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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 }); // Add a slight shadow/glow effect to background for depth background.alpha = 0.8; // 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, scaleX: 0.9, // Slightly smaller than cell for nicer look scaleY: 0.9 // Slightly smaller than cell for nicer look }); // Add sprite with a little animation for new cells self.addChild(self.sprite); self.sprite.alpha = 0; self.sprite.scaleX = 0.5; self.sprite.scaleY = 0.5; // Animate in with a little bounce effect tween(self.sprite, { alpha: 1, scaleX: 0.9, scaleY: 0.9 }, { duration: 200, easing: 'easeOutBack' }); }; // Visual feedback on tap/touch self.down = function (x, y, obj) { // Add small scale effect on tap tween(self, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, onComplete: function onComplete() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); 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) { // Check if animations are in progress if (animationInProgress) { return; // Ignore taps during animations } if (selectedCell === null) { selectedCell = tappedCell; // Visual feedback for selection tween(selectedCell.sprite, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150 }); 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 - deselect tween(selectedCell.sprite, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); 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) { // Reset selection effect tween(selectedCell.sprite, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); animationInProgress = true; // Prevent new selections during animation // 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, onComplete: function onComplete() { // First part of animation complete } }); tween(cell2, { x: pos1_x, y: pos1_y }, { duration: 300, onComplete: function onComplete() { // Schedule the match check and destruction after animation completes LK.setTimeout(function () { // checkForAndDestroyMatches now returns true if matches were found var matchesFound = checkForAndDestroyMatches(cell1, cell2); // If no matches found, the cells will be swapped back in checkForAndDestroyMatches // Re-enable selections after a short delay LK.setTimeout(function () { animationInProgress = false; }, matchesFound ? 1000 : 350); // Longer delay if matches were found and refill happens }, 50); } }); selectedCell = null; // Reset selection after swap } else { // Reset previous selection effect tween(selectedCell.sprite, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); // Tapped a non-adjacent cell. Treat this as a new selection. selectedCell = tappedCell; // Visual feedback for new selection tween(selectedCell.sprite, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150 }); 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) { // Animate the cell before removing it tween(cell.sprite, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 200, onComplete: function onComplete() { 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 refillGrid() { // First move existing cells down to fill gaps var hasMoved = false; // Process each column for (var col = 0; col < gridSize; col++) { // Start from the bottom row and move up for (var row = gridSize - 1; row > 0; row--) { if (gridCells[row][col] === null) { // Find the closest non-null cell above var sourceRow = row - 1; while (sourceRow >= 0 && gridCells[sourceRow][col] === null) { sourceRow--; } if (sourceRow >= 0) { // Move this cell down to the empty space var movingCell = gridCells[sourceRow][col]; var targetY = startY + row * (cellSize + cellSpacing); // Update the grid references gridCells[row][col] = movingCell; gridCells[sourceRow][col] = null; // Update the cell's internal coordinates movingCell.row = row; // Animate the move tween(movingCell, { y: targetY }, { duration: 300 }); hasMoved = true; } } } } // Create new cells for any remaining empty spaces at the top for (var col = 0; col < gridSize; col++) { for (var row = 0; row < gridSize; row++) { if (gridCells[row][col] === null) { // Create a new cell var newCell = new GridCell(); // Position cell (start above the grid and animate down) newCell.x = startX + col * (cellSize + cellSpacing); newCell.y = startY + (row - 3) * (cellSize + cellSpacing); // Start above grid // Assign coordinates newCell.row = row; newCell.col = col; // Generate random value var randomValue = Math.floor(Math.random() * 5) + 1; newCell.setValue(randomValue); // Add to grid and animate