User prompt
agrega un efecto de pulso en bucle cuando se selecciona un meme
User prompt
Cuando se selecciona un meme este tiene un efecto en bucle de pulso con un tinte oscuro
User prompt
haz que al seleccionar una ficha para mover este tenga un dilay de ejecución y que tenga un efecto de pulso con un tinte oscuro
User prompt
mejora las flag de roptura para evitar errores o ropturas inexperadas sin haber finalizado las animaciones de caida, etc
User prompt
haz que el dilai de movimiento sea de abajo a arriba
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haz que los memes no vayan más rapido al caer segun su distancia, mantenla constante
Code edit (7 edits merged)
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arregla la linea de codigo encargada de la caida para que sea más precisa y tenga una caida lineal con dilei entre memes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que la velocidad de caida sea fija ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que la velocidad de caida sea lineal y no dependa de la distancia ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
Please save this source code
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agrega 9 filas más de memes arriba
Code edit (1 edits merged)
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Code edit (1 edits merged)
Please save this source code
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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
User prompt
agrega un pequeño diley a la entrada de los memes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* 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;
var primaryMax = isHorizontal ? gridSize + extraRows : gridSize;
var secondaryMax = isHorizontal ? gridSize : gridSize + extraRows;
// Only check visible grid plus extra rows above
for (primary = isHorizontal ? extraRows : 0; primary < primaryMax; primary++) {
for (secondary = 0; secondary < secondaryMax;) {
// Skip if not enough cells left for a match of 3
if (secondary > secondaryMax - 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 < secondaryMax; 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 + extraRows - 1; row >= extraRows; 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;
// Add the cell to the grid container if it was previously hidden
if (sourceRow < extraRows) {
gridContainer.addChild(cellToMove);
}
// Animate the fall
var newPos = getCellPosition(row, col);
tween(cellToMove, {
y: newPos.y
}, {
duration: 300,
ease: "bounce"
});
}
}
}
}
// 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 + extraRows; row++) {
if (!gridCells[row][col]) {
anyNewMemeAdded = true;
// Create a new meme cell
var newCell = getGridCell();
var pos = getCellPosition(row, col);
// Position the new cell above the grid (for animation)
newCell.x = pos.x;
newCell.y = pos.y - 400; // Start above the visible grid
// 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
gridCells[row][col] = newCell;
// Only add to display if in visible area
if (row >= extraRows) {
gridContainer.addChild(newCell);
}
// Animate falling into place
tween(newCell, {
y: pos.y
}, {
duration: 300,
ease: "bounce"
});
}
}
}
// If new memes were added, check for matches only after all fall animations are complete
if (anyNewMemeAdded) {
LK.setTimeout(function () {
// 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;
}
}, 500); // Increased delay to ensure all animations are complete
} 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 extraRows = 9; // 9 additional rows of memes above the visible grid
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 totalVisibleGridHeight = totalGridWidth; // Grid is square
var totalGridHeight = totalVisibleGridHeight + extraRows * (cellSize + cellSpacing);
// Center the visible grid on screen
var startX = (2048 - totalGridWidth) / 2 + cellSize / 2;
// Position the grid so the visible part is centered
var startY = (2732 - totalVisibleGridHeight) / 2 + cellSize / 2 + extraRows * (cellSize + cellSpacing);
// Position calculation helper
function getCellPosition(row, col) {
return {
x: startX + col * (cellSize + cellSpacing),
y: startY + row * (cellSize + cellSpacing) - extraRows * (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 (including extra rows above)
for (var row = 0; row < gridSize + extraRows; 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 - only if it's in the visible area
if (row >= extraRows) {
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
@@ -155,13 +155,12 @@
var matches = [];
// Helper function to find matches in a specific direction
function findDirectionalMatches(isHorizontal) {
