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elimina el codigo para el cambio de memes
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No se puede cambiar los memes despues del primer movimiento. Los memes se hacen más chiquitos como si se cambiaran y a pesar de tocar otro este no se cambia si no que repite lo anteriormente dicho
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El bug continua, busca una alternativa para poder seguir haciendo cambios de posición
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Arregla el bug que hace que despues del primero cambio dejan de hacer cambios de lugar
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arregla el bug que no permite cambiar posición despues de la primera vez
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Please fix the bug: 'Cannot read properties of undefined (reading 'outBack')' in or related to this line: 'tween(self.sprite, {' Line Number: 54
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optimiza el codigo
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Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'scoreText.setText("Score: " + LK.getScore());' Line Number: 479 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'outBack')' in or related to this line: 'tween(self.sprite, {' Line Number: 55
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Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'scoreText.setText("Score: " + LK.getScore());' Line Number: 479
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Mejora el codigo
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cuando se rompan los memes haz que los memes superiores bajen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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arregla el bug que hace que se destruyan todos los memes del mismo tipo, haz que simplemente sean los adyacentes del movido
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si se juntan 3 memes del mismo tipo (vertical u horizontal) tras mover, se destruirán
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cuando se toque un meme, y posteriormente uno de sus memes adyacentes (vertical y horizontal), cambiaran de posición ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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cuando se toque un meme, y posteriormente uno de sus memes adyacentes (vertical y horizontal), cambiaran de posición
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crea un grid 9*9 en el centro de la pantalla con un espaciado de 10 pixeles entre cada uno. Haz que cada grid tenga un valor y un sprite diferente del 1 a 5 aleatoriamente
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Cuando se toque un meme y consecutivamente uno de los memes de sus costados laterales y superiores, se cambiaran de posición ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cuando se toque un meme y consecutivamente uno de los memes de sus costados laterales y superiores, se cambiaran de posición ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que al tocar un meme y presionar uno de los memes de sus costados laterales y superiores cambien de posición ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Optimiza el codigo
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Optimiza el código
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Elimina todos los comentarios // del codigo
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Crea un objeto llamado meme, haz que aleatoriamente tenga un valor entre 1 a 5, según su valor sera el diseño. Haz que aparezcan en todas las cadriculas
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Crea un objeto llamado meme, haz que aleatoriamente tenga un valor entre 1 a 5, según su valor sera el diseño. Haz que aparezcan random en las cuadriculas
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var GridCell = Container.expand(function () { var self = Container.call(this); // Create the background square for the cell var background = self.attachAsset('cuadricula', { anchorX: 0.5, anchorY: 0.5 }); // Initialize properties self.value = 0; self.sprite = null; self.row = -1; // Initialize row property self.col = -1; // Initialize col property // Method to set value and corresponding sprite self.setValue = function (newValue) { self.value = newValue; // Remove previous sprite if exists if (self.sprite) { self.removeChild(self.sprite); } // Create new sprite based on value var spriteId = 'meme' + newValue; self.sprite = LK.getAsset(spriteId, { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.sprite); }; self.down = function (x, y, obj) { handleCellTap(self); }; return self; }); /**** * Initialize Game ****/ // Grid configuration