down gridContainer.addChild(newCell); gridCells[row][col] = newCell; // Animate falling into place tween(newCell, { y: startY + row * (cellSize + cellSpacing) }, { duration: 300, delay: 100 }); hasMoved = true; } } } return hasMoved; } function checkForAndDestroyMatches(swappedCellA, swappedCellB) { var allMatchGroupsOnBoard = getMatches(); // Get all potential matches on the board if (allMatchGroupsOnBoard.length === 0) { return false; // No matches found anywhere, nothing to do } var relevantMatchGroups = []; // If swapped cells are provided, only check matches involving them if (swappedCellA && swappedCellB) { // 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 this was a move that didn't create a match, swap cells back if (relevantMatchGroups.length === 0) { // Swap back the cells in the grid array var row1 = swappedCellA.row; var col1 = swappedCellA.col; var row2 = swappedCellB.row; var col2 = swappedCellB.col; // Swap cells in the gridCells array gridCells[row1][col1] = swappedCellB; gridCells[row2][col2] = swappedCellA; // Swap row/col properties on the cell objects swappedCellA.row = row2; swappedCellA.col = col2; swappedCellB.row = row1; swappedCellB.col = col1; // Animate the swap back tween(swappedCellA, { x: startX + col2 * (cellSize + cellSpacing), y: startY + row2 * (cellSize + cellSpacing) }, { duration: 300 }); tween(swappedCellB, { x: startX + col1 * (cellSize + cellSpacing), y: startY + row1 * (cellSize + cellSpacing) }, { duration: 300 }); return false; } } else { // If no specific cells provided, check all matches (for cascade effects) relevantMatchGroups = allMatchGroupsOnBoard; } // 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) { // Calculate points for this match var matchPoints = group.length * 10; // Bonus points for matches larger than 3 if (group.length > 3) { matchPoints += (group.length - 3) * 10; } // Update score LK.setScore(LK.getScore() + matchPoints); // Add cells to destroy list 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); // After a short delay to allow destruction animations to complete, // refill the grid and check for new matches LK.setTimeout(function () { refillGrid(); // Check for cascading matches after refill (with a delay) LK.setTimeout(function () { checkForAndDestroyMatches(); }, 500); }, 300); return true; } return false; } // Game variables 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; // Set up score display var scoreText = new Text2("Score: 0", { size: 80, fill: 0x333333 }); scoreText.anchor.set(0.5, 0); scoreText.x = 1024; // Center horizontally scoreText.y = 50; // Top padding LK.gui.top.addChild(scoreText); // Create grid container var gridContainer = new Container(); game.addChild(gridContainer); // Add game update listener to handle score display updates LK.on('tick', function () { // Update score display scoreText.setText("Score: " + LK.getScore()); }); // Flag to track if animations are in progress var animationInProgress = false; // Initialize score to 0 LK.setScore(0); // 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; } } // Check and clear any initial matches that might exist on the grid LK.setTimeout(function () { checkForAndDestroyMatches(); }, 500);
===================================================================
--- original.js
+++ change.js
@@ -12,8 +12,10 @@
var background = self.attachAsset('cuadricula', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Add a slight shadow/glow effect to background for depth
+ background.alpha = 0.8;
// Initialize properties
self.value = 0;
self.sprite = null;
self.row = -1; // Initialize row property
@@ -28,13 +30,45 @@
// Create new sprite based on value
var spriteId = 'meme' + newValue;
self.sprite = LK.getAsset(spriteId, {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: 0.9,
+ // Slightly smaller than cell for nicer look
+ scaleY: 0.9 // Slightly smaller than cell for nicer look
});
+ // Add sprite with a little animation for new cells
self.addChild(self.sprite);
+ self.sprite.alpha = 0;
+ self.sprite.scaleX = 0.5;
+ self.sprite.scaleY = 0.5;
+ // Animate in with a little bounce effect
+ tween(self.sprite, {
+ alpha: 1,
+ scaleX: 0.9,
+ scaleY: 0.9
+ }, {
+ duration: 200,
+ easing: 'easeOutBack'
+ });
};
+ // Visual feedback on tap/touch
self.down = function (x, y, obj) {
+ // Add small scale effect on tap
+ tween(self, {
+ scaleX: 0.95,
+ scaleY: 0.95
+ }, {
+ duration: 100,
+ onComplete: function onComplete() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
