User prompt
Bir kez daha kontrol et taşı koymadığımda bile renk değişiyor düzeltelim
User prompt
Eğer kullanıcı bloku yerleştirmezse patlayacak bölgeye taşlar geri değişsin eski hallerine
User prompt
Helper ile gösterilen sutun veya satırın son koyulan bloğun rengine dönüşmesini düzelt düzgünleştir aynı zamanda patlarkende son koyulan bloğun renginde patlasınlar, gemler o renk olan gemle değiştirilsin üstüne renk koyulmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tüm Gem'leri o renk olanla değiştir gemlerin üstüne o rengi getirme ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Combo sesi çıkarken aynı zamanda line clear seside çıksın
User prompt
Helper ile gösterilen sutun veya satırın son koyulan bloğun rengine dönüşmesini düzelt düzgünleştir aynı zamanda patlarkende son koyulan bloğun renginde patlasınlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Patlayan taşlar bulunan satırda veya sutunde son koyulan bloğun renginde patlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Helper ile gösterdiğin satırlar veya sütunlar patlayacaksa son koyulan bloğun rengine dönüşsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Integration failed error
User prompt
Blokları yerleştirmeden önce eğer bulunan satır veya sutun patlayacaksa tüm patlayacak olan satır ve sutunlar son koyulan blok'un rengine dönsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Challenge kısmında her bölümün başında bölümü geçmek adına ne gerektiğini kullanıcıya bildir
User prompt
Unlock the 4th level if user able to make 3000 points in 3rd level tell that they can unlock the 4th level and give congrats message ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add one more type of block like 3x bottom and 1x middle of the blocks top
User prompt
Taslar belli bir puandan sonra çok çabuk zorlaşıyor büyük geliyor bunları daha kademeli olarak zorlaştıralım çok yavaş yavaş artan bir zorluk olsun
User prompt
When all cleaned on the grid make clean conditions like we agreed it doesnt matter block tray still have block
User prompt
On grid if nothing left after blocks cleaned clean sounds play and get extra 500 points
User prompt
2x ve 3x komboda kombo sesi gelsin
User prompt
2x kombo ve 3x komboda kombo sesi gelirken 4x ve daha fazlasinda ekranda perfect kombo yazisi ciksin ve perfect sesi verilsin! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun baslayinca autoplay yazisi kaybolsun ekrandan ve autoplayda de de gameover kurallari ayni olsun, asagidaki block tepsisinde blocklar asla ic ice gecmesin
User prompt
En basta kolay olmasi icinde olsa cok kucuk blocklar verme.
User prompt
Arcade ekranindaki Block Exploder yazisini skor yazisinin asagisina al
User prompt
pixel bir text ile Block Exploder! yazalim en ustte arcade ekranina ve menu ekranina
User prompt
GridBackground asseti blocklari koydugumuz yeri kontrol etmeli pause ekranini degil bunu duzeltelim
User prompt
Forget everything about sending big blocks make game easier till 1000 point even easier than now so ai can clean the blocks at least once!
User prompt
stop autoplay in first clean
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BlockPiece = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('blockPieceRed', {
anchorX: 0.5,
anchorY: 0.5
});
self.gridX = 0;
self.gridY = 0;
self.colorAsset = 'blockPieceRed';
self.setColor = function (assetName) {
self.colorAsset = assetName;
self.removeChild(graphics);
graphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
};
self.setExplodingAsset = function (assetId) {
self.removeChild(graphics);
graphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
};
return self;
});
var GamePiece = Container.expand(function () {
var self = Container.call(this);
self.blocks = [];
self.shape = [];
self.isDragging = false;
self.canPlace = false;
self.createShape = function (shapeData) {
self.shape = shapeData;
// Pick one color for the entire piece
var pieceColor = pieceColors[Math.floor(Math.random() * pieceColors.length)];
for (var i = 0; i < shapeData.length; i++) {
for (var j = 0; j < shapeData[i].length; j++) {
if (shapeData[i][j] === 1) {
var block = new BlockPiece();
block.x = j * 176; // Updated to match new CELL_SIZE
block.y = i * 176; // Updated to match new CELL_SIZE
block.setColor(pieceColor);
self.blocks.push(block);
self.addChild(block);
}
}
}
};
self.down = function (x, y, obj) {
if (!self.isDragging) {
self.isDragging = true;
draggedPiece = self;
self.originalX = self.x;
self.originalY = self.y;
self.alpha = 0.7;
}
};
return self;
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 1000;
self.maxLifetime = 1000;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += 0.5; // gravity
self.lifetime -= 16.67; // 60fps
var alpha = self.lifetime / self.maxLifetime;
graphics.alpha = alpha;
if (self.lifetime <= 0) {
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0a0a
});
/****
* Game Code
****/
// Increased by 35% (160 * 1.35)
// Increased by 35% (160 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
var GRID_SIZE = 9;
var CELL_SIZE = 176; // Increased by 35% (130 * 1.35)
var GRID_OFFSET_X = 1024 - GRID_SIZE * CELL_SIZE / 2; // Center grid horizontally
var GRID_OFFSET_Y = 1366 - GRID_SIZE * CELL_SIZE / 2; // Center grid vertically
var gameState = 'menu'; // 'menu', 'playing', or 'paused'
var highScore = storage.highScore || 0;
var unlockedLevels = storage.unlockedLevels || 1;
var currentChallengeLevel = 0;
var challengeGoal = 0;
var isChallengeMode = false;
var challengeTimer = 0;
var challengeTimeLimit = 0;
var challengeTimerText = null;
var level2ComboTarget = 2;
var level2MaxCombo = 0;
var playButton = null;
var playButtonText = null;
var arcadeButton = null;
var arcadeButtonText = null;
var challengeButton = null;
var challengeButtonText = null;
var levelSelectTitle = null;
var levelButtons = [];
var levelButtonTexts = [];
var backButton = null;
var backButtonText = null;
var menuTitle = null;
var highScoreText = null;
var pauseOverlay = null;
var pauseTitle = null;
var quitButton = null;
var quitButtonText = null;
var resumeButton = null;
var resumeButtonText = null;
var pauseButton = null;
var pauseButtonText = null;
var grid = [];
var gameGrid = [];
var pieceShapes = [[[1]],
// Single block
[[1, 1]],
// Line 2
[[1, 1, 1]],
// Line 3
[[1], [1]],
// Vertical 2
[[1], [1], [1]],
// Vertical 3
[[1, 1], [1, 1]],
// Square 2x2
[[1, 1, 1], [1, 0, 0]],
// L shape
[[1, 1, 1], [0, 0, 1]],
// Reverse L
[[1, 1, 0], [0, 1, 1]],
// Z shape
[[0, 1, 0], [1, 1, 1]],
// T shape
