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haz que no se pueda mover manualmente mientras estan en gravedad
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haz que las roturas por gravedad empiecen una vez finalicen las caidas
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si se empieza una nueva roptura de meme que no continue con el delay del anterior
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haz que a medida que se rompen caigan nuevos memes
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(cell1).to({' Line Number: 138
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(cell1, {' Line Number: 138
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Please fix the bug: 'Script error.' in or related to this line: 'tween(cell1, {' Line Number: 138
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mejora la animación de salida de nuevos memes ara que sea más agradable ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que a medida que se van rompiendo caigan nuevos memes
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Haz que el grid sea de 8*8 y aumenta su tamaño un 30%
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haz que la cuadricula sea 8*8 y aumenta su tamaño un 50%
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Si hay memes juntos, no se romperán después de unir un meme, solo se romperán cuando se junten con su mismo tipo por el jugador o por gravedad.
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Si hay memes juntos no se romperán después de romper un meme, solo se romperan cuando se junten con su mismo tipo por el jugador. Los memes juntados por la gravedad no cumlen esta regla
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agregale sonido al romperse los memes. agregale diley de roptura a los memes unido para hacerlo satisfactorio
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Haz que la rotura de los memes tenga diley entre cada una y agregale sonido
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has que despues de que se rompa un meme, los memes de superiores a el bajaran ocupando el espacio vacio
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Optimiza el codigo
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Analiza y busca el error que hace que no se pueda hacer cambios de lugar despues del primer movimiento
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agrega la característica de cambiar de posiciones los memes con sus adyacentes (vertical y horizontal)
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agrega la caracteristica de poder cambiar de posiciones los memes con sus adyacentes laterales
Code edit (1 edits merged)
Please save this source code
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Elimina el feedback de agarre y las variables relacionadas
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agrega una nueva funcionalidad para mover de lugar los memes de manera correcta
Code edit (1 edits merged)
Please save this source code
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ELimina la funcionalidad para cambiar de lugar los memes
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var GridCell = Container.expand(function () { var self = Container.call(this); // Method to initialize or reset a cell self.init = function () { // Create the background square for the cell if it doesn't exist if (!self.background) { self.background = self.attachAsset('cuadricula', { anchorX: 0.5, anchorY: 0.5 }); } // Initialize or reset properties self.value = 0; self.sprite = null; self.row = -1; self.col = -1; return self; // Enable chaining }; // Method to set value and corresponding sprite self.setValue = function (newValue) { // Skip if same value if (self.value === newValue) { return; } 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); }; // Handle tap event self.down = function (x, y, obj) { handleCellTap(self); }; // Initialize the cell self.init(); return self; }); /**** * Initialize Game ****/ // Factory function to get a GridCell (from pool or new) // Grid configuration var game = new LK.Game({ backgroundColor: 0xF4FFFF }); /**** * Game Code ****/ // Grid configuration // Cell pool for object reuse var cellPool = []; // Factory function to get a GridCell (from pool or new) function getGridCell() { if (cellPool.length > 0) { return cellPool.pop().init(); // Reuse a cell from the pool } return new GridCell(); // Create a new cell } // Function to return a cell to the pool function recycleGridCell(cell) { if (cell) { cellPool.push(cell); // Add to pool for later reuse } } var selectedCell = null; function handleCellTap(tappedCell) { // Case 1: No cell selected yet - select this one if (selectedCell === null) { selectedCell = tappedCell; LK.effects.flashObject(selectedCell.sprite, 0xFFFF00, 150); // Flash yellow quickly return; } var cell1 = selectedCell; var cell2 = tappedCell; // Case 2: Tapped the already selected cell - deselect it if (cell1 === cell2) { selectedCell = null; // Deselect return; } // Case 3: 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) { // Case 4: Non-adjacent cell - select the new cell instead selectedCell = tappedCell; LK.effects.flashObject(selectedCell.sprite, 0xFFFF00, 150); // Flash the new selection return; } // Case 5: Adjacent cell - perform the swap // 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 } // Helper functions for match detection and destruction function getMatches() { var matches = []; // Helper function to find matches in a specific direction function findDirectionalMatches(isHorizontal) { var primary, secondary; for (primary = 0; primary < gridSize; primary++) { for (secondary = 0; secondary < gridSize;) { // Skip if not enough cells left for a match of 3 if (secondary > gridSize - 3) { secondary++; continue; } // Get current cell based on direction var cell1 = isHorizontal ? gridCells[primary][secondary] : gridCells[secondary][primary]; if (!cell1) { // Skip empty cells secondary++; continue; } var currentMatchValue = cell1.value; var currentMatchCells = [cell1]; // Check subsequent cells for matches for (var k = secondary + 1; k < gridSize; k++) { var nextCell = isHorizontal ? gridCells[primary][k] : gridCells[k][primary]; if (nextCell && nextCell.value === currentMatchValue) { currentMatchCells.push(nextCell); } else { break; // End of current potential match } } // Add to matches if we found 3 or more if (currentMatchCells.length >= 3) { matches.push(currentMatchCells); } // Move index forward based on match length secondary += currentMatchCells.length > 0 ? currentMatchCells.length : 1; } } } // Find horizontal matches findDirectionalMatches(true); // Find vertical matches findDirectionalMatches(false); return matches; } function destroyCells(cellsToDestroy) { // Process each cell with a slight delay for more satisfying destruction var delay = 0; var delayIncrement = 100; // 100ms delay between each meme destruction cellsToDestroy.forEach(function (cell) { // Schedule destruction with increasing delay LK.setTimeout(function () { // 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) { // Play explosion sound LK.getSound('Explosion').play(); // Visual flash effect LK.effects.flashObject(cell, 0xFFFFFF, 200); // Remove from display gridContainer.removeChild(cell); cell.destroy(); // Destroy the cell object (releases resources) gridCells[cell.row][cell.col] = null; // Mark as empty in the logical grid } }, delay); // Increase delay for next cell delay += delayIncrement; }); // After destroying cells, make memes fall to fill empty spaces // Wait until all cells are destroyed LK.setTimeout(function () { applyGravity(); }, delay + 50); } // Function to make memes fall down to fill empty spaces function applyGravity() { // Loop through each column for (var col = 0; col < gridSize; col++) { // Start from the bottom row and work upwards for (var row = gridSize - 1; row >= 0; row--) { // If current cell is empty if (!gridCells[row][col]) { // Look for the nearest non-empty cell above var sourceRow = row - 1; while (sourceRow >= 0 && !gridCells[sourceRow][col]) { sourceRow--; } // If we found a cell to move down if (sourceRow >= 0) { var cellToMove = gridCells[sourceRow][col]; // Update grid array gridCells[row][col] = cellToMove; gridCells[sourceRow][col] = null; // Update cell's logical position cellToMove.row = row; // Animate the fall var newPos = getCellPosition(row, col); tween(cellToMove, { y: newPos.y }, { duration: 300, ease: "bounce" }); } } } } } function checkForAndDestroyMatches(swappedCellA, swappedCellB) { // Get all potential matches on the board var allMatchGroupsOnBoard = getMatches(); // Quick return if no matches if (!allMatchGroupsOnBoard.length) { return; // No matches found anywhere, nothing to do } // Filter to only match groups containing one of the swapped cells var relevantMatchGroups = allMatchGroupsOnBoard.filter(function (group) { // Check if any cell in the group is one of our swapped cells return group.some(function (cellInGroup) { return cellInGroup === swappedCellA || cellInGroup === swappedCellB; }); }); // Quick return if no relevant matches if (!relevantMatchGroups.length) { return; // No matches involving the swapped cells were found } // Create array of unique cells to destroy var uniqueCellTracker = {}; var cellsToDestroy = []; // Collect all cells from relevant groups, avoiding duplicates relevantMatchGroups.forEach(function (group) { group.forEach(function (cell) { // Create