handleCellTap(self);
};
return self;
});
@@ -50,24 +84,48 @@
/****
* Game Code
****/
// Grid configuration
-var cellsPendingPhysicalDestruction = [];
var selectedCell = null;
function handleCellTap(tappedCell) {
+ // Check if animations are in progress
+ if (animationInProgress) {
+ return; // Ignore taps during animations
+ }
if (selectedCell === null) {
selectedCell = tappedCell;
+ // Visual feedback for selection
+ tween(selectedCell.sprite, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 150
+ });
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
+ // Tapped the same selected cell again - deselect
+ tween(selectedCell.sprite, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 150
+ });
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) {
+ // Reset selection effect
+ tween(selectedCell.sprite, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 150
+ });
+ animationInProgress = true; // Prevent new selections during animation
// Store original positions for animation
var pos1_x = cell1.x;
var pos1_y = cell1.y;
var pos2_x = cell2.x;
@@ -89,46 +147,54 @@
tween(cell1, {
x: pos2_x,
y: pos2_y
}, {
- duration: 300
+ duration: 300,
+ onComplete: function onComplete() {
+ // First part of animation complete
+ }
});
tween(cell2, {
x: pos1_x,
y: pos1_y
}, {
- duration: 300
+ duration: 300,
+ onComplete: function onComplete() {
+ // Schedule the match check and destruction after animation completes
+ LK.setTimeout(function () {
+ // checkForAndDestroyMatches now returns true if matches were found
+ var matchesFound = checkForAndDestroyMatches(cell1, cell2);
+ // If no matches found, the cells will be swapped back in checkForAndDestroyMatches
+ // Re-enable selections after a short delay
+ LK.setTimeout(function () {
+ animationInProgress = false;
+ }, matchesFound ? 1000 : 350); // Longer delay if matches were found and refill happens
+ }, 50);
+ }
});
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 {
+ // Reset previous selection effect
+ tween(selectedCell.sprite, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 150
+ });
// Tapped a non-adjacent cell. Treat this as a new selection.
selectedCell = tappedCell;
+ // Visual feedback for new selection
+ tween(selectedCell.sprite, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 150
+ });
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;
@@ -195,152 +261,187 @@
}
}
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
- });
- }
+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) {
+ // Animate the cell before removing it
+ tween(cell.sprite, {
+ alpha: 0,
+ scaleX: 0,
+ scaleY: 0
+ }, {
+ duration: 200,
+ onComplete: function onComplete() {
+ 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
+ }
+ });
}
- }
- // 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
+}
+function refillGrid() {
+ // First move existing cells down to fill gaps
+ var hasMoved = false;
+ // Process each column
+ for (var col = 0; col < gridSize; col++) {
+ // Start from the bottom row and move up
+ for (var row = gridSize - 1; row > 0; row--) {
+ if (gridCells[row][col] === null) {
+ // Find the closest non-null cell above
+ var sourceRow = row - 1;
+ while (sourceRow >= 0 && gridCells[sourceRow][col] === null) {
+ sourceRow--;
+ }
+ if (sourceRow >= 0) {
+ // Move this cell down to the empty space
+ var movingCell = gridCells[sourceRow][col];
+ var targetY = startY + row * (cellSize + cellSpacing);
+ // Update the grid references
+ gridCells[row][col] = movingCell;
+ gridCells[sourceRow][col] = null;
+ // Update the cell's internal coordinates
+ movingCell.row = row;
+ // Animate the move
+ tween(movingCell, {
+ y: targetY
+ }, {
+ duration: 300
+ });
+ hasMoved = true;
+ }
+ }
}
- // 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
- }
+ // Create new cells for any remaining empty spaces at the top
+ for (var col = 0; col < gridSize; col++) {
+ for (var row = 0; row < gridSize; row++) {
+ if (gridCells[row][col] === null) {
+ // Create a new cell
+ var newCell = new GridCell();
+ // Position cell (start above the grid and animate down)
+ newCell.x = startX + col * (cellSize + cellSpacing);
+ newCell.y = startY + (row - 3) * (cellSize + cellSpacing); // Start above grid
+ // Assign coordinates
+ newCell.row = row;
+ newCell.col = col;
+ // Generate random value
+ var randomValue = Math.floor(Math.random() * 5) + 1;
+ newCell.setValue(randomValue);
+ // Add to grid and animate down
+ gridContainer.addChild(newCell);
+ gridCells[row][col] = newCell;
+ // Animate falling into place
