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
User prompt
haz que los memes no vayan más rapido al caer segun su distancia, mantenla constante
Code edit (7 edits merged)
Please save this source code
User prompt
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
User prompt
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
User prompt
agrega 9 filas más de memes arriba
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
desplaza los grid 500 pixees arriba
User prompt
los nuevos memes fueron agregados abajo no arriba
User prompt
agrega 9 filas superiores de memes, manten la posición de las actuales
User prompt
agrega 9 filas superiores sin modificar la posición actual e las cuadriculas
User prompt
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
User prompt
haz que la velocidad de caida sea constante y no dependa de la distancia ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que los nuevos memes pre establecidos sean visibles
User prompt
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
User prompt
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
User prompt
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 ****/ // Import tween.easing for pulsing animation // Grid configuration // Cell pool for object reuse var tweenEasing = tween.easing; 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; // Additional animation flags to prevent race conditions window.gravityInProgress = false; window.fillInProgress = false; window.destructionInProgress = false; window.pendingDestructions = []; // Function to create pulse animation for selected cell function pulseSelectedCell(cell) { if (!cell || !cell.sprite) { return; } // Stop any existing pulse animation if (cell.pulseAnimation) { tween.killTweensOf(cell.sprite.scale); cell.pulseAnimation = null; } // Reset scale before starting animation cell.sprite.scale.x = 1; cell.sprite.scale.y = 1; // Create pulsing loop animation var pulseAnimation = tween(cell.sprite.scale, { x: 1.15, y: 1.15 }, { duration: 500, easing: tweenEasing.easeInOutQuad, repeat: -1, // Infinite loop yoyo: true // Reverse the animation back and forth }); // Store reference to animation for later cleanup cell.pulseAnimation = pulseAnimation; } // Function to stop pulse animation function stopPulseAnimation(cell) { if (!cell || !cell.pulseAnimation) { return; } // Kill the animation and reset scale tween.killTweensOf(cell.sprite.scale); cell.sprite.scale.x = 1; cell.sprite.scale.y = 1; cell.pulseAnimation = null; } function handleCellTap(tappedCell) { // Check all animation flags to ensure no animations are in progress if (isAnimating || window.gravityInProgress || window.fillInProgress || window.destructionInProgress) { return; } if (selectedCell === null) { selectedCell = tappedCell; // Start pulse animation on newly selected cell pulseSelectedCell(selectedCell); return; } var cell1 = selectedCell; var cell2 = tappedCell; if (cell1 === cell2) { // Stop pulse animation when deselecting stopPulseAnimation(selectedCell); selectedCell = null; return; } 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) { // Stop pulse on previously selected cell stopPulseAnimation(selectedCell); // Select new cell and start pulsing selectedCell = tappedCell; pulseSelectedCell(selectedCell); 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 }); // Stop pulse animation on swapped cell stopPulseAnimation(cell1); 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; // Check if we're already processing destruction if (window.destructionInProgress) { // Queue this destruction for later instead of running now if (!window.pendingDestructions) { window.pendingDestructions = []; } window.pendingDestructions.push(cellsToDestroy); return; } window.destructionInProgress = 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 () { window.destructionInProgress = false; // Check for pending destructions before applying gravity if (window.pendingDestructions && window.pendingDestructions.length > 0) { var nextDestructions = window.pendingDestructions.shift(); LK.setTimeout(function () { destroyCells(nextDestructions); }, 50); return; } 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; // Track all cells that need to fall for sequencing var cellsToFall = []; // Track if we're already processing gravity to prevent multiple calls if (window.gravityInProgress) { return; } window.gravityInProgress = true; // First pass: identify all cells that need to fall 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]; // Store the cell along with destination info cellsToFall.push({ cell: cellToMove, fromRow: sourceRow, toRow: row, col: 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); } } } } } // Second pass: animate falls with sequential delays var longestDelay = 0; var baseDelay = 30; // Base delay in ms between each meme starting to fall var constantDuration = 400; // Constant duration for all fall animations regardless of distance // Sort by column and row to make the animation more coherent cellsToFall.sort(function (a, b) { // Sort by column first if (a.col !== b.col) { return a.col - b.col; } // Then by destination row (lower row falls first) - this makes the animation go from bottom to top return b.toRow - a.toRow; }); // Apply animations with sequential delays cellsToFall.forEach(function (fallInfo, index) { var delay = index * baseDelay; // Each meme starts falling after the previous one // Calculate destination position var newPos = getCellPosition(fallInfo.toRow, fallInfo.col); // Track the longest delay + duration for later use var totalTime = delay + constantDuration; if (totalTime > longestDelay) { longestDelay = totalTime; } // Schedule the animation with proper delay LK.setTimeout(function () { // Linear falling animation without bounce tween(fallInfo.cell, { y: newPos.y }, { duration: constantDuration, easing: tween.linear }); }, delay); }); // After all cells have fallen, fill in empty spaces at the top with new memes // Use the actual total animation time rather than a fixed value