(); // Flash effect tween(newFruit, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(newFruit, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); return true; } function performAutoMerge() { var foundMerge = true; // Keep merging until no more merges are possible while (foundMerge) { foundMerge = false; // Check all fruit pairs for possible merges for (var i = 0; i < fruits.length && !foundMerge; i++) { for (var j = i + 1; j < fruits.length && !foundMerge; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; // Skip if either fruit is already merged or different types if (fruit1.merged || fruit2.merged || fruit1.type !== fruit2.type) { continue; } // Skip if already at maximum fruit type (kiwi) if (fruit1.type >= 13) { continue; } // Auto merge merges ANY two fruits of the same type regardless of distance // Perform the merge immediately if (mergeFruits(fruit1, fruit2)) { foundMerge = true; break; } } } } } function checkGameOver() { for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (fruit.y - fruit.getRadius() < gameOverLine) { return true; } } return false; } // Shake button var shakeButton = new Text2('SHAKE!', { size: 60, fill: 0x000000 }); shakeButton.anchor.set(0.5, 0.5); // Place at bottom middle, above the very bottom edge (e.g. 150px up) shakeButton.x = 2048 / 2; shakeButton.y = 2732 - 150; game.addChild(shakeButton); // Cost text under shake button var shakeCostText = new Text2('Cost: 450', { size: 40, fill: 0x000000 }); shakeCostText.anchor.set(0.5, 0); // Position just below the shake button (e.g. 20px below) shakeCostText.x = shakeButton.x; shakeCostText.y = shakeButton.y + 60; game.addChild(shakeCostText); // Randomize fruit button var randomizeButton = new Text2('RANDOMIZE!', { size: 60, fill: 0x000000 }); randomizeButton.anchor.set(0.5, 0.5); // Place to the left of shake button randomizeButton.x = 2048 / 2 - 350; randomizeButton.y = 2732 - 150; game.addChild(randomizeButton); // Cost text under randomize button var randomizeCostText = new Text2('Cost: 300', { size: 40, fill: 0x000000 }); randomizeCostText.anchor.set(0.5, 0); // Position just below the randomize button randomizeCostText.x = randomizeButton.x; randomizeCostText.y = randomizeButton.y + 60; game.addChild(randomizeCostText); // Auto merge button var autoMergeButton = new Text2('AUTO MERGE!', { size: 60, fill: 0x000000 }); autoMergeButton.anchor.set(0.5, 0.5); // Place to the right of shake button autoMergeButton.x = 2048 / 2 + 350; autoMergeButton.y = 2732 - 150; game.addChild(autoMergeButton); // Cost text under auto merge button var autoMergeCostText = new Text2('Cost: 800', { size: 40, fill: 0x000000 }); autoMergeCostText.anchor.set(0.5, 0); // Position just below the auto merge button autoMergeCostText.x = autoMergeButton.x; autoMergeCostText.y = autoMergeButton.y + 60; game.addChild(autoMergeCostText); // Add auto merge button click handler autoMergeButton.down = function (x, y, obj) { if (LK.getScore() >= 800 && fruits.length > 1) { // Deduct score LK.setScore(LK.getScore() - 800); scoreTxt.setText('Score: ' + LK.getScore()); // Perform auto merge performAutoMerge(); } }; // Add randomize button click handler randomizeButton.down = function (x, y, obj) { if (LK.getScore() >= 300 && fruits.length > 1) { // Deduct score LK.setScore(LK.getScore() - 300); scoreTxt.setText('Score: ' + LK.getScore()); // Store all current fruit positions var positions = []; for (var i = 0; i < fruits.length; i++) { positions.push({ x: fruits[i].x, y: fruits[i].y }); } // Shuffle the positions array for (var i = positions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = positions[i]; positions[i] = positions[j]; positions[j] = temp; } // Apply shuffled positions to fruits for (var i = 0; i < fruits.length; i++) { fruits[i].x = positions[i].x; fruits[i].y = positions[i].y; // Reset velocities to prevent physics issues fruits[i].velocityX = 0; fruits[i].velocityY = 0; fruits[i].angularVelocity = 0; } } }; // Add shake button click handler shakeButton.down = function (x, y, obj) { if (LK.getScore() >= 450) { // Deduct score LK.setScore(LK.getScore() - 450); scoreTxt.setText('Score: ' + LK.getScore()); // Move all fruits to random positions within container bounds for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; var radius = fruit.getRadius(); var containerLeft = containerX - containerWidth / 2; var containerRight = containerX + containerWidth / 2; var containerTop = containerY - containerHeight / 2; var containerBottom = containerY + containerHeight / 2; // Calculate valid random position within container bounds var randomX = containerLeft + radius + Math.random() * (containerRight - containerLeft - 2 * radius); var randomY = containerTop + radius + Math.random() * (containerBottom - containerTop - 2 * radius); // Animate fruit to new position with tween tween(fruit, { x: randomX, y: randomY }, { duration: 500 + Math.random() * 500, // Random duration between 500-1000ms easing: tween.easeOut }); // Reset velocities to prevent physics issues fruit.velocityX = 0; fruit.velocityY = 0; fruit.angularVelocity = 0; } } }; // Do not spawn a fruit at start; only spawn on click/hold createNextFruit(); // --- Evolution Button and Menu --- // Evolution button var evolutionButton = new Text2('EVOLUTION', { size: 60, fill: 0x000000 }); evolutionButton.anchor.set(0.5, 0); // Place directly under the score display, using LK.gui for vertical stacking evolutionButton.y = scoreTxt.height + 20; LK.gui.top.addChild(evolutionButton); // Evolution menu container (hidden by default) var evolutionMenu = new Container(); evolutionMenu.visible = false; game.addChild(evolutionMenu); // Semi-transparent background for menu var menuBg = LK.getAsset('container', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 1400, height: 1400 }); menuBg.alpha = 0.92; menuBg.tint = 0xeeeeee; evolutionMenu.addChild(menuBg); // Title var evolutionTitle = new Text2('Fruit Evolution', { size: 90, fill: 0x222222 }); evolutionTitle.anchor.set(0.5, 0); evolutionTitle.x = 2048 / 2; evolutionTitle.y = 2732 / 2 - 650; evolutionMenu.addChild(evolutionTitle); // Fruit evolution data var evoFruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon', 'lemon', 'coconut', 'dragon', 'kiwi']; var evoFruitNames = ['Cherry', 'Strawberry', 'Grape', 'Orange', 'Apple', 'Pear', 'Peach', 'Pineapple', 'Melon', 'Watermelon', 'Lemon', 'Coconut', 'Dragonfruit', 'Kiwi']; var evoFruitSizes = [120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640]; // Draw fruits in a circle var centerX = 2048 / 2; var centerY = 2732 / 2 + 80; var radius = 500; for (var i = 0; i < evoFruitAssets.length; i++) { var angle = Math.PI * 2 / evoFruitAssets.length * i - Math.PI / 2; var fruitAsset = LK.getAsset(evoFruitAssets[i], { anchorX: 0.5, anchorY: 0.5 }); // Make all fruits the same size as the strawberry (160x160) var strawberrySize = 160; var fruitRadius = strawberrySize / 2; fruitAsset.width = strawberrySize; fruitAsset.height = strawberrySize; fruitAsset.x = centerX + Math.cos(angle) * radius; fruitAsset.y = centerY + Math.sin(angle) * radius; // Black out and hide text for undiscovered fruits if (!discoveredFruits[i]) { fruitAsset.tint = 0x222222; fruitAsset.alpha = 0.7; } evolutionMenu.addChild(fruitAsset); // Fruit name label var nameLabel = new Text2(discoveredFruits[i] ? evoFruitNames[i] : '', { size: 38, fill: 0x333333 }); nameLabel.anchor.set(0.5, 1); nameLabel.x = fruitAsset.x; nameLabel.y = fruitAsset.y - fruitRadius - 10; evolutionMenu.addChild(nameLabel); // Draw arrow to next fruit (except last) if (i < evoFruitAssets.length - 1) { var nextAngle = Math.PI * 2 / evoFruitAssets.length * (i + 1) - Math.PI / 2; var arrowX1 = fruitAsset.x + Math.cos(angle) * (fruitRadius + 20); var arrowY1 = fruitAsset.y + Math.sin(angle) * (fruitRadius + 20); var arrowX2 = centerX + Math.cos(nextAngle) * (radius - 40); var arrowY2 = centerY + Math.sin(nextAngle) * (radius - 40); // Use a small fruit as an arrow "dot" var arrowDot = LK.getAsset('nextFruit', { anchorX: 0.5, anchorY: 0.5, x: (arrowX1 + arrowX2) / 2, y: (arrowY1 + arrowY2) / 2, width: 32, height: 32 }); arrowDot.tint = 0xaaaaaa; evolutionMenu.addChild(arrowDot); } } // Show menu on button press evolutionButton.down = function (x, y, obj) { // If menu is open, close it if (evolutionMenu.visible) { evolutionMenu.visible = false; gameRunning = true; fruitsFrozen = false; return; } // Otherwise, update and open the menu var childIdx = 0; for (var i = 0; i < evoFruitAssets.length; i++) { // Fruit asset is first, label is second, then arrow dot (if not last) var fruitAsset = evolutionMenu.children[childIdx + 2]; // skip bg and title var nameLabel = evolutionMenu.children[childIdx + 3]; if (!discoveredFruits[i]) { fruitAsset.tint = 0x222222; fruitAsset.alpha = 0.7; nameLabel.setText(''); } else { fruitAsset.tint = 0xffffff; fruitAsset.alpha = 1.0; nameLabel.setText(evoFruitNames[i]); } childIdx += 2; if (i < evoFruitAssets.length - 1) childIdx++; // skip arrow dot } evolutionMenu.visible = true; // Optionally, darken background or disable gameplay while menu is open gameRunning = false; fruitsFrozen = true; }; // Music will start when first fruit is dropped var musicStarted = false; // Event handlers game.down = function (x, y, obj) { if (!gameRunning || currentFruit) { return; } // Only allow spawning if the press is inside the container bounds var radius = 0; if (x >= containerX - containerWidth / 2 + radius && x <= containerX + containerWidth / 2 - radius && y >= containerY - containerHeight / 2 + radius && y <= containerY + containerHeight / 2 - radius) { isDragging = true; createPreviewFruit(x); // Start background music on first tap/hold if not already playing if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } // Play drop sound when starting to aim LK.getSound('drop').play(); } }; game.move = function (x, y, obj) { if (!gameRunning || !isDragging) { return; } updatePreviewFruit(x); }; game.up = function (x, y, obj) { if (!gameRunning || !isDragging) { return; } isDragging = false; var dropX = previewFruit ? previewFruit.x : x; destroyPreviewFruit(); dropFruit(dropX); }; // Main game loop game.update = function () { if (!gameRunning) { return; } // Update all fruits if (!fruitsFrozen) { for (var i = 0; i < fruits.length; i++) { fruits[i].update(); } } // Check collisions and merges for (var i = 0; i < fruits.length; i++) { for (var j = i + 1; j < fruits.length; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; if (fruit1.merged || fruit2.merged) { continue; } if (checkCollision(fruit1, fruit2)) { // Always apply physics first to prevent sticking resolveFruitCollision(fruit1, fruit2); // Then check for merge var currentMerging = fruit1.type === fruit2.type; if (!fruit1.lastMergeCheck && currentMerging) { if (mergeFruits(fruit1, fruit2)) { break; // Break out of inner loop as fruits array changed } } fruit1.lastMergeCheck = currentMerging; fruit2.lastMergeCheck = currentMerging; } else { fruit1.lastMergeCheck = false; fruit2.lastMergeCheck = false; } } } // Check game over condition if (checkGameOver() && LK.ticks % 60 === 0) { // Check every second gameRunning = false; LK.showGameOver(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Fruit = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.velocityX = 0;
self.velocityY = 0;
self.angularVelocity = 0;
self.gravity = 1.2;
self.bounceX = 0.2;
self.bounceY = 0.1;
self.friction = 0.995;
self.rotationFriction = 0.85;
self.merged = false;
self.lastMergeCheck = false;
var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon', 'lemon', 'coconut', 'dragon', 'kiwi'];
var fruitSizes = [120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640];
var fruitScores = [1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105];
self.assetName = fruitAssets[type];
self.size = fruitSizes[type];
self.scoreValue = fruitScores[type];
var fruitGraphics = self.attachAsset(self.assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.getRadius = function () {
return self.size / 2;
};
self.update = function () {
if (typeof fruitsFrozen !== "undefined" && fruitsFrozen) {
return;
}
if (self.merged) {
return;
}
// Apply gravity
self.velocityY += self.gravity;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Apply rotation
self.rotation += self.angularVelocity;
// Apply friction
self.velocityX *= self.friction;
self.velocityY *= self.friction;
self.angularVelocity *= self.rotationFriction;
// Cap maximum rotation speed
var maxAngularVelocity = 0.2;
if (self.angularVelocity > maxAngularVelocity) {
self.angularVelocity = maxAngularVelocity;
} else if (self.angularVelocity < -maxAngularVelocity) {
self.angularVelocity = -maxAngularVelocity;
}
// Prevent very small velocities that can cause sticking
if (Math.abs(self.velocityX) < 0.1) {
self.velocityX = 0;
}
if (Math.abs(self.velocityY) < 0.1) {
self.velocityY = 0;
}
if (Math.abs(self.angularVelocity) < 0.005) {
self.angularVelocity = 0;
}
var radius = self.getRadius();
var containerLeft = containerX - containerWidth / 2;
var containerRight = containerX + containerWidth / 2;
var containerBottom = containerY + containerHeight / 2;
// Collision with container walls
if (self.x - radius < containerLeft) {