var primary, secondary;
- // For horizontal checking, we need to iterate through all rows (including extra)
- // For vertical checking, we keep columns at gridSize
- var primaryMax = isHorizontal ? visibleGridSize : gridSize;
- var secondaryMax = gridSize;
- for (primary = 0; primary < primaryMax; primary++) {
+ var primaryMax = isHorizontal ? gridSize + extraRows : gridSize;
+ var secondaryMax = isHorizontal ? gridSize : gridSize + extraRows;
+ // Only check visible grid plus extra rows above
+ for (primary = isHorizontal ? extraRows : 0; primary < primaryMax; primary++) {
for (secondary = 0; secondary < secondaryMax;) {
// Skip if not enough cells left for a match of 3
if (secondary > secondaryMax - 3) {
secondary++;
@@ -238,9 +237,9 @@
isAnimating = true;
// Loop through each column
for (var col = 0; col < gridSize; col++) {
// Start from the bottom row and work upwards
- for (var row = visibleGridSize - 1; row >= 0; row--) {
+ for (var row = gridSize + extraRows - 1; row >= extraRows; row--) {
// If current cell is empty
if (!gridCells[row][col]) {
// Look for the nearest non-empty cell above
var sourceRow = row - 1;
@@ -254,8 +253,12 @@
gridCells[row][col] = cellToMove;
gridCells[sourceRow][col] = null;
// Update cell's logical position
cellToMove.row = row;
+ // Add the cell to the grid container if it was previously hidden
+ if (sourceRow < extraRows) {
+ gridContainer.addChild(cellToMove);
+ }
// Animate the fall
var newPos = getCellPosition(row, col);
tween(cellToMove, {
y: newPos.y
@@ -277,9 +280,9 @@
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 < visibleGridSize; row++) {
+ for (var row = 0; row < gridSize + extraRows; row++) {
if (!gridCells[row][col]) {
anyNewMemeAdded = true;
// Create a new meme cell
var newCell = getGridCell();
@@ -292,11 +295,14 @@
newCell.setValue(randomValue);
// Set logical position
newCell.row = row;
newCell.col = col;
- // Add to grid array and display
+ // Add to grid array
gridCells[row][col] = newCell;
- gridContainer.addChild(newCell);
+ // Only add to display if in visible area
+ if (row >= extraRows) {
+ gridContainer.addChild(newCell);
+ }
// Animate falling into place
tween(newCell, {
y: pos.y
}, {
@@ -403,26 +409,26 @@
// e.g., LK.setScore(LK.getScore() + cellsToDestroy.length * 10);
}
}
// Game configuration
-var gridSize = 8; // Original grid size
-var extraRows = 9; // Number of extra rows to add at the top
-var visibleGridSize = gridSize + extraRows; // Total visible grid size
+var gridSize = 8;
+var extraRows = 9; // 9 additional rows of memes above the visible grid
var cellSpacing = 10;
var cellSize = 208; // Width/height of the cell background increased by 30%
var gridCells = [];
-// Calculate layout for original (visible) 8x8 grid
+// Calculate layout
var totalGridWidth = gridSize * cellSize + (gridSize - 1) * cellSpacing;
-var totalGridHeight = gridSize * cellSize + (gridSize - 1) * cellSpacing; // Only the height of the original 8 rows
-// Center the grid on screen
+var totalVisibleGridHeight = totalGridWidth; // Grid is square
+var totalGridHeight = totalVisibleGridHeight + extraRows * (cellSize + cellSpacing);
+// Center the visible grid on screen
var startX = (2048 - totalGridWidth) / 2 + cellSize / 2;
-// Position to maintain the original grid's position, accounting for extra rows on top, and move 500px upward
-var startY = (-2732 + totalGridHeight) / 2 + cellSize / 2;
+// Position the grid so the visible part is centered
+var startY = (2732 - totalVisibleGridHeight) / 2 + cellSize / 2 + extraRows * (cellSize + cellSpacing);
// Position calculation helper
function getCellPosition(row, col) {
return {
x: startX + col * (cellSize + cellSpacing),
- y: startY + row * (cellSize + cellSpacing)
+ y: startY + row * (cellSize + cellSpacing) - extraRows * (cellSize + cellSpacing)
};
}
// Create grid container
var gridContainer = new Container();
@@ -430,10 +436,10 @@
// Create and initialize the grid
function initializeGrid() {
// Clear existing grid if any
gridCells = [];
- // Create grid cells for all rows (original + extra)
- for (var row = 0; row < visibleGridSize; row++) {
+ // Create grid cells (including extra rows above)
+ for (var row = 0; row < gridSize + extraRows; row++) {
gridCells[row] = [];
for (var col = 0; col < gridSize; col++) {
// Get cell position
var pos = getCellPosition(row, col);
@@ -468,10 +474,12 @@
}
// 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);
+ // Add to grid - only if it's in the visible area
+ if (row >= extraRows) {
+ gridContainer.addChild(cell);
+ }
gridCells[row][col] = cell;
}
}
}
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