[[1, 1, 1], [1, 1, 1], [1, 1, 1]],
// 3x3 square
[[1, 1], [1, 1], [1, 1]],
// 2x3 rectangle
// Bigger satisfying shapes for early game
[[1, 1, 1, 1]],
// Line 4
[[1], [1], [1], [1]],
// Vertical 4
[[1, 1, 1], [1, 1, 1]],
// 3x2 rectangle
[[1, 1], [1, 1], [1, 1], [1, 1]],
// 2x4 rectangle
[[1, 1, 1, 1], [1, 1, 1, 1]],
// 4x2 rectangle
[[1, 1, 1], [1, 1, 1], [1, 1, 1]],
// 3x3 square
[[1, 1, 1, 1], [1, 0, 0, 0]],
// Big L shape
[[1, 1, 1, 1], [0, 0, 0, 1]]
// Big reverse L
];
var pieceColors = ['blockPieceRed', 'blockPieceCyan', 'blockPieceBlue', 'blockPieceYellow', 'blockPiecePurple', 'blockPieceGreen', 'blockPieceOrange'];
var currentPieces = [];
var draggedPiece = null;
var previewBlocks = [];
var particles = [];
var comboCounter = 0;
var lastClearTime = 0;
var comboMultiplier = 1;
var lastPlaceTime = 0;
var consecutivePlacements = 0;
var recentlyUsedShapes = []; // Track recently used shapes to avoid repetition
var isAIMode = false; // Track if AI is helping with suitable blocks
var aiModeBlocksGenerated = 0; // Count blocks generated in AI mode
var gridHadBlocks = false; // Track if grid ever had blocks placed
var cleanText = null; // Clean message display
var lastPlacedPieceColor = null; // Track color of last placed piece
// Add grid background to define the block placement area
var gridBg = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: GRID_OFFSET_X + GRID_SIZE * CELL_SIZE / 2,
y: GRID_OFFSET_Y + GRID_SIZE * CELL_SIZE / 2
});
game.addChild(gridBg);
// Initialize grid
for (var i = 0; i < GRID_SIZE; i++) {
grid[i] = [];
gameGrid[i] = [];
for (var j = 0; j < GRID_SIZE; j++) {
var cell = LK.getAsset('gridCell', {
anchorX: 0.5,
anchorY: 0.5,
x: GRID_OFFSET_X + j * CELL_SIZE + CELL_SIZE / 2,
y: GRID_OFFSET_Y + i * CELL_SIZE + CELL_SIZE / 2
});
grid[i][j] = cell;
gameGrid[i][j] = null;
game.addChild(cell);
}
}
// Initialize UI
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var comboTxt = new Text2('', {
size: 60,
fill: 0xFFFF00
});
comboTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(comboTxt);
// Center screen combo text
var centerComboTxt = new Text2('', {
size: 120,
fill: 0xFFFF00
});
centerComboTxt.anchor.set(0.5, 0.5);
centerComboTxt.x = 1024;
centerComboTxt.y = 1366;
centerComboTxt.alpha = 0;
game.addChild(centerComboTxt);
// Piece panel
var piecePanel = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: 2732
});
game.addChild(piecePanel);
function showGameOverScreen() {
// Create game over overlay
var gameOverOverlay = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 2,
scaleY: 2.5,
alpha: 0.9
});
game.addChild(gameOverOverlay);
// Game Over title
var gameOverTitle = new Text2('GAME OVER', {
size: 120,
fill: 0xFF0000
});
gameOverTitle.anchor.set(0.5, 0.5);
gameOverTitle.x = 1024;
gameOverTitle.y = 1200;
game.addChild(gameOverTitle);
// Score display
var finalScoreText = new Text2('Score: ' + LK.getScore(), {
size: 80,
fill: 0xFFFFFF
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 1024;
finalScoreText.y = 1300;
game.addChild(finalScoreText);
// High Score display
var highScoreDisplayText = new Text2('High Score: ' + highScore, {
size: 60,
fill: 0xFFD700
});
highScoreDisplayText.anchor.set(0.5, 0.5);
highScoreDisplayText.x = 1024;
highScoreDisplayText.y = 1400;
game.addChild(highScoreDisplayText);
// New High Score display (if new high score)
var newHighScoreDisplay = null;
if (LK.getScore() >= highScore) {
newHighScoreDisplay = new Text2('NEW HIGH SCORE!', {
size: 60,
fill: 0xFF0000
});
newHighScoreDisplay.anchor.set(0.5, 0.5);
newHighScoreDisplay.x = 1024;
newHighScoreDisplay.y = 1500;
game.addChild(newHighScoreDisplay);
}
// Main Menu Button
var gameOverMenuButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: newHighScoreDisplay ? 1650 : 1550,
scaleX: 0.4,
scaleY: 0.25
});
game.addChild(gameOverMenuButton);
var gameOverMenuButtonText = new Text2('MAIN MENU', {
size: 60,
fill: 0xFFFFFF
});
gameOverMenuButtonText.anchor.set(0.5, 0.5);
gameOverMenuButtonText.x = 1024;
gameOverMenuButtonText.y = newHighScoreDisplay ? 1650 : 1550;
game.addChild(gameOverMenuButtonText);
gameOverMenuButton.down = function () {
// Clean up game over screen
gameOverOverlay.destroy();
gameOverTitle.destroy();
finalScoreText.destroy();
highScoreDisplayText.destroy();
if (newHighScoreDisplay) newHighScoreDisplay.destroy();
gameOverMenuButton.destroy();
gameOverMenuButtonText.destroy();
// Return to main menu
createMainMenu();
};
}
function createPauseMenu() {
// Semi-transparent overlay
pauseOverlay = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 2,
scaleY: 2.5,
alpha: 0.8
});
game.addChild(pauseOverlay);
// Pause title
pauseTitle = new Text2('PAUSED', {
size: 100,
fill: 0xFFFFFF
});
pauseTitle.anchor.set(0.5, 0.5);
pauseTitle.x = 1024;
pauseTitle.y = 1200;
game.addChild(pauseTitle);
// Resume Button
resumeButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1400,
scaleX: 0.4,
scaleY: 0.25
});
game.addChild(resumeButton);
resumeButtonText = new Text2('RESUME', {
size: 60,
fill: 0xFFFFFF
});
resumeButtonText.anchor.set(0.5, 0.5);
resumeButtonText.x = 1024;
resumeButtonText.y = 1400;
game.addChild(resumeButtonText);
// Quit Button
quitButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600,
scaleX: 0.4,
scaleY: 0.25
});
game.addChild(quitButton);
quitButtonText = new Text2('QUIT TO MENU', {
size: 50,
fill: 0xFFFFFF
});
quitButtonText.anchor.set(0.5, 0.5);
quitButtonText.x = 1024;
quitButtonText.y = 1600;
game.addChild(quitButtonText);
// Button handlers
resumeButton.down = function () {
resumeGame();
};
quitButton.down = function () {
quitToMenu();
};
}
function createMainMenu() {
// Title
menuTitle = new Text2('Block Exploder!', {
size: 120,
fill: 0xFFFFFF
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 1024;
menuTitle.y = 800;
game.addChild(menuTitle);
// High Score
highScoreText = new Text2('High Score: ' + highScore, {
size: 60,
fill: 0xFFFF00
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.x = 1024;
highScoreText.y = 1000;
game.addChild(highScoreText);
// Arcade Button
arcadeButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1300,
scaleX: 0.3,
scaleY: 0.3
});
game.addChild(arcadeButton);
arcadeButtonText = new Text2('ARCADE', {
size: 70,
fill: 0xFFFFFF
});
arcadeButtonText.anchor.set(0.5, 0.5);
arcadeButtonText.x = 1024;
arcadeButtonText.y = 1300;
game.addChild(arcadeButtonText);
arcadeButton.down = function () {
startGame();
};
// Challenge Button
challengeButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1500,
scaleX: 0.3,