self.x = containerLeft + radius;
self.velocityX = -self.velocityX * self.bounceX;
// Add rotational effect from wall collision
self.angularVelocity += self.velocityY * 0.01;
}
if (self.x + radius > containerRight) {
self.x = containerRight - radius;
self.velocityX = -self.velocityX * self.bounceX;
// Add rotational effect from wall collision
self.angularVelocity -= self.velocityY * 0.01;
}
// Collision with container bottom
if (self.y + radius > containerBottom) {
self.y = containerBottom - radius;
self.velocityY = -self.velocityY * self.bounceY;
// Add rotational effect from ground collision
self.angularVelocity += self.velocityX * 0.02;
if (Math.abs(self.velocityY) < 1) {
self.velocityY = 0;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No backgroundColor, handled by asset
});
/****
* Game Code
****/
// Attach blue background asset, ensure it's at the back
// Blue background asset (full screen)
var blueBg = game.attachAsset('blueBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
game.addChildAt(blueBg, 0); // Add as the bottom-most child
// Game state
var gameState = 'playing';
var fruits = [];
var currentFruit = null;
var nextFruitType = 0;
var gameRunning = true;
var dropLine = 400;
var gameOverLine = 300;
var isDragging = false;
var previewFruit = null;
// Freeze fruits when evolution menu is open
var fruitsFrozen = false;
// Track which fruits have been discovered by the player
var discoveredFruits = [];
for (var i = 0; i < 14; i++) {
discoveredFruits[i] = false;
}
// Container dimensions and position
var containerWidth = 1900;
var containerHeight = 2200;
var containerX = 2048 / 2;
var containerY = 1366;
// Create container
var container = game.attachAsset('container', {
anchorX: 0.5,
anchorY: 0.5,
x: containerX,
y: containerY
});
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0x000000
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Merge counter (reset to 0 every game start)
var totalMerges = 0;
var mergeCounterTxt = new Text2('Merges: ' + totalMerges, {
size: 60,
fill: 0x000000
});
mergeCounterTxt.anchor.set(0.5, 0.5);
mergeCounterTxt.x = 2048 / 2;
mergeCounterTxt.y = 2732 / 2;
game.addChild(mergeCounterTxt);
// Reset discovered fruits at game start (only first 5 are available to drop, so mark them as discovered)
for (var i = 0; i < discoveredFruits.length; i++) {
discoveredFruits[i] = i < 5;
}
// Next fruit preview
var nextFruitPreview = null;
var nextFruitLabel = new Text2('Next:', {
size: 60,
fill: 0x000000
});
nextFruitLabel.anchor.set(1, 0.5);
nextFruitLabel.x = 1580;
nextFruitLabel.y = 120;
game.addChild(nextFruitLabel);
// Drop line indicator
var dropLineIndicator = LK.getAsset('container', {
width: containerWidth,
height: 4,
anchorX: 0.5,
anchorY: 0.5
});
dropLineIndicator.x = containerX;
dropLineIndicator.y = dropLine;
dropLineIndicator.tint = 0x0000FF;
game.addChild(dropLineIndicator);
// Helper functions
function getRandomFruitType() {
return Math.floor(Math.random() * 5); // Only first 5 fruit types can be dropped
}
function createNextFruit() {
nextFruitType = getRandomFruitType();
if (nextFruitPreview) {
// Stop any existing tweens before destroying
tween.stop(nextFruitPreview);
nextFruitPreview.destroy();
}
var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple'];
var fruitSizes = [120, 160, 200, 240, 280];
nextFruitPreview = LK.getAsset(fruitAssets[nextFruitType], {
anchorX: 0.5,
anchorY: 0.5
});
nextFruitPreview.x = 1700;
nextFruitPreview.y = 120;
game.addChild(nextFruitPreview);
// Position the label based on fruit size to ensure it's always visible
var fruitRadius = fruitSizes[nextFruitType] / 2;
nextFruitLabel.x = nextFruitPreview.x - fruitRadius - 20; // 20px padding from fruit edge
// Add bobbing animation
var originalY = nextFruitPreview.y;
function bobUp() {
tween(nextFruitPreview, {
y: originalY - 15
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: bobDown
});
}
function bobDown() {
tween(nextFruitPreview, {
y: originalY + 15
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: bobUp
});
}
bobUp();
}
function dropFruit(x) {
if (!gameRunning || currentFruit) {
return;
}
currentFruit = new Fruit(nextFruitType);
currentFruit.x = Math.max(containerX - containerWidth / 2 + currentFruit.getRadius(), Math.min(x, containerX + containerWidth / 2 - currentFruit.getRadius()));
currentFruit.y = dropLine + currentFruit.getRadius() + 60; // Spawn lower below the line with more padding