+ tween(newCell, {
+ y: startY + row * (cellSize + cellSpacing)
+ }, {
+ duration: 300,
+ delay: 100
+ });
+ hasMoved = true;
}
- });
- });
+ }
+ }
+ return hasMoved;
}
function checkForAndDestroyMatches(swappedCellA, swappedCellB) {
- var allMatchGroupsOnBoard = getMatches();
+ var allMatchGroupsOnBoard = getMatches(); // Get all potential matches on the board
+ if (allMatchGroupsOnBoard.length === 0) {
+ return false; // No matches found anywhere, nothing to do
+ }
var relevantMatchGroups = [];
- if (swappedCellA === null && swappedCellB === null) {
- // Full board check for cascades
- relevantMatchGroups = allMatchGroupsOnBoard;
- } else {
- // Initial check after a swap
+ // If swapped cells are provided, only check matches involving them
+ if (swappedCellA && swappedCellB) {
+ // 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;
+ break; // Found a swapped cell in this group, so the group is relevant
}
}
if (groupIsRelevant) {
relevantMatchGroups.push(group);
}
});
+ // If this was a move that didn't create a match, swap cells back
+ if (relevantMatchGroups.length === 0) {
+ // Swap back the cells in the grid array
+ var row1 = swappedCellA.row;
+ var col1 = swappedCellA.col;
+ var row2 = swappedCellB.row;
+ var col2 = swappedCellB.col;
+ // Swap cells in the gridCells array
+ gridCells[row1][col1] = swappedCellB;
+ gridCells[row2][col2] = swappedCellA;
+ // Swap row/col properties on the cell objects
+ swappedCellA.row = row2;
+ swappedCellA.col = col2;
+ swappedCellB.row = row1;
+ swappedCellB.col = col1;
+ // Animate the swap back
+ tween(swappedCellA, {
+ x: startX + col2 * (cellSize + cellSpacing),
+ y: startY + row2 * (cellSize + cellSpacing)
+ }, {
+ duration: 300
+ });
+ tween(swappedCellB, {
+ x: startX + col1 * (cellSize + cellSpacing),
+ y: startY + row1 * (cellSize + cellSpacing)
+ }, {
+ duration: 300
+ });
+ return false;
+ }
+ } else {
+ // If no specific cells provided, check all matches (for cascade effects)
+ relevantMatchGroups = allMatchGroupsOnBoard;
}
- 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
+ // 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) {
+ // Calculate points for this match
+ var matchPoints = group.length * 10;
+ // Bonus points for matches larger than 3
+ if (group.length > 3) {
+ matchPoints += (group.length - 3) * 10;
+ }
+ // Update score
+ LK.setScore(LK.getScore() + matchPoints);
+ // Add cells to destroy list
group.forEach(function (cell) {
+ // Create a unique key for each cell using its row and column
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);
+ if (!uniqueCellTracker[cellKey]) {
+ cellsToDestroy.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 (cellsToDestroy.length > 0) {
+ destroyCells(cellsToDestroy);
+ // After a short delay to allow destruction animations to complete,
+ // refill the grid and check for new matches
+ LK.setTimeout(function () {
+ refillGrid();
+ // Check for cascading matches after refill (with a delay)
+ LK.setTimeout(function () {
+ checkForAndDestroyMatches();
+ }, 500);
+ }, 300);
+ return true;
}
- // 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.
+ return false;
}
+// Game variables
var gridSize = 9;
var cellSpacing = 10;
var cellSize = 160; // Width/height of the cell background
var gridCells = [];
@@ -349,11 +450,29 @@
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;
+// Set up score display
+var scoreText = new Text2("Score: 0", {
+ size: 80,
+ fill: 0x333333
+});
+scoreText.anchor.set(0.5, 0);
+scoreText.x = 1024; // Center horizontally
+scoreText.y = 50; // Top padding
+LK.gui.top.addChild(scoreText);
// Create grid container
var gridContainer = new Container();
game.addChild(gridContainer);
+// Add game update listener to handle score display updates
+LK.on('tick', function () {
+ // Update score display
+ scoreText.setText("Score: " + LK.getScore());
+});
+// Flag to track if animations are in progress
+var animationInProgress = false;
+// Initialize score to 0
+LK.setScore(0);
// Create grid cells
for (var row = 0; row < gridSize; row++) {
gridCells[row] = [];
for (var col = 0; col < gridSize; col++) {
@@ -371,5 +490,9 @@
// Add to grid container and store reference
gridContainer.addChild(cell);
gridCells[row][col] = cell;
}
-}
\ No newline at end of file
+}
+// Check and clear any initial matches that might exist on the grid
+LK.setTimeout(function () {
+ checkForAndDestroyMatches();
+}, 500);
\ No newline at end of file
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