scaleY: 0.3
});
game.addChild(challengeButton);
challengeButtonText = new Text2('CHALLENGE', {
size: 60,
fill: 0xFFFFFF
});
challengeButtonText.anchor.set(0.5, 0.5);
challengeButtonText.x = 1024;
challengeButtonText.y = 1500;
game.addChild(challengeButtonText);
challengeButton.down = function () {
showLevelSelection();
};
// Autoplay Test Button
var autoplayButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1700,
scaleX: 0.3,
scaleY: 0.3
});
game.addChild(autoplayButton);
var autoplayButtonText = new Text2('AUTOPLAY TEST', {
size: 50,
fill: 0xFFFF00
});
autoplayButtonText.anchor.set(0.5, 0.5);
autoplayButtonText.x = 1024;
autoplayButtonText.y = 1700;
game.addChild(autoplayButtonText);
autoplayButton.down = function () {
autoPlay = true;
startGame();
};
}
function showLevelSelection() {
// Hide main menu elements
if (menuTitle) menuTitle.destroy();
if (highScoreText) highScoreText.destroy();
if (arcadeButton) arcadeButton.destroy();
if (arcadeButtonText) arcadeButtonText.destroy();
if (challengeButton) challengeButton.destroy();
if (challengeButtonText) challengeButtonText.destroy();
// Reset references to null
menuTitle = null;
highScoreText = null;
arcadeButton = null;
arcadeButtonText = null;
challengeButton = null;
challengeButtonText = null;
// Create level selection title
levelSelectTitle = new Text2('SELECT LEVEL', {
size: 100,
fill: 0xFFFFFF
});
levelSelectTitle.anchor.set(0.5, 0.5);
levelSelectTitle.x = 1024;
levelSelectTitle.y = 600;
game.addChild(levelSelectTitle);
// Create level buttons (2 rows of 5)
levelButtons = [];
levelButtonTexts = [];
for (var i = 1; i <= 10; i++) {
var row = Math.floor((i - 1) / 5);
var col = (i - 1) % 5;
var buttonX = 424 + col * 240;
var buttonY = 1000 + row * 200;
var isUnlocked = i <= unlockedLevels;
var levelButton = LK.getAsset('pauseButton', {
anchorX: 0.5,
anchorY: 0.5,
x: buttonX,
y: buttonY,
scaleX: 2,
scaleY: 2
});
levelButton.tint = isUnlocked ? 0xFFFFFF : 0x666666;
game.addChild(levelButton);
levelButtons.push(levelButton);
var levelText = new Text2(i.toString(), {
size: 60,
fill: isUnlocked ? 0xFFFFFF : 0x888888
});
levelText.anchor.set(0.5, 0.5);
levelText.x = buttonX;
levelText.y = buttonY;
game.addChild(levelText);
levelButtonTexts.push(levelText);
// Add click handler for each level
if (isUnlocked) {
levelButton.levelNumber = i;
levelButton.down = function () {
startChallengeLevel(this.levelNumber);
};
}
}
// Create back button
backButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600,
scaleX: 0.3,
scaleY: 0.3
});
game.addChild(backButton);
backButtonText = new Text2('BACK', {
size: 60,
fill: 0xFFFFFF
});
backButtonText.anchor.set(0.5, 0.5);
backButtonText.x = 1024;
backButtonText.y = 1600;
game.addChild(backButtonText);
backButton.down = function () {
returnToMainMenu();
};
}
function startChallengeLevel(levelNumber) {
// Clean up level selection elements
if (levelSelectTitle) levelSelectTitle.destroy();
if (backButton) backButton.destroy();
if (backButtonText) backButtonText.destroy();
for (var i = 0; i < levelButtons.length; i++) {
if (levelButtons[i]) levelButtons[i].destroy();
}
for (var i = 0; i < levelButtonTexts.length; i++) {
if (levelButtonTexts[i]) levelButtonTexts[i].destroy();
}
levelButtons = [];
levelButtonTexts = [];
// Show level objectives screen
showLevelObjectives(levelNumber);
}
function returnToMainMenu() {
// Hide level selection elements
if (levelSelectTitle) levelSelectTitle.destroy();
if (backButton) backButton.destroy();
if (backButtonText) backButtonText.destroy();
for (var i = 0; i < levelButtons.length; i++) {
if (levelButtons[i]) levelButtons[i].destroy();
}
for (var i = 0; i < levelButtonTexts.length; i++) {
if (levelButtonTexts[i]) levelButtonTexts[i].destroy();
}
levelButtons = [];
levelButtonTexts = [];
// Reset references to null
levelSelectTitle = null;
backButton = null;
backButtonText = null;
// Show main menu again
createMainMenu();
}
function startGame() {
gameState = 'playing';
// Reset challenge mode if starting from arcade button
if (!isChallengeMode) {
currentChallengeLevel = 0;
challengeGoal = 0;
}
// Hide menu elements
if (menuTitle) menuTitle.destroy();
if (highScoreText) highScoreText.destroy();
if (arcadeButton) arcadeButton.destroy();
if (arcadeButtonText) arcadeButtonText.destroy();
if (challengeButton) challengeButton.destroy();
if (challengeButtonText) challengeButtonText.destroy();
// Clean up autoplay button if it exists
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child.y === 1700 && child.x === 1024) {
child.destroy();
}
}
// Reset references to null
menuTitle = null;
highScoreText = null;
arcadeButton = null;
arcadeButtonText = null;
challengeButton = null;
challengeButtonText = null;
// Show game UI
scoreTxt.alpha = 1;
comboTxt.alpha = 1;
// Add game title below score text in arcade screen
var gameTitle = new Text2('Block Exploder!', {
size: 80,
fill: 0xFFFFFF
});
gameTitle.anchor.set(0.5, 0);
gameTitle.x = 1024;
gameTitle.y = 150;
game.addChild(gameTitle);
// Update score display for challenge mode
if (isChallengeMode) {
if (currentChallengeLevel === 2) {
scoreTxt.setText('Max Combo: 0 / ' + level2ComboTarget);
// Create timer text for Level 2
challengeTimerText = new Text2('Time: 45s', {
size: 60,
fill: 0xFF0000
});
challengeTimerText.anchor.set(0, 0);
LK.gui.topLeft.addChild(challengeTimerText);
challengeTimerText.x = 120; // Offset from top left corner
} else {
scoreTxt.setText('0 / ' + challengeGoal);
}
} else {
scoreTxt.setText('0');
}
// Show grid background and piece panel
gridBg.alpha = 1;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j].alpha = 1;
}
}
piecePanel.alpha = 1;
// Reset game state
LK.setScore(0);
scoreTxt.setText('0');
comboCounter = 0;
comboTxt.setText('');
// Clear grid
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
if (gameGrid[i][j]) {
gameGrid[i][j].destroy();
gameGrid[i][j] = null;
}
}
}
// Initialize AI mode for new games
isAIMode = true;
aiModeBlocksGenerated = 0;
gridHadBlocks = false;
createNewPieces();
// Create pause button
pauseButton = LK.getAsset('pauseButton', {
anchorX: 1,
anchorY: 0,
x: 1948,
y: 100
});
game.addChild(pauseButton);
pauseButtonText = new Text2('||', {
size: 40,
fill: 0xFFFFFF
});
pauseButtonText.anchor.set(0.5, 0.5);
pauseButtonText.x = 1948 - 40;
pauseButtonText.y = 140;
game.addChild(pauseButtonText);
pauseButton.down = function () {
if (gameState === 'playing') {
gameState = 'paused';
createPauseMenu();
}
};
}
function resumeGame() {
gameState = 'playing';
// Hide pause menu elements