// Mark this fruit as discovered
var newlyDiscovered = !discoveredFruits[nextFruitType];
discoveredFruits[nextFruitType] = true;
if (newlyDiscovered) {
// Show notification for unlocking new fruit
var evoFruitNames = ['Cherry', 'Strawberry', 'Grape', 'Orange', 'Apple', 'Pear', 'Peach', 'Pineapple', 'Melon', 'Watermelon', 'Lemon', 'Coconut', 'Dragonfruit', 'Kiwi'];
var unlockedName = evoFruitNames[nextFruitType];
var notification = new Text2("You've unlocked " + unlockedName + "!", {
size: 90,
fill: 0x222222
});
notification.anchor.set(0.5, 0.5);
notification.x = 2048 / 2;
notification.y = 900;
notification.alpha = 0.0;
game.addChild(notification);
// Fade in, hold, then fade out
tween(notification, {
alpha: 1
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 1200);
}
});
}
// Add small random initial rotation
currentFruit.angularVelocity = (Math.random() - 0.5) * 0.05;
fruits.push(currentFruit);
game.addChild(currentFruit);
// Music and drop sound now start on tap/hold instead of drop
// Reset current fruit after a delay
LK.setTimeout(function () {
currentFruit = null;
}, 100);
createNextFruit();
}
function createPreviewFruit(x) {
if (previewFruit) {
previewFruit.destroy();
}
var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon', 'lemon', 'coconut', 'dragon', 'kiwi'];
previewFruit = LK.getAsset(fruitAssets[nextFruitType], {
anchorX: 0.5,
anchorY: 0.5
});
previewFruit.alpha = 0.7; // Make it semi-transparent
previewFruit.x = x;
previewFruit.y = dropLine;
game.addChild(previewFruit);
}
function updatePreviewFruit(x) {
if (!previewFruit) {
return;
}
var fruitSizes = [120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640];
var radius = fruitSizes[nextFruitType] / 2;
previewFruit.x = Math.max(containerX - containerWidth / 2 + radius, Math.min(x, containerX + containerWidth / 2 - radius));
}
function destroyPreviewFruit() {
if (previewFruit) {
previewFruit.destroy();
previewFruit = null;
}
}
function checkCollision(fruit1, fruit2) {
var dx = fruit1.x - fruit2.x;
var dy = fruit1.y - fruit2.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = fruit1.getRadius() + fruit2.getRadius();
return distance < minDistance;
}
function resolveFruitCollision(fruit1, fruit2) {
var dx = fruit1.x - fruit2.x;
var dy = fruit1.y - fruit2.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = fruit1.getRadius() + fruit2.getRadius();
if (distance < minDistance && distance > 0) {
var overlap = minDistance - distance;
// Stronger separation force to prevent sticking
var separationForce = 1.2;
var separationX = dx / distance * overlap * separationForce;
var separationY = dy / distance * overlap * separationForce;
fruit1.x += separationX;
fruit1.y += separationY;
fruit2.x -= separationX;
fruit2.y -= separationY;
// Realistic elastic collision response
var relativeVelX = fruit1.velocityX - fruit2.velocityX;
var relativeVelY = fruit1.velocityY - fruit2.velocityY;
var normalVelX = dx / distance;
var normalVelY = dy / distance;
var separatingVel = relativeVelX * normalVelX + relativeVelY * normalVelY;
// Only resolve if objects are moving toward each other
if (separatingVel < 0) {
var restitution = 0.1; // Bounciness factor
var impulse = -(1 + restitution) * separatingVel;
var impulseX = impulse * normalVelX;
var impulseY = impulse * normalVelY;
fruit1.velocityX += impulseX;
fruit1.velocityY += impulseY;
fruit2.velocityX -= impulseX;
fruit2.velocityY -= impulseY;
// Add rotational effects from collision
var rotationFactor = 0.015;
fruit1.angularVelocity += (impulseX + impulseY) * rotationFactor;
fruit2.angularVelocity -= (impulseX + impulseY) * rotationFactor;
}
}
}
function mergeFruits(fruit1, fruit2) {
if (fruit1.type !== fruit2.type || fruit1.merged || fruit2.merged) {
return false;
}
if (fruit1.type >= 13) {
return false;
} // Can't merge kiwi (highest fruit)
// Mark the new fruit type as discovered
var newlyDiscovered = !discoveredFruits[fruit1.type + 1];
discoveredFruits[fruit1.type + 1] = true;
if (newlyDiscovered) {
// Show notification for unlocking new fruit
var evoFruitNames = ['Cherry', 'Strawberry', 'Grape', 'Orange', 'Apple', 'Pear', 'Peach', 'Pineapple', 'Melon', 'Watermelon', 'Lemon', 'Coconut', 'Dragonfruit', 'Kiwi'];
var unlockedName = evoFruitNames[fruit1.type + 1];
var notification = new Text2("You've unlocked " + unlockedName + "!", {
size: 90,
fill: 0x222222
});
notification.anchor.set(0.5, 0.5);
