User prompt
remove that
User prompt
Let some squares be random block 2
User prompt
good imrove a little bit
User prompt
improve the game
User prompt
improve the game
User prompt
remove soft sound when block is placed
User prompt
improve the game
User prompt
The blocks we need to place should come down slowly from above.
User prompt
Let's show that there is a series when there is overlap completion, such as times 1 times two.
User prompt
lend fragmentation voice throughout the game
User prompt
Give disruption voice when the line is complete
User prompt
Once the bottom is complete, the blocks will slide down
User prompt
improve the game
Remix started
Copy Block Puzzle
/**** * Classes ****/ var Block = Container.expand(function (board) { var self = Container.call(this); var hsvToRgb = function hsvToRgb(h, s, v) { var r, g, b; var i = Math.floor(h * 6); var f = h * 6 - i; var p = v * (1 - s); var q = v * (1 - f * s); var t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return (Math.round(r * 255) << 16) + (Math.round(g * 255) << 8) + Math.round(b * 255); }; var ShapeTypes = { SINGLE: [[1]], TRI: [[1, 1, 1]], QUAD: [[1, 1, 1, 1]], LSHAPE: [[1, 0, 0], [1, 0, 0], [1, 1, 1]], BLOCK: [[1, 1], [1, 1]], SMALLLSHAPE: [[1, 0], [1, 1]] }; var shapes = Object.values(ShapeTypes); var offset = Math.floor(Math.random() * shapes.length); self.shape = shapes[offset]; var hue = offset % shapes.length / shapes.length; self.color = hsvToRgb(hue, 0.6, 1); self.rotateShapeRandomly = function () { var rotations = Math.floor(Math.random() * 4); for (var r = 0; r < rotations; r++) { self.shape = self.shape[0].map(function (val, index) { return self.shape.map(function (row) { return row[index]; }).reverse(); }); } }; self.rotateShapeRandomly(); self.blocks = []; var background = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.alpha = 0; var blockSize = 160; background.width = 4 * blockSize; background.height = 4 * blockSize; self.addChild(background); self.offsetX = 0; self.offsetY = 0; var blockOffsetX = (background.width / 2 - self.shape[0].length * blockSize) / 2 - blockSize / 2; var blockOffsetY = (background.height / 2 - self.shape.length * blockSize) / 2 - blockSize / 2; for (var i = 0; i < self.shape.length; i++) { for (var j = 0; j < self.shape[i].length; j++) { if (self.shape[i][j] === 1) { var block = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); block.tint = self.color; block.width = blockSize; block.height = blockSize; block.x = j * blockSize + blockOffsetX; block.y = i * blockSize + blockOffsetY; self.blocks.push(block); self.addChild(block); } } } self.startX = 0; self.startY = 0; self.moveTowardsHomePosition = function () { var dx = self.startX - self.x; var dy = self.startY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx * 0.3; self.y += dy * 0.3; } else { self.x = self.startX; self.y = self.startY; } }; var currentX = 0; var currentY = 0; self.moveToDragTarget = function () { var ox = -this.targetX; var oy = (LK.is.mobile ? 400 : 0) - this.targetY; this.targetX += ox / 5; this.targetY += oy / 5; this.x = currentX - this.targetX; this.y = currentY - this.targetY; }; self._move_migrated = function (x, y) { currentX = x; currentY = y; self.x = x - this.targetX; self.y = y - this.targetY; }; self.setStartPosition = function (x, y) { self.startX = x; self.startY = y; }; self.getOverlappingCells = function () { var cells = []; var boardPos = { x: -board.x + self.x + 160 * 4 + blockOffsetX + 160, y: -board.y + self.y + 160 * 4 + blockOffsetY + 160 }; var startX = Math.floor(boardPos.x / 160); var startY = Math.floor(boardPos.y / 160); for (var i = 0; i < self.shape.length; i++) { for (var j = 0; j < self.shape[i].length; j++) { if (self.shape[i][j] === 1) { var cell = board.grid && board.grid[startY + i] && board.grid[startY + i][startX + j]; if (cell && !cell.filled) { cells.push(cell); } else { return null; } } } } return cells; }; self.showOverlap = function () { var cells = self.getOverlappingCells(); if (cells) { for (var a = 0; a < cells.length; a++) { var cell = cells[a]; cell.setTint(self.color); } } }; self.rotateShapeRandomly = function () { var rotations = Math.floor(Math.random() * 4); for (var r = 0; r < rotations; r++) { self.shape = self.shape[0].map(function (val, index) { return self.shape.map(function (row) { return row[index]; }).reverse(); }); } }; }); var Board = Container.expand(function () { var self = Container.call(this); self.particles = []; Board.prototype.spawnParticles = function (x, y, tint) { for (var i = 0; i < 10; i++) { var particle = new Particle(tint); particle.x = x; particle.y = y; this.particles.push(particle); this.addChild(particle); } }; var background = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.y = -20; background.alpha = .4; background.blendMode = 1; self.grid = new Array(10).fill(null).map(function () { return new Array(10).fill(null); }); var size = 158; var totalWidth = 10 * size; var totalHeight = 10 * size; for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { var cell = new Cell(); cell.x = i * size - totalWidth / 2 + size / 2; cell.y = j * size - totalHeight / 2 + size / 2; self.grid[j][i] = cell; self.addChild(cell); } } self.removeTint = function () { for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { if (!self.grid[i][j].filled) { self.grid[i][j].setTint(0xffffff); } } } }; self.checkLines = function () { var rowsRemoved = 0; for (var i = 0; i < 10; i++) { var rowFilled = true; var colFilled = true; for (var j = 0; j < 10; j++) { if (!self.grid[i][j].filled) { rowFilled = false; } if (!self.grid[j][i].filled) { colFilled = false; } } if (rowFilled || colFilled) { rowsRemoved += (rowFilled ? 1 : 0) + (colFilled ? 1 : 0); for (var j = 0; j < 10; j++) { if (rowFilled) { self.grid[i][j].setFill(false); self.spawnParticles(self.grid[i][j].x, self.grid[i][j].y, self.grid[i][j].getTint()); } if (colFilled) { self.grid[j][i].setFill(false); self.spawnParticles(self.grid[j][i].x, self.grid[j][i].y, self.grid[j][i].getTint()); } } } } return rowsRemoved; }; self.tick = function () { for (var i = self.particles.length - 1; i >= 0; i--) { var particle = self.particles[i]; if (particle) { particle.tick(); if (particle.alpha <= 0) { self.particles.splice(i, 1); } } } }; self.placeBlock = function () {}; }); var Cell = Container.expand(function () { var self = Container.call(this); self.filled = false; var empty = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); empty.alpha = .8; var filled = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); empty.y = 2; self.setFill = function (isFilled) { self.filled = isFilled; empty.visible = !self.filled; filled.visible = self.filled; }; self.getTint = function () { return filled.tint; }; self.setTint = function (tint) { empty.tint = filled.tint = tint; }; self.setFill(false); }); var Particle = Container.expand(function (tint) { var self = Container.call(this); self.tint = tint; var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.rotation = Math.random() * Math.PI * 2; particleGraphics.tint = self.tint; self.vx = Math.random() * 4 - 2; self.vy = Math.random() * 4 - 2; self.alpha = 1; self.lifetime = 60; self.tick = function () { self.x += self.vx; self.y += self.vy; self.alpha -= 1 / self.lifetime; if (self.alpha <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var gameBackground = game.attachAsset('gameBackground', { anchorX: 0.5, anchorY: 0.5 }); gameBackground.x = 2048 / 2; gameBackground.y = 2732 / 2; var tilesBackground = game.attachAsset('tileBackground', { anchorX: 0.5, anchorY: 0.5 }); tilesBackground.y = -20; tilesBackground.alpha = .4; tilesBackground.blendMode = 1; var blocks = []; var dragTarget; var board = game.addChild(new Board()); board.x = 2048 / 2; board.y = 2732 / 2 - 250 + 30; tilesBackground.x = 2048 / 2; tilesBackground.y = 2732 - 300; var targetOffset; game.createBlock = function (index) { var block = new Block(board); block.x = 2048 / 2 + (index - 1) * (block.width + 30); block.y = 2732 + block.height; block.setStartPosition(block.x, 2732 - block.height / 2 - 30); blocks.push(block); game.addChild(block); // Animate block pop-in if (typeof tween !