if (pauseOverlay) pauseOverlay.destroy();
if (pauseTitle) pauseTitle.destroy();
if (resumeButton) resumeButton.destroy();
if (resumeButtonText) resumeButtonText.destroy();
if (quitButton) quitButton.destroy();
if (quitButtonText) quitButtonText.destroy();
}
function quitToMenu() {
gameState = 'menu';
// Hide pause menu elements
if (pauseOverlay) pauseOverlay.destroy();
if (pauseTitle) pauseTitle.destroy();
if (resumeButton) resumeButton.destroy();
if (resumeButtonText) resumeButtonText.destroy();
if (quitButton) quitButton.destroy();
if (quitButtonText) quitButtonText.destroy();
// Update high score if needed
var currentScore = LK.getScore();
if (currentScore > highScore) {
highScore = currentScore;
storage.highScore = highScore;
}
// Clear game elements
for (var i = 0; i < currentPieces.length; i++) {
currentPieces[i].destroy();
}
currentPieces = [];
// Clear grid
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
if (gameGrid[i][j]) {
gameGrid[i][j].destroy();
gameGrid[i][j] = null;
}
}
}
// Hide game UI
scoreTxt.alpha = 0;
comboTxt.alpha = 0;
centerComboTxt.alpha = 0;
// Hide grid background and piece panel
gridBg.alpha = 0;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j].alpha = 0;
}
}
piecePanel.alpha = 0;
// Hide pause button
if (pauseButton) pauseButton.destroy();
if (pauseButtonText) pauseButtonText.destroy();
// Clean up timer text if it exists
if (challengeTimerText) {
challengeTimerText.destroy();
challengeTimerText = null;
}
// Reset challenge mode
isChallengeMode = false;
currentChallengeLevel = 0;
challengeGoal = 0;
challengeTimer = 0;
challengeTimeLimit = 0;
level2MaxCombo = 0;
// Reset AI mode and clean tracking
isAIMode = false;
aiModeBlocksGenerated = 0;
// Reset autoplay
autoPlay = false;
autoPlayTimer = 0;
gridHadBlocks = false;
if (cleanText) {
cleanText.destroy();
cleanText = null;
}
createMainMenu();
}
function createNewPieces() {
// Clear existing pieces
for (var i = 0; i < currentPieces.length; i++) {
currentPieces[i].destroy();
}
currentPieces = [];
// Create 3 new pieces with reduced repetition
for (var i = 0; i < 3; i++) {
var piece = new GamePiece();
var shapeIndex;
var attempts = 0;
var currentScore = LK.getScore();
if (isAIMode && aiModeBlocksGenerated < 20) {
// AI mode: provide suitable blocks for clearing - avoid very small single blocks, use manageable shapes
var aiSuitableShapes = [1, 1, 2, 2, 3, 4, 5, 6]; // 2-blocks, 3-blocks, verticals, and L shapes - no single blocks
shapeIndex = aiSuitableShapes[Math.floor(Math.random() * aiSuitableShapes.length)];
aiModeBlocksGenerated++;
} else if (currentScore < 500) {
// Very early game: heavily favor bigger, more satisfying shapes
var veryEasyShapes = [11, 12, 13, 14, 15, 16, 17, 18, 11, 12, 13, 14, 15, 16, 6, 10]; // Duplicate bigger shapes for higher probability
shapeIndex = veryEasyShapes[Math.floor(Math.random() * veryEasyShapes.length)];
} else if (currentScore < 1500) {
// Early game: mix of big shapes and medium shapes, still avoiding single blocks
var earlyShapes = [1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 11, 12, 13, 14, 15]; // Medium to large shapes
shapeIndex = earlyShapes[Math.floor(Math.random() * earlyShapes.length)];
} else if (currentScore < 3000) {
// Mid-early game: introduce some smaller pieces but keep it manageable
var midEasyShapes = [0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 8]; // Small to medium shapes, some single blocks
shapeIndex = midEasyShapes[Math.floor(Math.random() * midEasyShapes.length)];
} else if (currentScore < 5000) {
// Mid game: balanced mix of all piece sizes
var midShapes = [0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9]; // Balanced mix, more single blocks
shapeIndex = midShapes[Math.floor(Math.random() * midShapes.length)];
} else if (currentScore < 8000) {
// Mid-late game: favor smaller pieces but still include medium ones
var midHardShapes = [0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]; // More small pieces
shapeIndex = midHardShapes[Math.floor(Math.random() * midHardShapes.length)];
} else {
// Late game: Try to avoid recently used shapes, all pieces available
do {
shapeIndex = Math.floor(Math.random() * pieceShapes.length);
attempts++;
} while (recentlyUsedShapes.indexOf(shapeIndex) !== -1 && attempts < 10);
}
// Add to recently used shapes and keep only last 4
recentlyUsedShapes.push(shapeIndex);
if (recentlyUsedShapes.length > 4) {
recentlyUsedShapes.shift();
}
piece.createShape(pieceShapes[shapeIndex]);
piece.x = 200 + i * 650; // Increased spacing to prevent overlapping
piece.y = 2550;
currentPieces.push(piece);
game.addChild(piece);
}
}
function getGridPosition(x, y) {
var gridX = Math.floor((x - GRID_OFFSET_X) / CELL_SIZE);
var gridY = Math.floor((y - GRID_OFFSET_Y) / CELL_SIZE);
return {
x: gridX,
y: gridY
};
}
function canPlacePiece(piece, gridX, gridY) {
for (var i = 0; i < piece.shape.length; i++) {
for (var j = 0; j < piece.shape[i].length; j++) {
if (piece.shape[i][j] === 1) {
var checkX = gridX + j;
var checkY = gridY + i;
if (checkX < 0 || checkX >= GRID_SIZE || checkY < 0 || checkY >= GRID_SIZE) {
return false;
}
if (gameGrid[checkY][checkX] !== null) {
return false;
}
}
}
}
return true;
}
function placePiece(piece, gridX, gridY) {
// Store the color of the piece being placed
lastPlacedPieceColor = piece.blocks[0].colorAsset;
for (var i = 0; i < piece.shape.length; i++) {
for (var j = 0; j < piece.shape[i].length; j++) {
if (piece.shape[i][j] === 1) {
var placeX = gridX + j;
var placeY = gridY + i;
var block = new BlockPiece();
block.x = GRID_OFFSET_X + placeX * CELL_SIZE + CELL_SIZE / 2;
block.y = GRID_OFFSET_Y + placeY * CELL_SIZE + CELL_SIZE / 2;
block.setColor(piece.blocks[0].colorAsset);
block.gridX = placeX;
block.gridY = placeY;
gameGrid[placeY][placeX] = block;
game.addChild(block);
}
}
}
// Track consecutive placements for combo continuation
var currentTime = Date.now();
if (currentTime - lastPlaceTime < 3000) {
consecutivePlacements++;
} else {
consecutivePlacements = 1;
}
lastPlaceTime = currentTime;
// Track that grid has had blocks and disable AI mode after sufficient placements
if (!gridHadBlocks) {
gridHadBlocks = true;
}
if (isAIMode && aiModeBlocksGenerated >= 20) {
isAIMode = false; // Disable AI mode after initial guidance
}
LK.getSound('blockPlace').play();
}
function clearPreview() {
// Restore original block colors from stored values
for (var i = 0; i < originalBlockColors.length; i++) {
var colorData = originalBlockColors[i];