notification.x = 2048 / 2;
notification.y = 900;
notification.alpha = 0.0;
game.addChild(notification);
// Fade in, hold, then fade out
tween(notification, {
alpha: 1
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 1200);
}
});
}
// Create new fruit
var newFruit = new Fruit(fruit1.type + 1);
newFruit.x = (fruit1.x + fruit2.x) / 2;
newFruit.y = (fruit1.y + fruit2.y) / 2;
// Add score
LK.setScore(LK.getScore() + newFruit.scoreValue);
scoreTxt.setText('Score: ' + LK.getScore());
// Update merge counter
totalMerges++;
mergeCounterTxt.setText('Merges: ' + totalMerges);
storage.totalMerges = totalMerges;
// Mark old fruits as merged
fruit1.merged = true;
fruit2.merged = true;
// Remove old fruits
for (var i = fruits.length - 1; i >= 0; i--) {
if (fruits[i] === fruit1 || fruits[i] === fruit2) {
fruits[i].destroy();
fruits.splice(i, 1);
}
}
// Add new fruit
fruits.push(newFruit);
game.addChild(newFruit);
LK.getSound('merge').play();
// Flash effect
tween(newFruit, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(newFruit, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeIn
});
}
});
return true;
}
function performAutoMerge() {
var foundMerge = true;
// Keep merging until no more merges are possible
while (foundMerge) {
foundMerge = false;
// Check all fruit pairs for possible merges
for (var i = 0; i < fruits.length && !foundMerge; i++) {
for (var j = i + 1; j < fruits.length && !foundMerge; j++) {
var fruit1 = fruits[i];
var fruit2 = fruits[j];
// Skip if either fruit is already merged or different types
if (fruit1.merged || fruit2.merged || fruit1.type !== fruit2.type) {
continue;
}
// Skip if already at maximum fruit type (kiwi)
if (fruit1.type >= 13) {
continue;
}
// Auto merge merges ANY two fruits of the same type regardless of distance
// Perform the merge immediately
if (mergeFruits(fruit1, fruit2)) {
foundMerge = true;
break;
}
}
}
}
}
function checkGameOver() {
for (var i = 0; i < fruits.length; i++) {
var fruit = fruits[i];
if (fruit.y - fruit.getRadius() < gameOverLine) {
return true;
}
}
return false;
}
// Shake button
var shakeButton = new Text2('SHAKE!', {
size: 60,
fill: 0x000000
});
shakeButton.anchor.set(0.5, 0.5);
// Place at bottom middle, above the very bottom edge (e.g. 150px up)
shakeButton.x = 2048 / 2;
shakeButton.y = 2732 - 150;
game.addChild(shakeButton);
// Cost text under shake button
var shakeCostText = new Text2('Cost: 450', {
size: 40,
fill: 0x000000
});
shakeCostText.anchor.set(0.5, 0);
// Position just below the shake button (e.g. 20px below)
shakeCostText.x = shakeButton.x;
shakeCostText.y = shakeButton.y + 60;
game.addChild(shakeCostText);
// Randomize fruit button
var randomizeButton = new Text2('RANDOMIZE!', {
size: 60,
fill: 0x000000
});
randomizeButton.anchor.set(0.5, 0.5);
// Place to the left of shake button
randomizeButton.x = 2048 / 2 - 350;
randomizeButton.y = 2732 - 150;
game.addChild(randomizeButton);
// Cost text under randomize button
var randomizeCostText = new Text2('Cost: 300', {
size: 40,
fill: 0x000000
});
randomizeCostText.anchor.set(0.5, 0);
// Position just below the randomize button
randomizeCostText.x = randomizeButton.x;
randomizeCostText.y = randomizeButton.y + 60;
game.addChild(randomizeCostText);
// Auto merge button
var autoMergeButton = new Text2('AUTO MERGE!', {
size: 60,
fill: 0x000000
});
autoMergeButton.anchor.set(0.5, 0.5);
// Place to the right of shake button
autoMergeButton.x = 2048 / 2 + 350;
autoMergeButton.y = 2732 - 150;
game.addChild(autoMergeButton);
// Cost text under auto merge button
var autoMergeCostText = new Text2('Cost: 800', {
size: 40,
fill: 0x000000
});
autoMergeCostText.anchor.set(0.5, 0);
// Position just below the auto merge button
autoMergeCostText.x = autoMergeButton.x;
autoMergeCostText.y = autoMergeButton.y + 60;
game.addChild(autoMergeCostText);
// Add auto merge button click handler
autoMergeButton.down = function (x, y, obj) {
if (LK.getScore() >= 800 && fruits.length > 1) {
// Deduct score
LK.setScore(LK.getScore() - 800);
scoreTxt.setText('Score: ' + LK.getScore());
// Perform auto merge
performAutoMerge();
}
};
// Add randomize button click handler
randomizeButton.down = function (x, y, obj) {
if (LK.getScore() >= 300 && fruits.length > 1) {
// Deduct score
LK.setScore(LK.getScore() - 300);
scoreTxt.setText('Score: ' + LK.getScore());
// Store all current fruit positions
var positions = [];
for (var i = 0; i < fruits.length; i++) {
