User prompt
Alanı 2 şer kare daha küçültelim
User prompt
Kullanıcının keyfini arttıracak kombo yapısı max 3 block ara olmak üzere kullanıcı peşpeşe patlatırsa kombo x1 kombo x2 şeklinde uzasın ve skor kazancı katlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bloklar asla ic ice konulamasin konulan bir blok yalnizca alan icerisine birakilabilsin ve birakilan oynatilamasin bir dah
User prompt
9x9 da yanlis oldu herhangi bir sutun veya satir tamamlandiginda o tamamlanan satir yada sutun yokolsun
User prompt
Patlamada bir hata var 9x9 olmadan herhangi bir nokta patlamasin yani ekranin koselerine degdiginde patlama olsun
User prompt
Bloklar tamamen koselere tamamlanmadan patlamasin
Code edit (1 edits merged)
Please save this source code
User prompt
Block Blast Combo Master
Initial prompt
Create Block Blast! type of game but make blast effect more epic and more satifsying game with combos
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BlockPiece = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('blockPiece', {
anchorX: 0.5,
anchorY: 0.5
});
self.gridX = 0;
self.gridY = 0;
self.color = 0xff6b6b;
self.setColor = function (color) {
self.color = color;
graphics.tint = color;
};
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;
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 * 150;
block.y = i * 150;
block.setColor(pieceColors[Math.floor(Math.random() * pieceColors.length)]);
self.blocks.push(block);
self.addChild(block);
}
}
}
};
self.down = function (x, y, obj) {
if (!self.isDragging) {
self.isDragging = true;
draggedPiece = self;
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
****/
var GRID_SIZE = 10;
var CELL_SIZE = 150;
var GRID_OFFSET_X = 224;
var GRID_OFFSET_Y = 200;
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
];
var pieceColors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0xf7dc6f, 0xbb8fce, 0x58d68d, 0xf39c12];
var currentPieces = [];
var draggedPiece = null;
var previewBlocks = [];
var particles = [];
var comboCounter = 0;
var lastClearTime = 0;
var comboMultiplier = 1;
// 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);
// Piece panel
var piecePanel = LK.getAsset('piecePanel', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: 2732
});
game.addChild(piecePanel);
function createNewPieces() {
// Clear existing pieces
for (var i = 0; i < currentPieces.length; i++) {
currentPieces[i].destroy();
}
currentPieces = [];
// Create 3 new pieces
for (var i = 0; i < 3; i++) {
var piece = new GamePiece();
var shapeIndex = Math.floor(Math.random() * pieceShapes.length);
piece.createShape(pieceShapes[shapeIndex]);
piece.x = 350 + i * 500;
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) {
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].color);
block.gridX = placeX;
block.gridY = placeY;
gameGrid[placeY][placeX] = block;
game.addChild(block);
}
}
}
LK.getSound('blockPlace').play();
}
function clearPreview() {
for (var i = 0; i < previewBlocks.length; i++) {
previewBlocks[i].destroy();
}
previewBlocks = [];
}
function showPreview(piece, gridX, gridY) {
clearPreview();
if (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 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
});
previewBlocks.push(preview);
game.addChild(preview);
}
}
}
}
}
function checkLines() {
var clearedBlocks = [];
// Check 3x3 squares only at corners and edges
for (var i = 0; i <= GRID_SIZE - 3; i++) {
for (var j = 0; j <= GRID_SIZE - 3; j++) {
// Only check positions that are at corners or edges
var isCornerOrEdge = i === 0 || i === GRID_SIZE - 3 || j === 0 || j === GRID_SIZE - 3;
if (!isCornerOrEdge) continue;
var complete = true;
for (var di = 0; di < 3; di++) {
for (var dj = 0; dj < 3; dj++) {
if (gameGrid[i + di][j + dj] === null) {
complete = false;
break;
}
}
if (!complete) break;
}
if (complete) {
for (var di = 0; di < 3; di++) {
for (var dj = 0; dj < 3; dj++) {
clearedBlocks.push({
x: j + dj,
y: i + di
});
}
}
}
}
}
if (clearedBlocks.length > 0) {
clearBlocks(clearedBlocks);
return true;
}
return false;
}
function clearBlocks(blockPositions) {
var currentTime = Date.now();
if (currentTime - lastClearTime < 1000) {
comboCounter++;
comboMultiplier = Math.min(comboCounter * 0.5 + 1, 5);
} else {
comboCounter = 1;
comboMultiplier = 1;
}
lastClearTime = currentTime;
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);
}
}
// Create explosion effects
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, block.color);
block.destroy();
gameGrid[pos.y][pos.x] = null;
}
}
// Screen effects
var flashColor = comboCounter > 3 ? 0xff0000 : 0xffffff;
var flashDuration = Math.min(comboCounter * 100 + 200, 800);
LK.effects.flashScreen(flashColor, flashDuration);
// Update score
var points = uniqueBlocks.length * 10 * comboMultiplier;
LK.setScore(LK.getScore() + Math.floor(points));
scoreTxt.setText(LK.getScore());
// Update combo display
if (comboCounter > 1) {
comboTxt.setText("COMBO x" + comboCounter);
tween(comboTxt, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200
});
tween(comboTxt, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
} else {
comboTxt.setText("");
}
// Play sound
if (comboCounter > 2) {
LK.getSound('comboClear').play();
} else {
LK.getSound('lineClear').play();
}
}
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];
particleGraphics.tint = color;
particles.push(particle);
game.addChild(particle);
}
}
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 (draggedPiece) {
draggedPiece.x = x;
draggedPiece.y = y;
var gridPos = getGridPosition(x, y);
showPreview(draggedPiece, gridPos.x, gridPos.y);
}
};
game.up = function (x, y, obj) {
if (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
checkLines();
// Create new pieces if all are used
if (currentPieces.length === 0) {
createNewPieces();
}
} else {
// Return piece to original position
tween(draggedPiece, {
x: draggedPiece.originalX || draggedPiece.x,
y: draggedPiece.originalY || draggedPiece.y,
alpha: 1
}, {
duration: 300
});
}
clearPreview();
draggedPiece.isDragging = false;
draggedPiece = null;
}
};
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);
}
}
// Reset combo if enough time passed
if (Date.now() - lastClearTime > 2000 && comboCounter > 0) {
comboCounter = 0;
comboTxt.setText("");
}
// Check game over
if (currentPieces.length > 0 && checkGameOver()) {
LK.showGameOver();
}
};
// Initialize game
createNewPieces();
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -244,11 +244,14 @@
}
}
function checkLines() {
var clearedBlocks = [];
- // Check 3x3 squares only
+ // Check 3x3 squares only at corners and edges
for (var i = 0; i <= GRID_SIZE - 3; i++) {
for (var j = 0; j <= GRID_SIZE - 3; j++) {
+ // Only check positions that are at corners or edges
+ var isCornerOrEdge = i === 0 || i === GRID_SIZE - 3 || j === 0 || j === GRID_SIZE - 3;
+ if (!isCornerOrEdge) continue;
var complete = true;
for (var di = 0; di < 3; di++) {
for (var dj = 0; dj < 3; dj++) {
if (gameGrid[i + di][j + dj] === null) {