if (colorData.block && colorData.block.setColor) {
colorData.block.setColor(colorData.originalColor);
colorData.block.tint = 0xFFFFFF;
}
}
originalBlockColors = [];
for (var i = 0; i < previewBlocks.length; i++) {
previewBlocks[i].destroy();
}
previewBlocks = [];
}
function getCompletingLines(piece, gridX, gridY) {
var completingRows = [];
var completingCols = [];
var tempGrid = [];
// Create temporary grid copy
for (var i = 0; i < GRID_SIZE; i++) {
tempGrid[i] = [];
for (var j = 0; j < GRID_SIZE; j++) {
tempGrid[i][j] = gameGrid[i][j];
}
}
// Simulate placing the piece
for (var i = 0; i < piece.shape.length; i++) {
for (var j = 0; j < piece.shape[i].length; j++) {
if (piece.shape[i][j] === 1) {
var placeX = gridX + j;
var placeY = gridY + i;
if (placeX >= 0 && placeX < GRID_SIZE && placeY >= 0 && placeY < GRID_SIZE) {
tempGrid[placeY][placeX] = true; // Mark as occupied
}
}
}
}
// Check for complete rows
for (var i = 0; i < GRID_SIZE; i++) {
var rowComplete = true;
for (var j = 0; j < GRID_SIZE; j++) {
if (tempGrid[i][j] === null) {
rowComplete = false;
break;
}
}
if (rowComplete) {
completingRows.push(i);
}
}
// Check for complete columns
for (var j = 0; j < GRID_SIZE; j++) {
var colComplete = true;
for (var i = 0; i < GRID_SIZE; i++) {
if (tempGrid[i][j] === null) {
colComplete = false;
break;
}
}
if (colComplete) {
completingCols.push(j);
}
}
return {
rows: completingRows,
cols: completingCols
};
}
// Add array to store original colors for preview restoration
var originalBlockColors = [];
function showPreview(piece, gridX, gridY) {
clearPreview();
if (canPlacePiece(piece, gridX, gridY)) {
// Get piece color for tinting exploding lines
var pieceColor = piece.blocks[0].colorAsset;
var colorMap = {
'blockPieceRed': 0xff6b6b,
'blockPieceCyan': 0x4ecdc4,
'blockPieceBlue': 0x45b7d1,
'blockPieceYellow': 0xf7dc6f,
'blockPiecePurple': 0xbb8fce,
'blockPieceGreen': 0x58d68d,
'blockPieceOrange': 0xf39c12
};
var tintColor = colorMap[pieceColor] || 0xffffff;
// Check which lines would complete
var completingLines = getCompletingLines(piece, gridX, gridY);
// Show preview for the piece itself
for (var i = 0; i < piece.shape.length; i++) {
for (var j = 0; j < piece.shape[i].length; j++) {
if (piece.shape[i][j] === 1) {
var previewX = gridX + j;
var previewY = gridY + i;
var preview = LK.getAsset('previewBlock', {
anchorX: 0.5,
anchorY: 0.5,
x: GRID_OFFSET_X + previewX * CELL_SIZE + CELL_SIZE / 2,
y: GRID_OFFSET_Y + previewY * CELL_SIZE + CELL_SIZE / 2,
alpha: 0.5,
tint: tintColor
});
previewBlocks.push(preview);
game.addChild(preview);
}
}
}
// Show preview for completing rows and columns - replace blocks with piece color
if (completingLines && (completingLines.rows.length > 0 || completingLines.cols.length > 0)) {
// Store original colors before changing them
originalBlockColors = [];
// Preview completing rows - replace existing blocks with piece color
for (var r = 0; r < completingLines.rows.length; r++) {
var row = completingLines.rows[r];
for (var j = 0; j < GRID_SIZE; j++) {
if (gameGrid[row][j] !== null) {
// Store original color before changing
originalBlockColors.push({
block: gameGrid[row][j],
originalColor: gameGrid[row][j].colorAsset
});
gameGrid[row][j].setColor(pieceColor);
}
}
}
// Preview completing columns - replace existing blocks with piece color
for (var c = 0; c < completingLines.cols.length; c++) {
var col = completingLines.cols[c];
for (var i = 0; i < GRID_SIZE; i++) {
if (gameGrid[i][col] !== null) {
// Check if we already stored this block's color to avoid duplicates
var alreadyStored = false;
for (var k = 0; k < originalBlockColors.length; k++) {
if (originalBlockColors[k].block === gameGrid[i][col]) {
alreadyStored = true;
break;
}
}
if (!alreadyStored) {
originalBlockColors.push({
block: gameGrid[i][col],
originalColor: gameGrid[i][col].colorAsset
});
}
gameGrid[i][col].setColor(pieceColor);
}
}
}
}
}
}
function checkLines() {
var clearedBlocks = [];
var completedRows = 0;
var completedCols = 0;
// Check for complete rows
for (var i = 0; i < GRID_SIZE; i++) {
var rowComplete = true;
for (var j = 0; j < GRID_SIZE; j++) {
if (gameGrid[i][j] === null) {
rowComplete = false;
break;
}
}
if (rowComplete) {
completedRows++;
for (var j = 0; j < GRID_SIZE; j++) {
clearedBlocks.push({
x: j,
y: i
});
}
}
}
// Check for complete columns
for (var j = 0; j < GRID_SIZE; j++) {
var colComplete = true;
for (var i = 0; i < GRID_SIZE; i++) {
if (gameGrid[i][j] === null) {
colComplete = false;
break;
}
}
if (colComplete) {
completedCols++;
for (var i = 0; i < GRID_SIZE; i++) {
clearedBlocks.push({
x: j,
y: i
});
}
}
}
if (clearedBlocks.length > 0) {
clearBlocks(clearedBlocks, completedRows + completedCols);
return true;
}
return false;
}
function clearBlocks(blockPositions, lineCount) {
var currentTime = Date.now();
// Check if this clear is within 3 blocks of the last clear
var timeSinceLastClear = currentTime - lastClearTime;
if (timeSinceLastClear < 5000) {
// 5 seconds window for combo - continue from where we left off and add line count
comboCounter += lineCount || 1;
} else {
comboCounter = lineCount || 1;
}
lastClearTime = currentTime;
// Calculate multiplier based on combo
comboMultiplier = comboCounter;
var uniqueBlocks = [];
var seen = {};
for (var i = 0; i < blockPositions.length; i++) {
var pos = blockPositions[i];
var key = pos.x + "," + pos.y;
if (!seen[key] && gameGrid[pos.y][pos.x] !== null) {
seen[key] = true;
uniqueBlocks.push(pos);
}
}
// Change block appearance before exploding - use last placed piece color
for (var i = 0; i < uniqueBlocks.length; i++) {
var pos = uniqueBlocks[i];
var block = gameGrid[pos.y][pos.x];
if (block && lastPlacedPieceColor) {
// Replace the block with last placed piece color asset before exploding
block.setColor(lastPlacedPieceColor);
}
}
// Delay explosion effects slightly to show the new appearance
LK.setTimeout(function () {
for (var i = 0; i < uniqueBlocks.length; i++) {
var pos = uniqueBlocks[i];
var block = gameGrid[pos.y][pos.x];
if (block) {
createExplosion(block.x, block.y, lastPlacedPieceColor);
block.destroy();
gameGrid[pos.y][pos.x] = null;
}
}
}, 200);
// Screen effects
var flashColor = comboCounter > 3 ? 0xff0000 : 0xffffff;
var flashDuration = Math.min(comboCounter * 100 + 200, 800);
LK.effects.flashScreen(flashColor, flashDuration);
// Update score with combo multiplier
var basePoints = uniqueBlocks.length * 10;
var finalPoints = basePoints * comboMultiplier;
LK.setScore(LK.getScore() + Math.floor(finalPoints));
// Track max combo for Level 2