positions.push({
x: fruits[i].x,
y: fruits[i].y
});
}
// Shuffle the positions array
for (var i = positions.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = positions[i];
positions[i] = positions[j];
positions[j] = temp;
}
// Apply shuffled positions to fruits
for (var i = 0; i < fruits.length; i++) {
fruits[i].x = positions[i].x;
fruits[i].y = positions[i].y;
// Reset velocities to prevent physics issues
fruits[i].velocityX = 0;
fruits[i].velocityY = 0;
fruits[i].angularVelocity = 0;
}
}
};
// Add shake button click handler
shakeButton.down = function (x, y, obj) {
if (LK.getScore() >= 450) {
// Deduct score
LK.setScore(LK.getScore() - 450);
scoreTxt.setText('Score: ' + LK.getScore());
// Move all fruits to random positions within container bounds
for (var i = 0; i < fruits.length; i++) {
var fruit = fruits[i];
var radius = fruit.getRadius();
var containerLeft = containerX - containerWidth / 2;
var containerRight = containerX + containerWidth / 2;
var containerTop = containerY - containerHeight / 2;
var containerBottom = containerY + containerHeight / 2;
// Calculate valid random position within container bounds
var randomX = containerLeft + radius + Math.random() * (containerRight - containerLeft - 2 * radius);
var randomY = containerTop + radius + Math.random() * (containerBottom - containerTop - 2 * radius);
// Animate fruit to new position with tween
tween(fruit, {
x: randomX,
y: randomY
}, {
duration: 500 + Math.random() * 500,
// Random duration between 500-1000ms
easing: tween.easeOut
});
// Reset velocities to prevent physics issues
fruit.velocityX = 0;
fruit.velocityY = 0;
fruit.angularVelocity = 0;
}
}
};
// Do not spawn a fruit at start; only spawn on click/hold
createNextFruit();
// --- Evolution Button and Menu ---
// Evolution button
var evolutionButton = new Text2('EVOLUTION', {
size: 60,
fill: 0x000000
});
evolutionButton.anchor.set(0.5, 0);
// Place directly under the score display, using LK.gui for vertical stacking
evolutionButton.y = scoreTxt.height + 20;
LK.gui.top.addChild(evolutionButton);
// Evolution menu container (hidden by default)
var evolutionMenu = new Container();
evolutionMenu.visible = false;
game.addChild(evolutionMenu);
// Semi-transparent background for menu
var menuBg = LK.getAsset('container', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 1400,
height: 1400
});
menuBg.alpha = 0.92;
menuBg.tint = 0xeeeeee;
evolutionMenu.addChild(menuBg);
// Title
var evolutionTitle = new Text2('Fruit Evolution', {
size: 90,
fill: 0x222222
});
evolutionTitle.anchor.set(0.5, 0);
evolutionTitle.x = 2048 / 2;
evolutionTitle.y = 2732 / 2 - 650;
evolutionMenu.addChild(evolutionTitle);
// Fruit evolution data
var evoFruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon', 'lemon', 'coconut', 'dragon', 'kiwi'];
var evoFruitNames = ['Cherry', 'Strawberry', 'Grape', 'Orange', 'Apple', 'Pear', 'Peach', 'Pineapple', 'Melon', 'Watermelon', 'Lemon', 'Coconut', 'Dragonfruit', 'Kiwi'];
var evoFruitSizes = [120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640];
// Draw fruits in a circle
var centerX = 2048 / 2;
var centerY = 2732 / 2 + 80;
var radius = 500;
for (var i = 0; i < evoFruitAssets.length; i++) {
var angle = Math.PI * 2 / evoFruitAssets.length * i - Math.PI / 2;
var fruitAsset = LK.getAsset(evoFruitAssets[i], {
anchorX: 0.5,
anchorY: 0.5
});
// Make all fruits the same size as the strawberry (160x160)
var strawberrySize = 160;
var fruitRadius = strawberrySize / 2;
fruitAsset.width = strawberrySize;
fruitAsset.height = strawberrySize;
fruitAsset.x = centerX + Math.cos(angle) * radius;
fruitAsset.y = centerY + Math.sin(angle) * radius;
// Black out and hide text for undiscovered fruits
if (!discoveredFruits[i]) {
fruitAsset.tint = 0x222222;
fruitAsset.alpha = 0.7;
}
evolutionMenu.addChild(fruitAsset);
// Fruit name label
var nameLabel = new Text2(discoveredFruits[i] ? evoFruitNames[i] : '', {
size: 38,
fill: 0x333333
});
nameLabel.anchor.set(0.5, 1);
nameLabel.x = fruitAsset.x;
nameLabel.y = fruitAsset.y - fruitRadius - 10;
evolutionMenu.addChild(nameLabel);
// Draw arrow to next fruit (except last)
if (i < evoFruitAssets.length - 1) {
var nextAngle = Math.PI * 2 / evoFruitAssets.length * (i + 1) - Math.PI / 2;
var arrowX1 = fruitAsset.x + Math.cos(angle) * (fruitRadius + 20);
var arrowY1 = fruitAsset.y + Math.sin(angle) * (fruitRadius + 20);