a unique key for each cell var cellKey = cell.row + "_" + cell.col; // Only add if we haven't seen this cell yet if (!uniqueCellTracker[cellKey]) { cellsToDestroy.push(cell); uniqueCellTracker[cellKey] = true; } }); }); // Destroy cells if we found any if (cellsToDestroy.length) { destroyCells(cellsToDestroy); // Wait for gravity animation to complete, then check for new matches // Allow more time for sequential destruction and gravity to complete LK.setTimeout(function () { // Check for new matches caused by gravity var newMatches = getMatches(); if (newMatches.length > 0) { // Get all cells from all new match groups var newCellsToDestroy = []; var newCellTracker = {}; newMatches.forEach(function (group) { group.forEach(function (cell) { var cellKey = cell.row + "_" + cell.col; if (!newCellTracker[cellKey]) { newCellsToDestroy.push(cell); newCellTracker[cellKey] = true; } }); }); // Destroy these new matches if (newCellsToDestroy.length) { destroyCells(newCellsToDestroy); } } }, 800); // Increased wait time to accommodate sequential destruction // Here you could add scoring or other effects if needed // e.g., LK.setScore(LK.getScore() + cellsToDestroy.length * 10); } } // Game configuration var gridSize = 8; var cellSpacing = 10; var cellSize = 208; // Width/height of the cell background increased by 30% var gridCells = []; // Calculate layout var totalGridWidth = gridSize * cellSize + (gridSize - 1) * cellSpacing; var totalGridHeight = totalGridWidth; // Grid is square // Center the grid on screen var startX = (2048 - totalGridWidth) / 2 + cellSize / 2; var startY = (2732 - totalGridHeight) / 2 + cellSize / 2; // Position calculation helper function getCellPosition(row, col) { return { x: startX + col * (cellSize + cellSpacing), y: startY + row * (cellSize + cellSpacing) }; } // Create grid container var gridContainer = new Container(); game.addChild(gridContainer); // Create and initialize the grid function initializeGrid() { // Clear existing grid if any gridCells = []; // Create grid cells for (var row = 0; row < gridSize; row++) { gridCells[row] = []; for (var col = 0; col < gridSize; col++) { // Get cell position var pos = getCellPosition(row, col); // Create new cell (using pool if implemented) var cell = getGridCell ? getGridCell() : new GridCell(); // Position cell cell.x = pos.x; cell.y = pos.y; // Assign row and column cell.row = row; cell.col = col; // Generate random value (1-5), but avoid creating initial matches var randomValue; var attempts = 0; do { randomValue = Math.floor(Math.random() * 5) + 1; attempts++; // Check left and above for potential matches var leftMatchCount = 0; var aboveMatchCount = 0; // Check left if (col >= 2) { if (gridCells[row][col - 1].value === randomValue && gridCells[row][col - 2].value === randomValue) { leftMatchCount = 2; } } // Check above if (row >= 2) { if (gridCells[row - 1][col].value === randomValue && gridCells[row - 2][col].value === randomValue) { aboveMatchCount = 2; } } // If no potential matches or too many attempts, exit loop } while ((leftMatchCount >= 2 || aboveMatchCount >= 2) && attempts < 10); cell.setValue(randomValue); // Add to grid gridContainer.addChild(cell); gridCells[row][col] = cell; } } } // Initialize the grid initializeGrid(); // Check for any initial matches and correct them function ensureNoInitialMatches() { var matches = getMatches(); if (matches.length > 0) { // Replace cells in matches with new random values matches.forEach(function (group) { group.forEach(function (cell) { // Get current value var currentValue = cell.value; var newValue; // Find a new value that doesn't cause a match do { newValue = Math.floor(Math.random() * 5) + 1; } while (newValue === currentValue); // Set the new value cell.setValue(newValue); }); }); // Check again recursively if we still have matches ensureNoInitialMatches(); } } // Make sure grid starts with no matches ensureNoInitialMatches();
===================================================================
--- original.js
+++ change.js
@@ -63,10 +63,10 @@
/****
* Game Code
****/
-// Cell pool for object reuse
// Grid configuration
+// Cell pool for object reuse
var cellPool = [];
// Factory function to get a GridCell (from pool or new)
function getGridCell() {
if (cellPool.length > 0) {
@@ -319,9 +319,9 @@
}
// Game configuration
var gridSize = 8;
var cellSpacing = 10;
-var cellSize = 240; // Width/height of the cell background (increased by 50%)
+var cellSize = 208; // Width/height of the cell background increased by 30%
var gridCells = [];
// Calculate layout
var totalGridWidth = gridSize * cellSize + (gridSize - 1) * cellSpacing;
var totalGridHeight = totalGridWidth; // Grid is square
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