if (isChallengeMode && currentChallengeLevel === 2) {
if (comboCounter > level2MaxCombo) {
level2MaxCombo = comboCounter;
}
scoreTxt.setText('Max Combo: ' + level2MaxCombo + ' / ' + level2ComboTarget);
} else if (isChallengeMode) {
scoreTxt.setText(LK.getScore() + ' / ' + challengeGoal);
} else {
scoreTxt.setText(LK.getScore());
}
// Update combo display
if (comboCounter > 1) {
if (comboCounter >= 4) {
comboTxt.setText("PERFECT COMBO x" + comboCounter);
} else {
comboTxt.setText("COMBO x" + comboCounter);
}
// Show center screen combo animation
showCenterCombo(comboCounter);
// Animate combo text
tween(comboTxt, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut
});
tween(comboTxt, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeInOut
});
// Add color flash to combo text
tween(comboTxt, {
tint: 0xFFFF00
}, {
duration: 100,
onFinish: function onFinish() {
tween(comboTxt, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
} else {
comboTxt.setText("");
// Show center screen combo for first clear too
showCenterCombo(comboCounter);
// Reset combo text color
comboTxt.tint = 0xFFFFFF;
}
// Play sound
if (comboCounter >= 4) {
LK.getSound('perfectCombo').play();
LK.getSound('lineClear').play();
} else if (comboCounter >= 2) {
LK.getSound('comboClear').play();
LK.getSound('lineClear').play();
} else {
LK.getSound('lineClear').play();
}
}
function showCenterCombo(combo) {
// Stop any existing combo animation
tween.stop(centerComboTxt);
// Set combo text
if (combo >= 4) {
centerComboTxt.setText("PERFECT COMBO!");
centerComboTxt.fill = 0xFF00FF; // Magenta for perfect combo
} else {
centerComboTxt.setText("COMBO x" + combo + "!");
centerComboTxt.fill = 0xFFFF00; // Yellow for regular combo
}
centerComboTxt.scaleX = 0.5;
centerComboTxt.scaleY = 0.5;
centerComboTxt.alpha = 0;
// Animate in
tween(centerComboTxt, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 1
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Hold for a moment then animate out
tween(centerComboTxt, {
scaleX: 0.8,
scaleY: 0.8,
alpha: 0
}, {
duration: 800,
easing: tween.easeIn
});
}
});
}
function createExplosion(x, y, color) {
var particleCount = Math.min(comboCounter * 2 + 5, 20);
for (var i = 0; i < particleCount; i++) {
var particle = new Particle();
particle.x = x;
particle.y = y;
particle.velocityX = (Math.random() - 0.5) * 10;
particle.velocityY = (Math.random() - 0.5) * 10 - 5;
particle.lifetime = 500 + Math.random() * 500;
particle.maxLifetime = particle.lifetime;
var particleGraphics = particle.children[0];
// Convert asset name to approximate color for particles
var colorMap = {
'blockPieceRed': 0xff6b6b,
'blockPieceCyan': 0x4ecdc4,
'blockPieceBlue': 0x45b7d1,
'blockPieceYellow': 0xf7dc6f,
'blockPiecePurple': 0xbb8fce,
'blockPieceGreen': 0x58d68d,
'blockPieceOrange': 0xf39c12
};
particleGraphics.tint = colorMap[color] || 0xffffff;
particles.push(particle);
game.addChild(particle);
}
}
function checkGridClean() {
if (!gridHadBlocks) return false; // Don't trigger clean if no blocks were ever placed
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
if (gameGrid[i][j] !== null) {
return false; // Grid is not clean
}
}
}
return true; // Grid is completely clean
}
function showCleanMessage() {
// Create and show "CLEAN!" message
cleanText = new Text2('CLEAN!', {
size: 150,
fill: 0x00FF00
});
cleanText.anchor.set(0.5, 0.5);
cleanText.x = 1024;
cleanText.y = 1366;
cleanText.alpha = 0;
cleanText.scaleX = 0.5;
cleanText.scaleY = 0.5;
game.addChild(cleanText);
// Animate the clean message
tween(cleanText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Hold message briefly then fade out
tween(cleanText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
if (cleanText) {
cleanText.destroy();
cleanText = null;
}
}
});
}
});
// Add bonus points
LK.setScore(LK.getScore() + 500);
// Update score display
if (isChallengeMode && currentChallengeLevel === 2) {
scoreTxt.setText('Max Combo: ' + level2MaxCombo + ' / ' + level2ComboTarget);
} else if (isChallengeMode) {
scoreTxt.setText(LK.getScore() + ' / ' + challengeGoal);
} else {
scoreTxt.setText(LK.getScore());
}
// Play clean sound
LK.getSound('clean').play();
// Screen flash effect
LK.effects.flashScreen(0x00FF00, 1000);
}
function checkGameOver() {
for (var i = 0; i < currentPieces.length; i++) {
var piece = currentPieces[i];
var canPlace = false;
for (var row = 0; row < GRID_SIZE; row++) {
for (var col = 0; col < GRID_SIZE; col++) {
if (canPlacePiece(piece, col, row)) {
canPlace = true;
break;
}
}
if (canPlace) break;
}
if (canPlace) return false;
}
return true;
}
game.move = function (x, y, obj) {
if (gameState === 'playing' && draggedPiece) {
draggedPiece.x = x;
draggedPiece.y = y;
var gridPos = getGridPosition(x, y);
showPreview(draggedPiece, gridPos.x, gridPos.y);
}
};
game.down = function (x, y, obj) {
// No longer trigger pause menu from empty space taps
};
game.up = function (x, y, obj) {
if (gameState === 'playing' && draggedPiece) {
var gridPos = getGridPosition(x, y);
if (canPlacePiece(draggedPiece, gridPos.x, gridPos.y)) {
placePiece(draggedPiece, gridPos.x, gridPos.y);
// Remove piece from current pieces
var index = currentPieces.indexOf(draggedPiece);
if (index > -1) {
currentPieces.splice(index, 1);
}
draggedPiece.destroy();
// Check for clears
var blocksWereCleared = checkLines();
// Check if grid is completely clean after clearing blocks
if (blocksWereCleared && checkGridClean()) {
showCleanMessage();
}
// Create new pieces if all are used
if (currentPieces.length === 0) {
createNewPieces();
}
} else {
// Return piece to original position
tween(draggedPiece, {
x: draggedPiece.originalX,
y: draggedPiece.originalY,
alpha: 1
}, {
duration: 300
});
draggedPiece.isDragging = false;
}
clearPreview();
draggedPiece = null;
} else if (gameState === 'playing') {
// Clear preview if user touches somewhere else while not dragging
clearPreview();
}
};
// Auto-play mode for testing
var autoPlay = false;
var autoPlayTimer = 0;
game.update = function () {
// Clean up particles
for (var i = particles.length - 1; i >= 0; i--) {
var particle = particles[i];
if (particle.lifetime <= 0) {
particles.splice(i, 1);
}
}
// Auto-play logic for testing
if (autoPlay && gameState === 'playing' && currentPieces.length > 0) {
autoPlayTimer += 16.67; // 60fps frame time
if (autoPlayTimer >= 1000) {
// Every 1 second
autoPlayTimer = 0;
// Try to place the first available piece
var piece = currentPieces[0];
var placed = false;
// Try to find a valid placement