var arrowX2 = centerX + Math.cos(nextAngle) * (radius - 40);
var arrowY2 = centerY + Math.sin(nextAngle) * (radius - 40);
// Use a small fruit as an arrow "dot"
var arrowDot = LK.getAsset('nextFruit', {
anchorX: 0.5,
anchorY: 0.5,
x: (arrowX1 + arrowX2) / 2,
y: (arrowY1 + arrowY2) / 2,
width: 32,
height: 32
});
arrowDot.tint = 0xaaaaaa;
evolutionMenu.addChild(arrowDot);
}
}
// Show menu on button press
evolutionButton.down = function (x, y, obj) {
// If menu is open, close it
if (evolutionMenu.visible) {
evolutionMenu.visible = false;
gameRunning = true;
fruitsFrozen = false;
return;
}
// Otherwise, update and open the menu
var childIdx = 0;
for (var i = 0; i < evoFruitAssets.length; i++) {
// Fruit asset is first, label is second, then arrow dot (if not last)
var fruitAsset = evolutionMenu.children[childIdx + 2]; // skip bg and title
var nameLabel = evolutionMenu.children[childIdx + 3];
if (!discoveredFruits[i]) {
fruitAsset.tint = 0x222222;
fruitAsset.alpha = 0.7;
nameLabel.setText('');
} else {
fruitAsset.tint = 0xffffff;
fruitAsset.alpha = 1.0;
nameLabel.setText(evoFruitNames[i]);
}
childIdx += 2;
if (i < evoFruitAssets.length - 1) childIdx++; // skip arrow dot
}
evolutionMenu.visible = true;
// Optionally, darken background or disable gameplay while menu is open
gameRunning = false;
fruitsFrozen = true;
};
// Music will start when first fruit is dropped
var musicStarted = false;
// Event handlers
game.down = function (x, y, obj) {
if (!gameRunning || currentFruit) {
return;
}
// Only allow spawning if the press is inside the container bounds
var radius = 0;
if (x >= containerX - containerWidth / 2 + radius && x <= containerX + containerWidth / 2 - radius && y >= containerY - containerHeight / 2 + radius && y <= containerY + containerHeight / 2 - radius) {
isDragging = true;
createPreviewFruit(x);
// Start background music on first tap/hold if not already playing
if (!musicStarted) {
LK.playMusic('bgmusic');
musicStarted = true;
}
// Play drop sound when starting to aim
LK.getSound('drop').play();
}
};
game.move = function (x, y, obj) {
if (!gameRunning || !isDragging) {
return;
}
updatePreviewFruit(x);
};
game.up = function (x, y, obj) {
if (!gameRunning || !isDragging) {
return;
}
isDragging = false;
var dropX = previewFruit ? previewFruit.x : x;
destroyPreviewFruit();
dropFruit(dropX);
};
// Main game loop
game.update = function () {
if (!gameRunning) {
return;
}
// Update all fruits
if (!fruitsFrozen) {
for (var i = 0; i < fruits.length; i++) {
fruits[i].update();
}
}
// Check collisions and merges
for (var i = 0; i < fruits.length; i++) {
for (var j = i + 1; j < fruits.length; j++) {
var fruit1 = fruits[i];
var fruit2 = fruits[j];
if (fruit1.merged || fruit2.merged) {
continue;
}
if (checkCollision(fruit1, fruit2)) {
// Always apply physics first to prevent sticking
resolveFruitCollision(fruit1, fruit2);
// Then check for merge
var currentMerging = fruit1.type === fruit2.type;
if (!fruit1.lastMergeCheck && currentMerging) {
if (mergeFruits(fruit1, fruit2)) {
break; // Break out of inner loop as fruits array changed
}
}
fruit1.lastMergeCheck = currentMerging;
fruit2.lastMergeCheck = currentMerging;
} else {
fruit1.lastMergeCheck = false;
fruit2.lastMergeCheck = false;
}
}
}
// Check game over condition
if (checkGameOver() && LK.ticks % 60 === 0) {
// Check every second
gameRunning = false;
LK.showGameOver();
}
};
Apple with cute face. In-Game asset. 2d. High contrast. No shadows
Cherry with cute face. In-Game asset. 2d. High contrast. No shadows
Greyish blue square. In-Game asset. 2d. High contrast. No shadows
Grapes with a cute face. In-Game asset. 2d. High contrast. No shadows
Circle water melon with cute face. In-Game asset. 2d. High contrast. No shadows
Circle cantaloupe with cute face. In-Game asset. 2d. High contrast. No shadows
Pear with cute face. In-Game asset. 2d. High contrast. No shadows
Strawberry with cute face. In-Game asset. 2d. High contrast. No shadows
Orange with cute face. In-Game asset. 2d. High contrast. No shadows
Peach with cute face. In-Game asset. 2d. High contrast. No shadows
Pineapple with cute face. In-Game asset. 2d. High contrast. No shadows
Dragon fruit with cute face. In-Game asset. 2d. High contrast. No shadows
Lemon with cute face. In-Game asset. 2d. High contrast. No shadows
Kiwi with cute face. In-Game asset. 2d. High contrast. No shadows
Coconut with cute face. In-Game asset. 2d. High contrast. No shadows