User prompt
Make it so if you hold the fruit follows your finger until you let go
User prompt
Make the container almost the entire screen
User prompt
Fix this
User prompt
Make all the different fruits spawn lower
User prompt
Make the blue line higher up
User prompt
Now remove the red line
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");
/****
* Classes
****/
var Fruit = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.5;
self.bounceX = 0.7;
self.bounceY = 0.6;
self.friction = 0.98;
self.merged = false;
self.lastMergeCheck = false;
var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple', 'pear', 'peach', 'pineapple', 'melon', 'watermelon'];
var fruitSizes = [60, 80, 100, 120, 140, 160, 180, 200, 220, 240];
var fruitScores = [1, 3, 6, 10, 15, 21, 28, 36, 45, 55];
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 (self.merged) return;
// Apply gravity
self.velocityY += self.gravity;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Apply friction
self.velocityX *= self.friction;
self.velocityY *= self.friction;
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;
}
if (self.x + radius > containerRight) {
self.x = containerRight - radius;
self.velocityX = -self.velocityX * self.bounceX;
}
// Collision with container bottom
if (self.y + radius > containerBottom) {
self.y = containerBottom - radius;
self.velocityY = -self.velocityY * self.bounceY;
if (Math.abs(self.velocityY) < 1) {
self.velocityY = 0;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state
var fruits = [];
var currentFruit = null;
var nextFruitType = 0;
var gameRunning = true;
var dropLine = 300;
var gameOverLine = 400;
// Container dimensions and position
var containerWidth = 800;
var containerHeight = 1200;
var containerX = 2048 / 2;
var containerY = 600;
// 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);
// Next fruit preview
var nextFruitPreview = null;
var nextFruitLabel = new Text2('Next:', {
size: 60,
fill: 0x000000
});
nextFruitLabel.anchor.set(0.5, 0);
nextFruitLabel.x = 1700;
nextFruitLabel.y = 200;
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) {
nextFruitPreview.destroy();
}
var fruitAssets = ['cherry', 'strawberry', 'grape', 'orange', 'apple'];
nextFruitPreview = LK.getAsset(fruitAssets[nextFruitType], {
anchorX: 0.5,
anchorY: 0.5
});
nextFruitPreview.x = 1700;
nextFruitPreview.y = 300;
game.addChild(nextFruitPreview);
}
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() + 20; // Spawn below the line with more padding
fruits.push(currentFruit);
game.addChild(currentFruit);
LK.getSound('drop').play();
// Reset current fruit after a delay
LK.setTimeout(function () {
currentFruit = null;
}, 100);
createNextFruit();
}
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;
var separationX = dx / distance * overlap * 0.5;
var separationY = dy / distance * overlap * 0.5;
fruit1.x += separationX;
fruit1.y += separationY;
fruit2.x -= separationX;
fruit2.y -= separationY;
// Simple collision response
var tempVelX = fruit1.velocityX;
var tempVelY = fruit1.velocityY;
fruit1.velocityX = fruit2.velocityX * 0.5;
fruit1.velocityY = fruit2.velocityY * 0.5;
fruit2.velocityX = tempVelX * 0.5;
fruit2.velocityY = tempVelY * 0.5;
}
}
function mergeFruits(fruit1, fruit2) {
if (fruit1.type !== fruit2.type || fruit1.merged || fruit2.merged) return false;
if (fruit1.type >= 9) return false; // Can't merge watermelon
// 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());
// 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 checkGameOver() {
for (var i = 0; i < fruits.length; i++) {
var fruit = fruits[i];
if (fruit.y - fruit.getRadius() < gameOverLine) {
return true;
}
}
return false;
}
// Initialize first fruit
createNextFruit();
// Event handlers
game.down = function (x, y, obj) {
if (!gameRunning) return;
dropFruit(x);
};
// Main game loop
game.update = function () {
if (!gameRunning) return;
// Update all fruits
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)) {
// Check for merge first
var currentMerging = fruit1.type === fruit2.type;
if (!fruit1.lastMergeCheck && currentMerging) {
if (mergeFruits(fruit1, fruit2)) {
break; // Break out of inner loop as fruits array changed
}
} else if (!currentMerging) {
resolveFruitCollision(fruit1, fruit2);
}
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();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -121,19 +121,8 @@
dropLineIndicator.x = containerX;
dropLineIndicator.y = dropLine;
dropLineIndicator.tint = 0x0000FF;
game.addChild(dropLineIndicator);
-// Game over line indicator
-var gameOverIndicator = LK.getAsset('container', {
- width: containerWidth,
- height: 4,
- anchorX: 0.5,
- anchorY: 0.5
-});
-gameOverIndicator.x = containerX;
-gameOverIndicator.y = gameOverLine;
-gameOverIndicator.tint = 0xFF0000;
-game.addChild(gameOverIndicator);
// Helper functions
function getRandomFruitType() {
return Math.floor(Math.random() * 5); // Only first 5 fruit types can be dropped
}
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
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
Coconut with cute face. In-Game asset. 2d. High contrast. No shadows
Kiwi with cute face. In-Game asset. 2d. High contrast. No shadows
Durian with cute face. In-Game asset. 2d. High contrast. No shadows
Mango with cute face. In-Game asset. 2d. High contrast. No shadows
Papaya with cute face. In-Game asset. 2d. High contrast. No shadows
Arrow pointing down. In-Game asset. 2d. High contrast. No shadows
Shine. In-Game asset. 2d. High contrast. No shadows
Purple galaxy. In-Game asset. 2d. High contrast. No shadows
Blueberry with cute face. In-Game asset. 2d. High contrast. No shadows
Open pomegranate with cute face. In-Game asset. 2d. High contrast. No shadows
A cut in half avocado with cute face. In-Game asset. 2d. High contrast. No shadows
Cranberry’s with cute face. In-Game asset. 2d. High contrast. No shadows