for (var row = 0; row < GRID_SIZE && !placed; row++) {
for (var col = 0; col < GRID_SIZE && !placed; col++) {
if (canPlacePiece(piece, col, row)) {
placePiece(piece, col, row);
// Remove piece from current pieces
var index = currentPieces.indexOf(piece);
if (index > -1) {
currentPieces.splice(index, 1);
}
piece.destroy();
// Check for clears
var blocksWereCleared = checkLines();
// Check if grid is completely clean after clearing blocks
if (blocksWereCleared && checkGridClean()) {
showCleanMessage();
}
// Create new pieces if all are used
if (currentPieces.length === 0) {
createNewPieces();
}
placed = true;
}
}
}
}
}
// Handle Level 2 timer countdown
if (gameState === 'playing' && isChallengeMode && currentChallengeLevel === 2 && challengeTimeLimit > 0) {
challengeTimer -= 16.67; // Subtract frame time (60fps)
var remainingSeconds = Math.ceil(challengeTimer / 1000);
if (challengeTimerText) {
challengeTimerText.setText('Time: ' + Math.max(0, remainingSeconds) + 's');
// Change color as time runs low
if (remainingSeconds <= 10) {
challengeTimerText.fill = 0xFF0000; // Red
} else if (remainingSeconds <= 20) {
challengeTimerText.fill = 0xFFFF00; // Yellow
}
}
// Check if time ran out
if (challengeTimer <= 0 && level2MaxCombo < level2ComboTarget) {
// Time's up and didn't achieve 2x combo - game over
if (challengeTimerText) {
challengeTimerText.destroy();
challengeTimerText = null;
}
// Update high score if needed
var currentScore = LK.getScore();
if (currentScore > highScore) {
highScore = currentScore;
storage.highScore = highScore;
}
// Clear game elements
for (var i = 0; i < currentPieces.length; i++) {
currentPieces[i].destroy();
}
currentPieces = [];
// Hide game UI
scoreTxt.alpha = 0;
comboTxt.alpha = 0;
centerComboTxt.alpha = 0;
// Hide grid background and piece panel
gridBg.alpha = 0;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j].alpha = 0;
}
}
piecePanel.alpha = 0;
// Reset challenge mode
isChallengeMode = false;
currentChallengeLevel = 0;
challengeGoal = 0;
challengeTimer = 0;
challengeTimeLimit = 0;
level2MaxCombo = 0;
gameState = 'menu';
createMainMenu();
return;
}
}
// Check challenge completion
var challengeCompleted = false;
if (gameState === 'playing' && isChallengeMode) {
if (currentChallengeLevel === 1 && LK.getScore() >= challengeGoal) {
challengeCompleted = true;
} else if (currentChallengeLevel === 2 && level2MaxCombo >= level2ComboTarget) {
challengeCompleted = true;
} else if (currentChallengeLevel > 2 && LK.getScore() >= challengeGoal) {
challengeCompleted = true;
}
}
if (challengeCompleted) {
// Challenge completed!
if (challengeTimerText) {
challengeTimerText.destroy();
challengeTimerText = null;
}
// Special handling for level 3 completion to unlock level 4
var wasLevel4Unlocked = false;
if (currentChallengeLevel === 3 && LK.getScore() >= 3000 && unlockedLevels < 4) {
unlockedLevels = 4;
storage.unlockedLevels = unlockedLevels;
wasLevel4Unlocked = true;
} else if (currentChallengeLevel >= unlockedLevels && currentChallengeLevel < 10) {
unlockedLevels = currentChallengeLevel + 1;
storage.unlockedLevels = unlockedLevels;
}
// Update high score if needed
var currentScore = LK.getScore();
if (currentScore > highScore) {
highScore = currentScore;
storage.highScore = highScore;
}
// Clear game elements
for (var i = 0; i < currentPieces.length; i++) {
currentPieces[i].destroy();
}
currentPieces = [];
// Hide game UI
scoreTxt.alpha = 0;
comboTxt.alpha = 0;
centerComboTxt.alpha = 0;
// Hide grid background and piece panel
gridBg.alpha = 0;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j].alpha = 0;
}
}
piecePanel.alpha = 0;
// Reset challenge mode
isChallengeMode = false;
currentChallengeLevel = 0;
challengeGoal = 0;
challengeTimer = 0;
challengeTimeLimit = 0;
level2MaxCombo = 0;
gameState = 'menu';
showCustomWinScreen(wasLevel4Unlocked);
return;
}
// Check game over
if (gameState === 'playing' && currentPieces.length > 0 && checkGameOver()) {
// Update high score if needed
var currentScore = LK.getScore();
if (currentScore > highScore) {
highScore = currentScore;
storage.highScore = highScore;
}
// Clear game elements
for (var i = 0; i < currentPieces.length; i++) {
currentPieces[i].destroy();
}
currentPieces = [];
// Hide game UI
scoreTxt.alpha = 0;
comboTxt.alpha = 0;
centerComboTxt.alpha = 0;
// Hide grid background and piece panel
gridBg.alpha = 0;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j].alpha = 0;
}
}
piecePanel.alpha = 0;
// Hide pause button
if (pauseButton) pauseButton.destroy();
if (pauseButtonText) pauseButtonText.destroy();
gameState = 'menu';
showGameOverScreen();
}
};
// Initialize game
scoreTxt.alpha = 0;
comboTxt.alpha = 0;
// Hide grid background and grid initially
gridBg.alpha = 0;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j].alpha = 0;
}
}
piecePanel.alpha = 0;
createMainMenu();
LK.playMusic('bgmusic');
function showCustomWinScreen(unlockedLevel4) {
// Store the completed level for button logic
var completedLevel = currentChallengeLevel;
var nextLevel = completedLevel + 1;
var hasNextLevel = nextLevel <= 10 && unlockedLevels >= nextLevel;
// Create win overlay
var winOverlay = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 2,
scaleY: 2.5,
alpha: 0.9
});
game.addChild(winOverlay);
// Win title
var winTitle = new Text2('YOU WIN!', {
size: 120,
fill: 0x00FF00
});
winTitle.anchor.set(0.5, 0.5);
winTitle.x = 1024;
winTitle.y = unlockedLevel4 ? 1100 : 1200;
game.addChild(winTitle);
// Level 4 unlock congratulations message
var congratsText = null;
if (unlockedLevel4) {
congratsText = new Text2('CONGRATULATIONS!\nLEVEL 4 UNLOCKED!', {
size: 80,
fill: 0xFFD700
});
congratsText.anchor.set(0.5, 0.5);
congratsText.x = 1024;
congratsText.y = 1250;
game.addChild(congratsText);
}
// Next Level Button (show if there's a next level available)
var nextButton = null;
var nextButtonText = null;
var buttonYOffset = unlockedLevel4 ? 200 : 0;
if (hasNextLevel) {
nextButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1400 + buttonYOffset,
scaleX: 0.4,
scaleY: 0.25
});
game.addChild(nextButton);
nextButtonText = new Text2('LEVEL ' + nextLevel, {
size: 60,
fill: 0xFFFFFF
});
nextButtonText.anchor.set(0.5, 0.5);
nextButtonText.x = 1024;
nextButtonText.y = 1400 + buttonYOffset;
game.addChild(nextButtonText);
nextButton.down = function () {
// Clean up win screen
winOverlay.destroy();
winTitle.destroy();
if (congratsText) congratsText.destroy();
nextButton.destroy();
nextButtonText.destroy();
mainMenuButton.destroy();