var game = new LK.Game({ backgroundColor: 0xF4FFFF }); /**** * Game Code ****/ // Grid configuration var selectedCell = null; function handleCellTap(tappedCell) { if (selectedCell === null) { selectedCell = tappedCell; LK.effects.flashObject(selectedCell.sprite, 0xFFFF00, 150); // Flash yellow quickly } else { var cell1 = selectedCell; var cell2 = tappedCell; if (cell1 === cell2) { // Tapped the same selected cell again selectedCell = null; // Deselect } else { // Check for adjacency (vertical or horizontal) var isAdjacent = Math.abs(cell1.row - cell2.row) === 1 && cell1.col === cell2.col || Math.abs(cell1.col - cell2.col) === 1 && cell1.row === cell2.row; if (isAdjacent) { // Store original positions for animation var pos1_x = cell1.x; var pos1_y = cell1.y; var pos2_x = cell2.x; var pos2_y = cell2.y; // Store original grid indices var row1 = cell1.row; var col1 = cell1.col; var row2 = cell2.row; var col2 = cell2.col; // Swap cells in the gridCells array gridCells[row1][col1] = cell2; gridCells[row2][col2] = cell1; // Swap row/col properties on the cell objects cell1.row = row2; cell1.col = col2; cell2.row = row1; cell2.col = col1; // Animate the visual swap of positions tween(cell1, { x: pos2_x, y: pos2_y }, { duration: 300 }); tween(cell2, { x: pos1_x, y: pos1_y }, { duration: 300 }); selectedCell = null; // Reset selection after swap // Schedule the match check and destruction slightly after the animation completes LK.setTimeout(function () { checkForAndDestroyMatches(cell1, cell2); // Pass the swapped cells // Future enhancement: After destruction, new cells might fall, // and new matches could form. This would require a loop of: // check/destroy -> fill -> check/destroy ... until no more matches. // For now, we just check once after the swap. }, 350); // Animation is 300ms, add a small buffer of 50ms } else { // Tapped a non-adjacent cell. Treat this as a new selection. selectedCell = tappedCell; LK.effects.flashObject(selectedCell.sprite, 0xFFFF00, 150); // Flash the new selection } } } } // Helper functions for match detection and destruction function getMatches() { var matches = []; var r, c, k, cell1, nextCell, currentMatchValue, currentMatchCells; // Horizontal matches for (r = 0; r < gridSize; r++) { for (c = 0; c < gridSize;) { // c is incremented based on match length or by 1 if (c > gridSize - 3) { // Optimization: not enough cells left for a match of 3 c++; continue; } cell1 = gridCells[r][c]; if (!cell1) { // Skip empty cells c++; continue; } currentMatchValue = cell1.value; currentMatchCells = [cell1]; for (k = c + 1; k < gridSize; k++) { nextCell = gridCells[r][k]; if (nextCell && nextCell.value === currentMatchValue) { currentMatchCells.push(nextCell); } else { break; // End of current potential match } } if (currentMatchCells.length >= 3) { matches.push(currentMatchCells); } c += currentMatchCells.length > 0 ? currentMatchCells.length : 1; // Advance index } } // Vertical matches for (c = 0; c < gridSize; c++) { for (r = 0; r < gridSize;) { // r is incremented based on match length or by 1 if (r > gridSize - 3) { // Optimization: not enough cells left for a match of 3 r++; continue; } cell1 = gridCells[r][c]; if (!cell1) { // Skip empty cells r++; continue; } currentMatchValue = cell1.value; currentMatchCells = [cell1]; for (k = r + 1; k < gridSize; k++) { nextCell = gridCells[k][c]; if (nextCell && nextCell.value === currentMatchValue) { currentMatchCells.push(nextCell); } else { break; // End of current potential match } } if (currentMatchCells.length >= 3) { matches.push(currentMatchCells); } r += currentMatchCells.length > 0 ? currentMatchCells.length : 1; // Advance index } } return matches; } function destroyCells(cellsToDestroy) { cellsToDestroy.forEach(function (cell) { // Defensive checks: ensure cell exists and is the one we expect in the grid if (cell && gridCells[cell.row] && gridCells[cell.row][cell.col] === cell) { gridContainer.removeChild(cell); // Remove from display cell.destroy(); // Destroy the cell object (releases resources) gridCells[cell.row][cell.col] = null; // Mark as empty in the logical grid } }); } function checkForAndDestroyMatches(swappedCellA, swappedCellB) { var allMatchGroupsOnBoard = getMatches(); // Get all potential matches on the board if (allMatchGroupsOnBoard.length === 0) { return; // No matches found anywhere, nothing to do } var relevantMatchGroups = []; // Filter allMatchGroupsOnBoard to find groups containing one of the swapped cells allMatchGroupsOnBoard.forEach(function (group) { var groupIsRelevant = false; for (var i = 0; i < group.length; i++) { var cellInGroup = group[i]; // Check if the current cell in the group is one of the cells that was moved if (cellInGroup === swappedCellA || cellInGroup === swappedCellB) { groupIsRelevant = true; break; // Found a swapped cell in this group, so the group is relevant } } if (groupIsRelevant) { relevantMatchGroups.push(group); } }); if (relevantMatchGroups.length === 0) { return; // No matches involving the swapped cells were found } // Proceed with destroying cells from the relevant match groups var cellsToDestroy = []; var uniqueCellTracker = {}; // To ensure each cell is added only once relevantMatchGroups.forEach(function (group) { // Iterate over only relevant groups group.forEach(function (cell) { // Create a unique key for each cell using its row and column var cellKey = cell.row + "_" + cell.col; if (!uniqueCellTracker[cellKey]) { cellsToDestroy.push(cell); uniqueCellTracker[cellKey] = true; } }); }); if (cellsToDestroy.length > 0) { destroyCells(cellsToDestroy); // Here you could add scoring or other effects if needed // e.g., LK.setScore(LK.getScore() + cellsToDestroy.length * 10); } } var gridSize = 9; var cellSpacing = 10; var cellSize = 160; // Width/height of the cell background var gridCells = []; // Calculate total grid width and height var totalGridWidth = gridSize * cellSize + (gridSize - 1) * cellSpacing; var totalGridHeight = totalGridWidth; // Grid is square // Calculate starting position to center the grid var startX = (2048 - totalGridWidth) / 2 + cellSize / 2; var startY = (2732 - totalGridHeight) / 2 + cellSize / 2; // Create grid container var gridContainer = new Container(); game.addChild(gridContainer); // Create grid cells for (var row = 0; row < gridSize; row++) { gridCells[row] = []; for (var col = 0; col < gridSize; col++) { // Create new cell var cell = new GridCell(); // Position cell cell.x = startX + col * (cellSize + cellSpacing); cell.y = startY + row * (cellSize + cellSpacing); // Assign row and column to the cell cell.row = row; cell.col = col; // Generate random value between 1 and 5 var randomValue = Math.floor(Math.random() * 5) + 1; cell.setValue(randomValue); // Add to grid container and store reference gridContainer.addChild(cell); gridCells[row][col] = cell; } }
===================================================================
--- original.js
+++ change.js
@@ -99,9 +99,9 @@
});
selectedCell = null; // Reset selection after swap
// Schedule the match check and destruction slightly after the animation completes
LK.setTimeout(function () {
- checkForAndDestroyMatches();
+ checkForAndDestroyMatches(cell1, cell2); // Pass the swapped cells
// Future enhancement: After destruction, new cells might fall,
// and new matches could form. This would require a loop of:
// check/destroy -> fill -> check/destroy ... until no more matches.
// For now, we just check once after the swap.
@@ -191,16 +191,37 @@
gridCells[cell.row][cell.col] = null; // Mark as empty in the logical grid
}
});
}
-function checkForAndDestroyMatches() {
- var matchGroups = getMatches();
- if (matchGroups.length === 0) {
- return; // No matches found, nothing to do
+function checkForAndDestroyMatches(swappedCellA, swappedCellB) {
+ var allMatchGroupsOnBoard = getMatches(); // Get all potential matches on the board
+ if (allMatchGroupsOnBoard.length === 0) {
+ return; // No matches found anywhere, nothing to do
}
+ var relevantMatchGroups = [];
+ // Filter allMatchGroupsOnBoard to find groups containing one of the swapped cells
+ allMatchGroupsOnBoard.forEach(function (group) {
+ var groupIsRelevant = false;
+ for (var i = 0; i < group.length; i++) {
+ var cellInGroup = group[i];
+ // Check if the current cell in the group is one of the cells that was moved
+ if (cellInGroup === swappedCellA || cellInGroup === swappedCellB) {
+ groupIsRelevant = true;
+ break; // Found a swapped cell in this group, so the group is relevant
+ }
+ }
+ if (groupIsRelevant) {
+ relevantMatchGroups.push(group);
+ }
+ });
+ if (relevantMatchGroups.length === 0) {
+ return; // No matches involving the swapped cells were found
+ }
+ // Proceed with destroying cells from the relevant match groups
var cellsToDestroy = [];
var uniqueCellTracker = {}; // To ensure each cell is added only once
- matchGroups.forEach(function (group) {
+ relevantMatchGroups.forEach(function (group) {
+ // Iterate over only relevant groups
group.forEach(function (cell) {
// Create a unique key for each cell using its row and column
var cellKey = cell.row + "_" + cell.col;
if (!uniqueCellTracker[cellKey]) {
la figura de una casa color blanca simple para una interfaz. In-Game asset. 2d. High contrast. No shadows
haz el fondo color morado
circular check logo. In-Game asset. 2d. High contrast. No shadows
Cuadrado con los bordes redondeado negro. In-Game asset. 2d. High contrast. No shadows
hazlo un gris claro
Que sea blanco
Que sea blanco