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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: tween.easeOut
});
};
// 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
@@ -47,9 +47,9 @@
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 200,
- easing: 'outBack'
+ easing: tween.easeOut
});
};
// Visual feedback on tap/touch
self.down = function (x, y, obj) {
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