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.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 ****/ var GRID_SIZE = 8; var CELL_SIZE = 150; var GRID_OFFSET_X = 374; var GRID_OFFSET_Y = 350; 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 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) { 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) { for (var i = 0; i < GRID_SIZE; i++) { clearedBlocks.push({ x: j, y: i }); } } } if (clearedBlocks.length > 0) { clearBlocks(clearedBlocks); return true; } return false; } function clearBlocks(blockPositions) { var currentTime = Date.now(); // Check if this clear is within 3 blocks of the last clear var timeSinceLastClear = currentTime - lastClearTime; if (timeSinceLastClear < 3000) { // 3 seconds window for combo comboCounter++; } else { comboCounter = 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); } } // 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 with combo multiplier var basePoints = uniqueBlocks.length * 10; var finalPoints = basePoints * comboMultiplier; LK.setScore(LK.getScore() + Math.floor(finalPoints)); scoreTxt.setText(LK.getScore()); // Update combo display if (comboCounter > 1) { comboTxt.setText("COMBO x" + 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("COMBO x1"); // Reset combo text color comboTxt.tint = 0xFFFFFF; } // 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, 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); } } // Reset combo if enough time passed (3 seconds) if (Date.now() - lastClearTime > 3000 && comboCounter > 0) { comboCounter = 0; comboTxt.setText(""); } // Check game over if (currentPieces.length > 0 && checkGameOver()) { LK.showGameOver(); } }; // Initialize game createNewPieces(); comboTxt.setText("COMBO x1"); LK.playMusic('bgmusic'); ;
===================================================================
--- original.js
+++ change.js
@@ -86,12 +86,12 @@
/****
* Game Code
****/
-var GRID_SIZE = 10;
+var GRID_SIZE = 8;
var CELL_SIZE = 150;
-var GRID_OFFSET_X = 224;
-var GRID_OFFSET_Y = 200;
+var GRID_OFFSET_X = 374;
+var GRID_OFFSET_Y = 350;
var grid = [];
var gameGrid = [];
var pieceShapes = [[[1]],
// Single block