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give bigger pieces in the beginning and make easier game play till 750 score and make autoplay till screen clean once
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In the beginning give bigger blocks so user satifying can increase and make afterwards little bit easier till 500 points and make one button for autoplay so i can use for test purpose
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for test purpose make auto play and clean yourself for once
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if user can clean all the blocks give extra 500 points also
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integration failed fix
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Make even more easier and good blocks so all blocks can be cleaned in the beginning stage
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make more easy to clean all blocks for first times in the round
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Oyunun baslarinda bu sureci ai ya birakiyorum kullanicinin ekrani tamamen temizlemesi icin uygun blocklar yollansin ve eger ekrandaki tum blocklar temizlenirse kullanici clean yazisi ciksin ekranda ve ekstra 300 puan alsin ve clean! sesi ciksin ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
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Game over ekranında high score da göster ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Make grid 1x1 bigger and make sure none of the blocks in block tray touch eachother.
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Make grid center of the game and create new block type 2x3
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Make grid and block bigger around %35
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Add 3x3 block shape to pieceShapes array
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Make grid bigger on the screen and make shapes array little bit closer to grid
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Oyunu ekrana sığdır
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Oyunu ortala tam ortada gözüksün mobilde ve %10 daha zoom in yap
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3x3 bir blok tarzıda eklensin oyuna arada oda gelsin birde oyuna %25 daha zoom in yapalım daha yakın görelim
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Please fix the bug: 'ReferenceError: Can't find variable: showGameOverScreen' in or related to this line: 'showGameOverScreen();' Line Number: 1347
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Please fix the bug: 'TypeError: null is not an object (evaluating 't.length')' in or related to this line: 'graphics = self.attachAsset(assetName, {' Line Number: 51
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Bir tık renk değişimi hatalı gözüküyor satırın veya sütunun tamamı renk çoğunluğuna gore son parçayı koymadan tek renk olmalı
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Koyduğumuz blok bulunduğu satırdaki veya sutündaki renklerin çoğunluğuna gore rengi değişsin daha estetik güzel görüntü olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Aşağıda gelen blok tiplerinin her birinin rengi tek olsun tüm bloklar tek renk gelsin renkler değişsin her yeni bloklarda
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Oyun bittiğinde skorumuz gozuksun game over ekranı gelsin
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Yes
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Challenge levellerinin arka planına farklı asset seti kullanalım pause button olmasın
/**** * 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% (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) // 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 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 [[1, 1, 1], [1, 1, 1], [1, 1, 1]], // 3x3 square [[1, 1], [1, 1], [1, 1]] // 2x3 rectangle ]; 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 // Initialize grid var _loop = function _loop() { grid[i] = []; gameGrid[i] = []; for (j = 0; j < GRID_SIZE; j++) { 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); } ; }, j, cell; for (var i = 0; i < GRID_SIZE; i++) { _loop(); } // 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 = 1350; game.addChild(finalScoreText); // High Score display (if new high score) var highScoreDisplay = null; if (LK.getScore() >= highScore) { highScoreDisplay = new Text2('NEW HIGH SCORE!', { size: 60, fill: 0xFFD700 }); highScoreDisplay.anchor.set(0.5, 0.5); highScoreDisplay.x = 1024; highScoreDisplay.y = 1450; game.addChild(highScoreDisplay); } // Main Menu Button var gameOverMenuButton = LK.getAsset('piecePanel', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: highScoreDisplay ? 1600 : 1500, 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 = highScoreDisplay ? 1600 : 1500; game.addChild(gameOverMenuButtonText); gameOverMenuButton.down = function () { // Clean up game over screen gameOverOverlay.destroy(); gameOverTitle.destroy(); finalScoreText.destroy(); if (highScoreDisplay) highScoreDisplay.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 PUZZLE', { 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(); }; } 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 = []; // 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(); } 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(); // 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; // 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 and piece panel 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; } } } 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 and piece panel 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; 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; // Try to avoid recently used shapes 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 = 350 + i * 550; // Increased spacing from 500 to 550 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].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; 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 = []; 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 var explodingAssets = ['explodingBlock1', 'explodingBlock2', 'explodingBlock3', 'explodingBlock4', 'explodingBlock5', 'explodingBlock6']; var chosenAsset = explodingAssets[Math.floor(Math.random() * explodingAssets.length)]; for (var i = 0; i < uniqueBlocks.length; i++) { var pos = uniqueBlocks[i]; var block = gameGrid[pos.y][pos.x]; if (block) { block.setExplodingAsset(chosenAsset); } } // 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, block.colorAsset); 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) { 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 > 2) { LK.getSound('comboClear').play(); } else { LK.getSound('lineClear').play(); } } function showCenterCombo(combo) { // Stop any existing combo animation tween.stop(centerComboTxt); // Set combo text centerComboTxt.setText("COMBO x" + 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 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 checkLines(); // 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; } }; 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); } } // 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 and piece panel 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; } 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 and piece panel 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(); 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 and piece panel 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 initially 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() { // 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 = 1200; game.addChild(winTitle); // Next Level Button (show if there's a next level available) var nextButton = null; var nextButtonText = null; if (hasNextLevel) { nextButton = LK.getAsset('piecePanel', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1400, 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; game.addChild(nextButtonText); nextButton.down = function () { // Clean up win screen winOverlay.destroy(); winTitle.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, 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; game.addChild(mainMenuButtonText); mainMenuButton.down = function () { // Clean up win screen winOverlay.destroy(); winTitle.destroy(); if (nextButton) nextButton.destroy(); if (nextButtonText) nextButtonText.destroy(); mainMenuButton.destroy(); mainMenuButtonText.destroy(); // Return to main menu createMainMenu(); }; }
===================================================================
--- original.js
+++ change.js
@@ -116,9 +116,9 @@
// 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 = 8;
+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'
@@ -748,9 +748,9 @@
if (recentlyUsedShapes.length > 4) {
recentlyUsedShapes.shift();
}
piece.createShape(pieceShapes[shapeIndex]);
- piece.x = 350 + i * 500;
+ piece.x = 350 + i * 550; // Increased spacing from 500 to 550
piece.y = 2550;
currentPieces.push(piece);
game.addChild(piece);
}