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elimina el codigo para el cambio de memes
User prompt
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 cellsPendingPhysicalDestruction = [];
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
}
}
}
}
// Function to actually remove cells from display and destroy them
function actuallyDestroyCells(arrayOfCells) {
arrayOfCells.forEach(function (cell) {
if (cell && cell.parent) {
// Check if cell exists and is still attached
gridContainer.removeChild(cell);
}
if (cell) {
// Check if cell exists before destroying
cell.destroy();
}
});
}
// 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 to animate falling cells and trigger further checks
function animateFallingCellsAndTriggerCascade() {
var cellsToShiftVisualOnly = [];
var gridUpdates = []; // To store { cell, oldRow, oldCol, newRow, newCol }
for (var c = 0; c < gridSize; c++) {
// Iterate columns
var emptySlotsInColumn = 0;
for (var r = gridSize - 1; r >= 0; r--) {
// Iterate rows from bottom up
if (gridCells[r][c] === null) {
emptySlotsInColumn++;
} else if (emptySlotsInColumn > 0) {
var cellToMove = gridCells[r][c];
var newLogicalRow = r + emptySlotsInColumn;
var targetY = startY + newLogicalRow * (cellSize + cellSpacing);
cellsToShiftVisualOnly.push({
cell: cellToMove,
targetY: targetY
});
// Store details needed to update the logical grid
gridUpdates.push({
cell: cellToMove,
oldRow: r,
oldCol: c,
newRow: newLogicalRow,
newCol: c
});
}
}
}
// Apply logical grid updates *before* animation starts
// First, clear old positions of moving cells to avoid overwriting during update
gridUpdates.forEach(function (op) {
gridCells[op.oldRow][op.oldCol] = null;
});
// Then, place cells in their new logical positions and update their row property
gridUpdates.forEach(function (op) {
op.cell.row = op.newRow; // Update cell's internal knowledge of its row
gridCells[op.newRow][op.newCol] = op.cell;
});
if (cellsToShiftVisualOnly.length === 0) {
// No cells are moving, meaning falling is complete for this cascade step, or no fall was needed.
if (cellsPendingPhysicalDestruction.length > 0) {
actuallyDestroyCells(cellsPendingPhysicalDestruction);
cellsPendingPhysicalDestruction = []; // Clear the list
}
// Check for new matches on the entire board.
// Use LK.setTimeout to ensure this check happens after current execution context unwinds.
LK.setTimeout(function () {
checkForAndDestroyMatches(null, null); // Check entire board for new matches
}, 50); // A small delay
return;
}
var animationsInProgressCount = cellsToShiftVisualOnly.length;
cellsToShiftVisualOnly.forEach(function (shiftOp) {
tween(shiftOp.cell, {
y: shiftOp.targetY
}, {
duration: 300,
// Animation duration
easing: tween.easeOut,
// A smooth easing for falling
onFinish: function onFinish() {
animationsInProgressCount--;
if (animationsInProgressCount === 0) {
// All falling animations for this step are done
if (cellsPendingPhysicalDestruction.length > 0) {
actuallyDestroyCells(cellsPendingPhysicalDestruction);
cellsPendingPhysicalDestruction = []; // Clear the list
}
// Now, check for new matches formed by the fallen cells
LK.setTimeout(function () {
checkForAndDestroyMatches(null, null); // Recursive call for cascades
}, 50); // A small delay
}
}
});
});
}
function checkForAndDestroyMatches(swappedCellA, swappedCellB) {
var allMatchGroupsOnBoard = getMatches();
var relevantMatchGroups = [];
if (swappedCellA === null && swappedCellB === null) {
// Full board check for cascades
relevantMatchGroups = allMatchGroupsOnBoard;
} else {
// Initial check after a swap
allMatchGroupsOnBoard.forEach(function (group) {
var groupIsRelevant = false;
for (var i = 0; i < group.length; i++) {
var cellInGroup = group[i];
if (cellInGroup === swappedCellA || cellInGroup === swappedCellB) {
groupIsRelevant = true;
break;
}
}
if (groupIsRelevant) {
relevantMatchGroups.push(group);
}
});
}
if (relevantMatchGroups.length === 0) {
// No new matches found in this pass.
