User prompt
Make the big cover the screen
User prompt
Make the blue background a asset
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'nameLabel.setText(evoFruitNames[i]);' Line Number: 776
User prompt
Instead of dots make arrows in the evolution menu
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'nameLabel.setText(evoFruitNames[i]);' Line Number: 764
User prompt
Make the fruits in the evolution tab on the top layer always
User prompt
It didn’t work
User prompt
Make all the fruits freeze when you open the evolution tab and unfreezes them when it closes
User prompt
Make the evolution fruit name above instead of under
User prompt
Make the unlock text higher
User prompt
Make it so instead of a close button in the evolution menu you can click the evolution button again to close the menu
User prompt
Make the close button in the evolution menu higher up
User prompt
Make it so when you get a new fruit you get a notification saying “you’ve unlocked [fruit they unlocked]” and adds that fruit to the evolution tab
User prompt
Lower
User prompt
It is not directly underneath the score
User prompt
It disappeared
User prompt
Make the evolution button under the score
User prompt
Make all the fruits blacked out and the text gone until they find that fruit
User prompt
In the evolution menu make all the fruit the same size as the strawberry
User prompt
Make a button with the word evolution on it that shows a menu with the circle of evolution for the fruits
User prompt
The merger should merge all mergeable fruits (ex: if there are two of the same fruits the auto merger merges them without touching)
User prompt
Make the merges reset every start
User prompt
Make a power up that merges every possible thing to merge called AUTO MERGE!
User prompt
Please fix the bug: 'Can't find variable: st' in or related to this line: 'st;' Line Number: 133
Code edit (1 edits merged)
Please save this source code
/**** * 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 (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({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state st; var fruits = []; var currentFruit = null; var nextFruitType = 0; var gameRunning = true; var dropLine = 400; var gameOverLine = 300; var isDragging = false; var previewFruit = null; // 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 (load from storage or default to 0) var totalMerges = storage.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); // 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 // 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) // 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 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); // 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(); // 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 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 (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({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state
st;
var fruits = [];
var currentFruit = null;
var nextFruitType = 0;
var gameRunning = true;
var dropLine = 400;
var gameOverLine = 300;
var isDragging = false;
var previewFruit = null;
// 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 (load from storage or default to 0)
var totalMerges = storage.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);
// 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
// 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)
// 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 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);
// 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();
// 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
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