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desplaza los grid 500 pixees arriba
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los nuevos memes fueron agregados abajo no arriba
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agrega 9 filas superiores de memes, manten la posición de las actuales
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agrega 9 filas superiores sin modificar la posición actual e las cuadriculas
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agrega 9 filas superiores pero que estos no les afecte la ruptura por caída y no sean movible. Dale un tinte oscuro si se encuentran en estas capas
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haz que la velocidad de caida sea constante y no dependa de la distancia ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que los nuevos memes pre establecidos sean visibles
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agrega el mismo dilei a a caida de los memes actuales. haz que empiecen a caer los nuevos memes en esa columna una vez el meme de la parte superior empiece este a punto de finalizar
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agrega un dilei a la aparición de nuevos memes. Este funciona de la siguiente manera: Es propia de cada columna. va en orden de abajo arriba. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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agrega un dilei individual a la aparición de los nuevos memes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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agrega un pequeño diley a la entrada de los memes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que los nuevos memes caigan una vez finalicen de caer los memes en la cuadricula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que los nuevos memes empiecena salir una vez caigan los memes actuales
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haz que las proximas 9 filas de nuevos memes ya este precargado para hacer más sutil su integración
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haz que la velocidad de caida de los memes actuales con los nuevos sean lás mismas, crea un método para hacer más fluido la entrada. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que la velocidad de caida de los memes actuales con los nuevos sean lás mismas, crea un método para hacer más fluido la entrada.
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sincroniza la caída de los memes actuales con los nuevos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que no se pueda mover manualmente mientras estan en gravedad
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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
/**** * 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 ****/ // Cell pool for object reuse // Grid configuration 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; var isAnimating = false; // Flag to track if gravity or fill animations are in progress function handleCellTap(tappedCell) { // Ignore taps while animations are in progress if (isAnimating) { return; } // 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) { // Set animation flag to prevent user interaction during destruction isAnimating = true; // Process each cell with a slight delay for more satisfying destruction var delay = 0; var delayIncrement = 100; // 100ms delay between each meme destruction // Calculate total destruction time for this sequence only var totalDestructionTime = cellsToDestroy.length * delayIncrement; 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 using the exact time for this sequence LK.setTimeout(function () { applyGravity(); }, totalDestructionTime + 50); // Use exact time based on this destruction sequence } // Function to make memes fall down to fill empty spaces function applyGravity() { // Set animation flag to prevent user interaction isAnimating = true; // 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); var fallDistance = newPos.y - cellToMove.y; tween(cellToMove, { y: newPos.y }, { duration: Math.min(300, Math.max(200, fallDistance * 0.8)), // Scale duration with distance easing: tween.easeOut }); } } } } // After all cells have fallen, fill in empty spaces at the top with new memes LK.setTimeout(function () { fillEmptySpacesWithNewMemes(); }, 400); // Wait for falling animation to complete } // Create new memes to fill empty spots at the top of the grid function fillEmptySpacesWithNewMemes() { var anyNewMemeAdded = false; // Check each column for empty spaces for (var col = 0; col < gridSize; col++) { // Start from the top (row 0) and fill any empty spaces for (var row = 0; row < gridSize; row++) { if (!gridCells[row][col]) { anyNewMemeAdded = true; // Create a new meme cell var newCell = getGridCell(); var pos = getCellPosition(row, col); // Calculate how many rows this cell needs to fall var startOffset = row * -1 * (cellSize + cellSpacing) - 100; // Position above grid proportional to row // Position the new cell above the grid (for animation) newCell.x = pos.x; newCell.y = pos.y + startOffset; // Dynamic start position based on row // Set random value for the new meme var randomValue = Math.floor(Math.random() * 