// If this is part of a cascade that just finished falling and found no new matches,
// animateFallingCellsAndTriggerCascade's "no cells to shift" or "onFinish" paths
// would have handled cleanup and this recursive call. So, simply returning is fine.
return;
}
var cellsToMarkInThisPass = [];
var uniqueCellTracker = {}; // To avoid processing a cell multiple times if in multiple groups
relevantMatchGroups.forEach(function (group) {
group.forEach(function (cell) {
var cellKey = cell.row + "_" + cell.col;
// Cell must exist in the grid logically (not already nullified by a previous step in the same destruction event)
// and not yet tracked for this specific pass of marking.
if (gridCells[cell.row] && gridCells[cell.row][cell.col] === cell && !uniqueCellTracker[cellKey]) {
cellsToMarkInThisPass.push(cell);
uniqueCellTracker[cellKey] = true;
}
});
});
if (cellsToMarkInThisPass.length > 0) {
// These are newly identified cells to be destroyed (or marked for destruction)
cellsToMarkInThisPass.forEach(function (cell) {
// Add to global list for eventual physical destruction, if not already there from this destruction event
if (!cellsPendingPhysicalDestruction.includes(cell)) {
cellsPendingPhysicalDestruction.push(cell);
}
gridCells[cell.row][cell.col] = null; // Mark as empty in the logical grid
});
// Since new cells were marked (and thus logically removed from grid), trigger falling and subsequent checks
animateFallingCellsAndTriggerCascade();
} else if (relevantMatchGroups.length > 0 && cellsPendingPhysicalDestruction.length > 0) {
// No *new* cells were marked in this pass (cellsToMarkInThisPass is empty),
// BUT there were relevantMatchGroups (meaning matches exist, likely on already nulled spots)
// AND there are cells pending physical destruction from previous steps of this same destruction event.
// This implies we're in a complex cascade state. We should still trigger the falling/cleanup mechanism.
animateFallingCellsAndTriggerCascade();
}
// If relevantMatchGroups.length > 0, but cellsToMarkInThisPass is 0, AND cellsPendingPhysicalDestruction is 0,
// it implies a very specific state where matches are found on already nulled spots from a *fully completed previous destruction event*.
// This case should be rare and ideally covered by the general flow. If it's problematic,
// the condition `cellsPendingPhysicalDestruction.length > 0` in the else-if ensures we only proceed if there's an active destruction event.
}
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
@@ -50,8 +50,9 @@
/****
* Game Code
****/
// Grid configuration
+var cellsPendingPhysicalDestruction = [];
var selectedCell = null;
function handleCellTap(tappedCell) {
if (selectedCell === null) {
selectedCell = tappedCell;
@@ -113,8 +114,21 @@
}
}
}
}
+// Function to actually remove cells from display and destroy them
+function actuallyDestroyCells(arrayOfCells) {
+ arrayOfCells.forEach(function (cell) {
+ if (cell && cell.parent) {
+ // Check if cell exists and is still attached
+ gridContainer.removeChild(cell);
+ }
+ if (cell) {
+ // Check if cell exists before destroying
+ cell.destroy();
+ }
+ });
+}
// Helper functions for match detection and destruction
function getMatches() {
var matches = [];
var r, c, k, cell1, nextCell, currentMatchValue, currentMatchCells;
@@ -181,61 +195,151 @@
}
}
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 to animate falling cells and trigger further checks
+function animateFallingCellsAndTriggerCascade() {
+ var cellsToShiftVisualOnly = [];
+ var gridUpdates = []; // To store { cell, oldRow, oldCol, newRow, newCol }
+ for (var c = 0; c < gridSize; c++) {
+ // Iterate columns
+ var emptySlotsInColumn = 0;
+ for (var r = gridSize - 1; r >= 0; r--) {
+ // Iterate rows from bottom up
+ if (gridCells[r][c] === null) {
+ emptySlotsInColumn++;
+ } else if (emptySlotsInColumn > 0) {
+ var cellToMove = gridCells[r][c];
+ var newLogicalRow = r + emptySlotsInColumn;
+ var targetY = startY + newLogicalRow * (cellSize + cellSpacing);
+ cellsToShiftVisualOnly.push({
+ cell: cellToMove,
+ targetY: targetY
+ });
+ // Store details needed to update the logical grid
+ gridUpdates.push({
+ cell: cellToMove,
+ oldRow: r,
+ oldCol: c,
+ newRow: newLogicalRow,
+ newCol: c
+ });
+ }
}
+ }
+ // Apply logical grid updates *before* animation starts
+ // First, clear old positions of moving cells to avoid overwriting during update
+ gridUpdates.forEach(function (op) {
+ gridCells[op.oldRow][op.oldCol] = null;
});
+ // Then, place cells in their new logical positions and update their row property
+ gridUpdates.forEach(function (op) {
+ op.cell.row = op.newRow; // Update cell's internal knowledge of its row
+ gridCells[op.newRow][op.newCol] = op.cell;
+ });
+ if (cellsToShiftVisualOnly.length === 0) {
+ // No cells are moving, meaning falling is complete for this cascade step, or no fall was needed.
+ if (cellsPendingPhysicalDestruction.length > 0) {
+ actuallyDestroyCells(cellsPendingPhysicalDestruction);
+ cellsPendingPhysicalDestruction = []; // Clear the list
+ }
+ // Check for new matches on the entire board.