mainMenuButtonText.destroy();
// Start next level
startChallengeLevel(nextLevel);
};
}
// Main Menu Button
var mainMenuButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: (nextButton ? 1600 : 1400) + buttonYOffset,
scaleX: 0.4,
scaleY: 0.25
});
game.addChild(mainMenuButton);
var mainMenuButtonText = new Text2('MAIN MENU', {
size: 60,
fill: 0xFFFFFF
});
mainMenuButtonText.anchor.set(0.5, 0.5);
mainMenuButtonText.x = 1024;
mainMenuButtonText.y = (nextButton ? 1600 : 1400) + buttonYOffset;
game.addChild(mainMenuButtonText);
mainMenuButton.down = function () {
// Clean up win screen
winOverlay.destroy();
winTitle.destroy();
if (congratsText) congratsText.destroy();
if (nextButton) nextButton.destroy();
if (nextButtonText) nextButtonText.destroy();
mainMenuButton.destroy();
mainMenuButtonText.destroy();
// Return to main menu
createMainMenu();
};
}
function showLevelObjectives(levelNumber) {
// Create objectives overlay
var objectivesOverlay = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 2,
scaleY: 2.5,
alpha: 0.9
});
game.addChild(objectivesOverlay);
// Level title
var levelTitle = new Text2('LEVEL ' + levelNumber, {
size: 120,
fill: 0xFFFFFF
});
levelTitle.anchor.set(0.5, 0.5);
levelTitle.x = 1024;
levelTitle.y = 1000;
game.addChild(levelTitle);
// Objective text based on level
var objectiveText = '';
if (levelNumber === 1) {
objectiveText = 'OBJECTIVE:\nScore 1000 points\nto complete this level';
} else if (levelNumber === 2) {
objectiveText = 'OBJECTIVE:\nAchieve a 2x combo\nwithin 45 seconds';
} else if (levelNumber === 3) {
objectiveText = 'OBJECTIVE:\nScore 3000 points\nto unlock Level 4';
} else if (levelNumber === 4) {
objectiveText = 'OBJECTIVE:\nScore 4000 points\nto complete this level';
} else {
objectiveText = 'OBJECTIVE:\nScore ' + levelNumber * 1000 + ' points\nto complete this level';
}
var objectiveDisplay = new Text2(objectiveText, {
size: 80,
fill: 0xFFFF00
});
objectiveDisplay.anchor.set(0.5, 0.5);
objectiveDisplay.x = 1024;
objectiveDisplay.y = 1300;
game.addChild(objectiveDisplay);
// Start button
var startButton = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600,
scaleX: 0.4,
scaleY: 0.25
});
game.addChild(startButton);
var startButtonText = new Text2('START', {
size: 60,
fill: 0xFFFFFF
});
startButtonText.anchor.set(0.5, 0.5);
startButtonText.x = 1024;
startButtonText.y = 1600;
game.addChild(startButtonText);
startButton.down = function () {
// Clean up objectives screen
objectivesOverlay.destroy();
levelTitle.destroy();
objectiveDisplay.destroy();
startButton.destroy();
startButtonText.destroy();
// Set challenge mode variables
isChallengeMode = true;
currentChallengeLevel = levelNumber;
if (levelNumber === 1) {
challengeGoal = 1000; // Level 1 = 1000 points
challengeTimeLimit = 0; // No time limit for level 1
} else if (levelNumber === 2) {
challengeGoal = 0; // Level 2 is not about points
challengeTimeLimit = 45000; // 45 seconds in milliseconds
level2MaxCombo = 0; // Reset max combo for level 2
} else {
challengeGoal = levelNumber * 1000; // Other levels
challengeTimeLimit = 0;
}
challengeTimer = challengeTimeLimit; // Set initial timer
startGame();
};
} ===================================================================
--- original.js
+++ change.js
@@ -100,8 +100,10 @@
/****
* Game Code
****/
+// Increased by 35% (160 * 1.35)
+// Increased by 35% (160 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
@@ -114,10 +116,8 @@
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
// Increased by 35% (120 * 1.35)
-// Increased by 35% (160 * 1.35)
-// Increased by 35% (160 * 1.35)
var GRID_SIZE = 9;
var CELL_SIZE = 176; // Increased by 35% (130 * 1.35)
var GRID_OFFSET_X = 1024 - GRID_SIZE * CELL_SIZE / 2; // Center grid horizontally
var GRID_OFFSET_Y = 1366 - GRID_SIZE * CELL_SIZE / 2; // Center grid vertically
@@ -922,19 +922,17 @@
}
LK.getSound('blockPlace').play();
}
function clearPreview() {
- // Restore original block colors by checking their position and getting back to original piece colors
- for (var i = 0; i < GRID_SIZE; i++) {
- for (var j = 0; j < GRID_SIZE; j++) {
- if (gameGrid[i][j] !== null) {
- // Reset block to its original color asset instead of just tinting
- var originalColor = gameGrid[i][j].colorAsset;
- gameGrid[i][j].setColor(originalColor);
- gameGrid[i][j].tint = 0xFFFFFF;
- }
+ // Restore original block colors from stored values
+ for (var i = 0; i < originalBlockColors.length; i++) {
+ var colorData = originalBlockColors[i];
+ if (colorData.block && colorData.block.setColor) {
+ colorData.block.setColor(colorData.originalColor);
+ colorData.block.tint = 0xFFFFFF;
}
}
+ originalBlockColors = [];
for (var i = 0; i < previewBlocks.length; i++) {
previewBlocks[i].destroy();
}
previewBlocks = [];
@@ -992,8 +990,10 @@
rows: completingRows,
cols: completingCols
};
}
+// Add array to store original colors for preview restoration
+var originalBlockColors = [];
function showPreview(piece, gridX, gridY) {
clearPreview();
if (canPlacePiece(piece, gridX, gridY)) {
// Get piece color for tinting exploding lines
@@ -1030,14 +1030,20 @@
}
}
// Show preview for completing rows and columns - replace blocks with piece color
if (completingLines && (completingLines.rows.length > 0 || completingLines.cols.length > 0)) {
+ // Store original colors before changing them
+ originalBlockColors = [];
// Preview completing rows - replace existing blocks with piece color
for (var r = 0; r < completingLines.rows.length; r++) {
var row = completingLines.rows[r];
for (var j = 0; j < GRID_SIZE; j++) {
if (gameGrid[row][j] !== null) {
- // Replace block with piece color asset temporarily
+ // Store original color before changing
+ originalBlockColors.push({
+ block: gameGrid[row][j],
+ originalColor: gameGrid[row][j].colorAsset
+ });
gameGrid[row][j].setColor(pieceColor);
}
}
}
@@ -1045,9 +1051,22 @@
for (var c = 0; c < completingLines.cols.length; c++) {
var col = completingLines.cols[c];
for (var i = 0; i < GRID_SIZE; i++) {
if (gameGrid[i][col] !== null) {
- // Replace block with piece color asset temporarily
+ // Check if we already stored this block's color to avoid duplicates
+ var alreadyStored = false;
+ for (var k = 0; k < originalBlockColors.length; k++) {
+ if (originalBlockColors[k].block === gameGrid[i][col]) {
+ alreadyStored = true;
+ break;
+ }
+ }
+ if (!alreadyStored) {
+ originalBlockColors.push({
+ block: gameGrid[i][col],
+ originalColor: gameGrid[i][col].colorAsset
+ });
+ }
gameGrid[i][col].setColor(pieceColor);
}
}
}