5) + 1; newCell.setValue(randomValue); // Set logical position newCell.row = row; newCell.col = col; // Add to grid array and display gridCells[row][col] = newCell; gridContainer.addChild(newCell); // Mark cell as newly added and animate falling into place newCell.wasJustAdded = true; var fallDistance = pos.y - newCell.y; tween(newCell, { y: pos.y }, { duration: Math.min(300, Math.max(200, Math.abs(fallDistance) * 0.8)), easing: tween.easeOut, onFinish: function onFinish() { newCell.wasJustAdded = false; if (isAnimating) { var allAnimationsComplete = true; // Check if any cells are still animating for (var c = 0; c < gridSize; c++) { for (var r = 0; r < gridSize; r++) { if (gridCells[r][c] && gridCells[r][c].wasJustAdded) { allAnimationsComplete = false; break; } } if (!allAnimationsComplete) { break; } } // If all animations are complete, check for matches if (allAnimationsComplete) { var newMatches = getMatches(); if (newMatches.length > 0) { 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; } }); }); if (newCellsToDestroy.length) { destroyCells(newCellsToDestroy); } else { isAnimating = false; } } else { isAnimating = false; } } } } }); } } } // If new memes were added, track all animations and check for matches when complete if (anyNewMemeAdded) { var checkForMatchesAfterFall = function checkForMatchesAfterFall() { // Now that all falling animations are complete, check for matches 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 only after all falling has fully completed if (newCellsToDestroy.length) { destroyCells(newCellsToDestroy); } } else { // No more matches, animations are complete, allow user interaction again isAnimating = false; } }; // If no animations, check immediately var animationCount = 0; var completedAnimations = 0; // Count animations started for (var c = 0; c < gridSize; c++) { for (var r = 0; r < gridSize; r++) { if (gridCells[r][c] && gridCells[r][c].wasJustAdded) { animationCount++; } } } // Wait until all animations complete if (animationCount === 0) { checkForMatchesAfterFall(); } else { // Set a fallback timeout in case animations don't complete properly LK.setTimeout(function () { if (isAnimating) { checkForMatchesAfterFall(); } }, 400); } } else { // No new memes were added, animations are complete, allow user interaction again isAnimating = false; } } 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 // We use a fresh timeout that doesn't depend on previous destruction delays 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 with independent timing if (newCellsToDestroy.length) { // Call destroyCells with reset delay for new destruction cycle destroyCells(newCellsToDestroy); } } }, 400); // Reduced wait time to be independent of previous destruction sequence // 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
@@ -65,40 +65,8 @@
* Game Code
****/
// Cell pool for object reuse
// Grid configuration
-function _toConsumableArray(r) {
- return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
-}
-function _nonIterableSpread() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
-}
-function _unsupportedIterableToArray(r, a) {
- if (r) {
- if ("string" == typeof r) {
- return _arrayLikeToArray(r, a);
- }
- var t = {}.toString.call(r).slice(8, -1);
- return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
- }
-}
-function _iterableToArray(r) {
- if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
- return Array.from(r);
- }
-}
-function _arrayWithoutHoles(r) {
- if (Array.isArray(r)) {
- return _arrayLikeToArray(r);
- }
-}
-function _arrayLikeToArray(r, a) {
- (null == a || a > r.length) && (a = r.length);
- for (var e = 0, n = Array(a); e < a; e++) {
- n[e] = r[e];
- }
- return n;
-}
var cellPool = [];
// Factory function to get a GridCell (from pool or new)
function getGridCell() {
if (cellPool.length > 0) {
@@ -263,10 +231,8 @@
// Function to make memes fall down to fill empty spaces
function applyGravity() {
// Set animation flag to prevent user interaction
isAnimating = true;
- // Collect all cells that need to be animated
- var animatingCells = [];
// 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--) {
@@ -284,52 +250,29 @@
gridCells[row][col] = cellToMove;
gridCells[sourceRow][col] = null;
// Update cell's logical position
cellToMove.row = row;
- // Calculate new position but don't animate yet
+ // Animate the fall
var newPos = getCellPosition(row, col);
- // Calculate the distance to fall
var fallDistance = newPos.y - cellToMove.y;
- // Add to animation list
- animatingCells.push({
- cell: cellToMove,
- targetY: newPos.y,
- distance: fallDistance
+ tween(cellToMove, {
+ y: newPos.y
+ }, {
+ duration: Math.min(300, Math.max(200, fallDistance * 0.8)),
+ // Scale duration with distance
+ easing: tween.easeOut
});
}
}
}
}
- // Apply animations to all cells simultaneously
- if (animatingCells.length > 0) {
- // Calculate a consistent velocity based on the maximum fall distance
- var maxDistance = Math.max.apply(Math, _toConsumableArray(animatingCells.map(function (item) {
- return item.distance;
- })));
- var baseVelocity = maxDistance / 300; // pixels per millisecond
- // Animate all cells with duration based on distance for consistent speed