== "undefined") { block.scale.x = block.scale.y = 0.1; tween.to(block.scale, { x: 1, y: 1 }, 250, { easing: tween.Easing.Back.Out }); } block.on('down', function (x, y, obj) { dragTarget = this; var pos = this.toLocal(obj.global); var targetPos = game.toLocal(obj.global); this.targetX = pos.x; this.targetY = pos.y; dragTarget._move_migrated(targetPos.x, targetPos.y); }); }; game.on('move', function (x, y, obj) { if (dragTarget) { board.removeTint(); var pos = game.toLocal(obj.global); dragTarget._move_migrated(pos.x, pos.y); dragTarget.showOverlap(); } }); game.on('up', function (x, y, obj) { if (dragTarget) { var cells = dragTarget.getOverlappingCells(); if (cells) { for (var a = 0; a < cells.length; a++) { cells[a].setFill(true); cells[a].setTint(dragTarget.color); } blocks[blocks.indexOf(dragTarget)] = undefined; dragTarget.destroy(); if (!blocks.some(function (block) { return block; })) { game.createBlocks(); } var pointsToAdd = board.checkLines(); if (pointsToAdd) { score += Math.pow(pointsToAdd, 2) * 10; scoreTxt.setText(score); // Animate scoreTxt: scale up and back to normal if (typeof tween !== "undefined") { tween.to(scoreTxt.scale, { x: 1.3, y: 1.3 }, 120).onComplete(function () { tween.to(scoreTxt.scale, { x: 1, y: 1 }, 180); }); } } } board.removeTint(); dragTarget = undefined; } }); game.createBlocks = function () { for (var i = 0; i < 3; i++) { game.createBlock(i); } isGameOver = false; }; var score = 0; game.createBlocks(); var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF, font: 'Impact', dropShadow: true, dropShadowColor: '#2a636e' }); scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(scoreTxt); game.isMovePossible = function () { for (var a = 0; a < blocks.length; a++) { if (blocks[a]) { for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { if (board.grid[i][j].filled) { continue; } var canPlace = true; for (var k = 0; k < blocks[a].shape.length; k++) { for (var l = 0; l < blocks[a].shape[k].length; l++) { if (blocks[a].shape[k][l] === 1) { if (i + k < 0 || i + k >= 10 || j + l < 0 || j + l >= 10 || board.grid[i + k][j + l].filled) { canPlace = false; break; } } } if (!canPlace) { break; } } if (canPlace) { return true; } } } } } return false; }; var isGameOver = false; LK.on('tick', function () { board.tick(); if (!isGameOver && !game.isMovePossible()) { isGameOver = true; LK.effects.flashScreen(0xffffff, 1000); LK.showGameOver(); } for (var a = blocks.length - 1; a >= 0; a--) { if (blocks[a]) { if (blocks[a] != dragTarget) { blocks[a].moveTowardsHomePosition(); } else { blocks[a].moveToDragTarget(); } } } });
===================================================================
--- original.js
+++ change.js
@@ -334,8 +334,18 @@
block.y = 2732 + block.height;
block.setStartPosition(block.x, 2732 - block.height / 2 - 30);
blocks.push(block);
game.addChild(block);
+ // Animate block pop-in
+ if (typeof tween !== "undefined") {
+ block.scale.x = block.scale.y = 0.1;
+ tween.to(block.scale, {
+ x: 1,
+ y: 1
+ }, 250, {
+ easing: tween.Easing.Back.Out
+ });
+ }
block.on('down', function (x, y, obj) {
dragTarget = this;
var pos = this.toLocal(obj.global);
var targetPos = game.toLocal(obj.global);
@@ -370,8 +380,20 @@
var pointsToAdd = board.checkLines();
if (pointsToAdd) {
score += Math.pow(pointsToAdd, 2) * 10;
scoreTxt.setText(score);
+ // Animate scoreTxt: scale up and back to normal
+ if (typeof tween !== "undefined") {
+ tween.to(scoreTxt.scale, {
+ x: 1.3,
+ y: 1.3
+ }, 120).onComplete(function () {
+ tween.to(scoreTxt.scale, {
+ x: 1,
+ y: 1
+ }, 180);
+ });
+ }
}
}
board.removeTint();
dragTarget = undefined;
@@ -380,14 +402,15 @@
game.createBlocks = function () {
for (var i = 0; i < 3; i++) {
game.createBlock(i);
}
+ isGameOver = false;
};
var score = 0;
game.createBlocks();
var scoreTxt = new Text2('0', {
size: 150,
- fill: "#ffffff",
+ fill: 0xFFFFFF,
font: 'Impact',
dropShadow: true,
dropShadowColor: '#2a636e'
});
@@ -426,9 +449,10 @@
};
var isGameOver = false;
LK.on('tick', function () {
board.tick();
- if (isGameOver || !game.isMovePossible()) {
+ if (!isGameOver && !game.isMovePossible()) {
+ isGameOver = true;
LK.effects.flashScreen(0xffffff, 1000);
LK.showGameOver();
}
for (var a = blocks.length - 1; a >= 0; a--) {
White square with round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Background for relaxing puzzle game. Pastel colors, flat shaded, vector art. Flowers. Blocks. Relaxing. Clouds Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
funny square. In-Game asset. 2d. High contrast. No shadows
sad square. In-Game asset. 2d. High contrast. No shadows