+ // Use LK.setTimeout to ensure this check happens after current execution context unwinds.
+ LK.setTimeout(function () {
+ checkForAndDestroyMatches(null, null); // Check entire board for new matches
+ }, 50); // A small delay
+ return;
+ }
+ var animationsInProgressCount = cellsToShiftVisualOnly.length;
+ cellsToShiftVisualOnly.forEach(function (shiftOp) {
+ tween(shiftOp.cell, {
+ y: shiftOp.targetY
+ }, {
+ duration: 300,
+ // Animation duration
+ easing: tween.easeOut,
+ // A smooth easing for falling
+ onFinish: function onFinish() {
+ animationsInProgressCount--;
+ if (animationsInProgressCount === 0) {
+ // All falling animations for this step are done
+ if (cellsPendingPhysicalDestruction.length > 0) {
+ actuallyDestroyCells(cellsPendingPhysicalDestruction);
+ cellsPendingPhysicalDestruction = []; // Clear the list
+ }
+ // Now, check for new matches formed by the fallen cells
+ LK.setTimeout(function () {
+ checkForAndDestroyMatches(null, null); // Recursive call for cascades
+ }, 50); // A small delay
+ }
+ }
+ });
+ });
}
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 allMatchGroupsOnBoard = getMatches();
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 (swappedCellA === null && swappedCellB === null) {
+ // Full board check for cascades
+ relevantMatchGroups = allMatchGroupsOnBoard;
+ } else {
+ // Initial check after a swap
+ allMatchGroupsOnBoard.forEach(function (group) {
+ var groupIsRelevant = false;
+ for (var i = 0; i < group.length; i++) {
+ var cellInGroup = group[i];
+ if (cellInGroup === swappedCellA || cellInGroup === swappedCellB) {
+ groupIsRelevant = true;
+ break;
+ }
}
- }
- if (groupIsRelevant) {
- relevantMatchGroups.push(group);
- }
- });
+ if (groupIsRelevant) {
+ relevantMatchGroups.push(group);
+ }
+ });
+ }
if (relevantMatchGroups.length === 0) {
- return; // No matches involving the swapped cells were found
+ // No new matches found in this pass.
+ // If this is part of a cascade that just finished falling and found no new matches,
+ // animateFallingCellsAndTriggerCascade's "no cells to shift" or "onFinish" paths
+ // would have handled cleanup and this recursive call. So, simply returning is fine.
+ return;
}
- // Proceed with destroying cells from the relevant match groups
- var cellsToDestroy = [];
- var uniqueCellTracker = {}; // To ensure each cell is added only once
+ var cellsToMarkInThisPass = [];
+ var uniqueCellTracker = {}; // To avoid processing a cell multiple times if in multiple groups
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);
+ // Cell must exist in the grid logically (not already nullified by a previous step in the same destruction event)
+ // and not yet tracked for this specific pass of marking.
+ if (gridCells[cell.row] && gridCells[cell.row][cell.col] === cell && !uniqueCellTracker[cellKey]) {
+ cellsToMarkInThisPass.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);
+ if (cellsToMarkInThisPass.length > 0) {
+ // These are newly identified cells to be destroyed (or marked for destruction)
+ cellsToMarkInThisPass.forEach(function (cell) {
+ // Add to global list for eventual physical destruction, if not already there from this destruction event
+ if (!cellsPendingPhysicalDestruction.includes(cell)) {
+ cellsPendingPhysicalDestruction.push(cell);
+ }
+ gridCells[cell.row][cell.col] = null; // Mark as empty in the logical grid
+ });
+ // Since new cells were marked (and thus logically removed from grid), trigger falling and subsequent checks
+ animateFallingCellsAndTriggerCascade();
+ } else if (relevantMatchGroups.length > 0 && cellsPendingPhysicalDestruction.length > 0) {
+ // No *new* cells were marked in this pass (cellsToMarkInThisPass is empty),
+ // BUT there were relevantMatchGroups (meaning matches exist, likely on already nulled spots)
+ // AND there are cells pending physical destruction from previous steps of this same destruction event.
+ // This implies we're in a complex cascade state. We should still trigger the falling/cleanup mechanism.
+ animateFallingCellsAndTriggerCascade();
}
+ // If relevantMatchGroups.length > 0, but cellsToMarkInThisPass is 0, AND cellsPendingPhysicalDestruction is 0,
+ // it implies a very specific state where matches are found on already nulled spots from a *fully completed previous destruction event*.
+ // This case should be rare and ideally covered by the general flow. If it's problematic,
+ // the condition `cellsPendingPhysicalDestruction.length > 0` in the else-if ensures we only proceed if there's an active destruction event.
}
var gridSize = 9;
var cellSpacing = 10;
var cellSize = 160; // Width/height of the cell background
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