- animatingCells.forEach(function (item) {
- // Calculate duration based on distance to maintain consistent speed
- var duration = Math.round(item.distance / baseVelocity);
- // Ensure minimum duration of 100ms for tiny movements
- duration = Math.max(100, duration);
- tween(item.cell, {
- y: item.targetY
- }, {
- duration: duration,
- ease: "bounce"
- });
- });
- }
// After all cells have fallen, fill in empty spaces at the top with new memes
- // Use the same delay for all animations
LK.setTimeout(function () {
fillEmptySpacesWithNewMemes();
- }, 350); // Use same duration as the animation
+ }, 400); // Wait for falling animation to complete
}
// Create new memes to fill empty spots at the top of the grid
function fillEmptySpacesWithNewMemes() {
- var animatingCells = []; // Collection of all cells that need animation
var anyNewMemeAdded = false;
// Check each column for empty spaces
for (var col = 0; col < gridSize; col++) {
// Start from the top (row 0) and fill any empty spaces
@@ -338,13 +281,13 @@
anyNewMemeAdded = true;
// Create a new meme cell
var newCell = getGridCell();
var pos = getCellPosition(row, col);
+ // Calculate how many rows this cell needs to fall
+ var startOffset = row * -1 * (cellSize + cellSpacing) - 100; // Position above grid proportional to row
// Position the new cell above the grid (for animation)
newCell.x = pos.x;
- // Calculate distance from top based on row number for staggered entry
- var distanceFromTop = 400 + row * 50;
- newCell.y = pos.y - distanceFromTop; // Start above the visible grid with staggered heights
+ newCell.y = pos.y + startOffset; // Dynamic start position based on row
// Set random value for the new meme
var randomValue = Math.floor(Math.random() * 5) + 1;
newCell.setValue(randomValue);
// Set logical position
@@ -352,37 +295,65 @@
newCell.col = col;
// Add to grid array and display
gridCells[row][col] = newCell;
gridContainer.addChild(newCell);
- // Add to animation list instead of animating individually
- animatingCells.push({
- cell: newCell,
- targetY: pos.y,
- distance: distanceFromTop // Store the distance for velocity calculation
+ // Mark cell as newly added and animate falling into place
+ newCell.wasJustAdded = true;
+ var fallDistance = pos.y - newCell.y;
+ tween(newCell, {
+ y: pos.y
+ }, {
+ duration: Math.min(300, Math.max(200, Math.abs(fallDistance) * 0.8)),
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ newCell.wasJustAdded = false;
+ if (isAnimating) {
+ var allAnimationsComplete = true;
+ // Check if any cells are still animating
+ for (var c = 0; c < gridSize; c++) {
+ for (var r = 0; r < gridSize; r++) {
+ if (gridCells[r][c] && gridCells[r][c].wasJustAdded) {
+ allAnimationsComplete = false;
+ break;
+ }
+ }
+ if (!allAnimationsComplete) {
+ break;
+ }
+ }
+ // If all animations are complete, check for matches
+ if (allAnimationsComplete) {
+ var newMatches = getMatches();
+ if (newMatches.length > 0) {
+ 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;
+ }
+ });
+ });
+ if (newCellsToDestroy.length) {
+ destroyCells(newCellsToDestroy);
+ } else {
+ isAnimating = false;
+ }
+ } else {
+ isAnimating = false;
+ }
+ }
+ }
+ }
});
}
}
}
- // Animate all new cells simultaneously
- if (animatingCells.length > 0) {
- // Calculate a consistent velocity based on the maximum fall distance
- var maxDistance = Math.max.apply(Math, _toConsumableArray(animatingCells.map(function (item) {
- return item.distance;
- })));
- var baseVelocity = maxDistance / 300; // pixels per millisecond
- // Apply animations to all cells at once with duration based on distance
- animatingCells.forEach(function (item) {
- // Calculate duration based on distance to maintain consistent speed
- var duration = Math.round(item.distance / baseVelocity);
- tween(item.cell, {
- y: item.targetY
- }, {
- duration: duration,
- ease: "bounce"
- });
- });
- // Set a single timeout for when all animations are complete
- LK.setTimeout(function () {
+ // If new memes were added, track all animations and check for matches when complete
+ if (anyNewMemeAdded) {
+ var checkForMatchesAfterFall = function checkForMatchesAfterFall() {
// Now that all falling animations are complete, check for matches
var newMatches = getMatches();
if (newMatches.length > 0) {
// Get all cells from all new match groups
@@ -404,9 +375,30 @@
} else {
// No more matches, animations are complete, allow user interaction again
isAnimating = false;
}
- }, 350); // Use same duration as the animation
+ }; // If no animations, check immediately
+ var animationCount = 0;
+ var completedAnimations = 0;
+ // Count animations started
+ for (var c = 0; c < gridSize; c++) {
+ for (var r = 0; r < gridSize; r++) {
+ if (gridCells[r][c] && gridCells[r][c].wasJustAdded) {
+ animationCount++;
+ }
+ }
+ }
+ // Wait until all animations complete
+ if (animationCount === 0) {
+ checkForMatchesAfterFall();
+ } else {
+ // Set a fallback timeout in case animations don't complete properly
+ LK.setTimeout(function () {
+ if (isAnimating) {
+ checkForMatchesAfterFall();
+ }
+ }, 400);
+ }
} else {
// No new memes were added, animations are complete, allow user interaction again
isAnimating = false;
}
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