LK.setTimeout(function () { window.gravityInProgress = false; fillEmptySpacesWithNewMemes(); }, longestDelay + 50); // Add a small buffer to ensure all falls are complete } // Create new memes to fill empty spots at the top of the grid function fillEmptySpacesWithNewMemes() { // Check if we're already processing fill operation if (window.fillInProgress) { return; } window.fillInProgress = true; var anyNewMemeAdded = false; // Collect all new cells to add for sequenced animation var newCellsToAdd = []; // 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; // Store cell data for animation newCellsToAdd.push({ cell: newCell, destY: pos.y, row: row, col: col }); // Only add to display if in visible area if (row >= extraRows) { gridContainer.addChild(newCell); } } } } // Animate cell drops with sequential delays var longestDelay = 0; var baseDelay = 30; // Delay between each meme starting to fall var constantDuration = 400; // Constant duration for all fall animations regardless of distance // Sort by column first, then by row for coherent animation - bottom to top newCellsToAdd.sort(function (a, b) { if (a.col !== b.col) { return a.col - b.col; } return b.row - a.row; // Higher rows (lower in grid) fall first - bottom to top animation }); // Apply animations with sequential delays newCellsToAdd.forEach(function (cellData, index) { var delay = index * baseDelay; // Track total animation time var totalTime = delay + constantDuration; if (totalTime > longestDelay) { longestDelay = totalTime; } // Schedule the animation with proper delay LK.setTimeout(function () { // Linear falling with no bounce tween(cellData.cell, { y: cellData.destY }, { duration: constantDuration, easing: tween.linear }); }, delay); }); // If new memes were added, check for matches only after all fall animations are complete if (anyNewMemeAdded) { LK.setTimeout(function () { // Reset fill flag when animations are done window.fillInProgress = false; // 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; } }, longestDelay + 50); // Use actual animation time plus buffer } else { // No new memes were added, animations are complete, allow user interaction again window.fillInProgress = false; 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; }); }); if (!relevantMatchGroups.length) { return; } var uniqueCellTracker = {}; var cellsToDestroy = []; relevantMatchGroups.forEach(function (group) { group.forEach(function (cell) { var cellKey = cell.row + "_" + cell.col; if (!uniqueCellTracker[cellKey]) { cellsToDestroy.push(cell); uniqueCellTracker[cellKey] = true; } }); }); if (cellsToDestroy.length) { destroyCells(cellsToDestroy); LK.setTimeout(function () { 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); } } }, 400); } } var gridSize = 8; var extraRows = 9; var cellSpacing = 10; var cellSize = 208; var gridCells = []; var totalGridWidth = gridSize * cellSize + (gridSize - 1) * cellSpacing; var totalVisibleGridHeight = totalGridWidth; var totalGridHeight = totalVisibleGridHeight + extraRows * (cellSize + cellSpacing); var startX = (2048 - totalGridWidth) / 2 + cellSize / 2; var startY = (-1300 - totalVisibleGridHeight) / 2 + cellSize / 2 + extraRows * (cellSize + cellSpacing); function getCellPosition(row, col) { return { x: startX + col * (cellSize + cellSpacing), y: startY + row * (cellSize + cellSpacing) - extraRows * (cellSize + cellSpacing) }; } var gridContainer = new Container(); game.addChild(gridContainer); function initializeGrid() { gridCells = []; for (var row = 0; row < gridSize + extraRows; row++) { gridCells[row] = []; for (var col = 0; col < gridSize; col++) { var pos = getCellPosition(row, col); var cell = getGridCell ? getGridCell() : new GridCell(); cell.x = pos.x; cell.y = pos.y; cell.row = row; cell.col = col; var randomValue; var attempts = 0; do { randomValue = Math.floor(Math.random() * 5) + 1; attempts++; var leftMatchCount = 0; var aboveMatchCount = 0; if (col >= 2) { if (gridCells[row][col - 1].value === randomValue && gridCells[row][col - 2].value === randomValue) { leftMatchCount = 2; } } if (row >= 2) { if (gridCells[row - 1][col].value === randomValue && gridCells[row - 2][col].value === randomValue) { aboveMatchCount = 2; } } } while ((leftMatchCount >= 2 || aboveMatchCount >= 2) && attempts < 10); cell.setValue(randomValue); if (row >= extraRows) { gridContainer.addChild(cell); } gridCells[row][col] = cell; } } } initializeGrid(); function ensureNoInitialMatches() { var matches = getMatches(); if (matches.length > 0) { matches.forEach(function (group) { group.forEach(function (cell) { var currentValue = cell.value; var newValue; do { newValue = Math.floor(Math.random() * 5) + 1; } while (newValue === currentValue); cell.setValue(newValue); }); }); ensureNoInitialMatches(); } } ensureNoInitialMatches();
===================================================================
--- original.js
+++ change.js
@@ -46,37 +46,8 @@
// Handle tap event
self.down = function (x, y, obj) {
handleCellTap(self);
};
- // Add a pulsing effect to the selected meme
- self.pulseEffect = function (activate) {
- if (activate && self.sprite) {
- // Stop any existing pulse animation
- if (self.pulseAnimation) {
- self.pulseAnimation.stop();
- }
- // Add a dark tint to the sprite
- self.sprite.tint = 0x777777;
- // Create a pulsing animation
- self.pulseAnimation = tween(self.sprite, {
- scale: 1.15
- }, {
- duration: 500,
- easing: tween.easeInOutSine,
- repeat: -1,
- yoyo: true
- });
- } else if (self.sprite) {
- // Stop the pulse animation if active
- if (self.pulseAnimation) {
- self.pulseAnimation.stop();
- self.pulseAnimation = null;
- }
- // Reset the sprite
- self.sprite.tint = 0xFFFFFF;
- self.sprite.scale = 1;
- }
- };
// Initialize the cell
self.init();
return self;
});
@@ -92,10 +63,12 @@
/****
* Game Code
****/
+// Import tween.easing for pulsing animation
// Grid configuration
// Cell pool for object reuse
+var tweenEasing = tween.easing;
var cellPool = [];
// Factory function to get a GridCell (from pool or new)
function getGridCell() {
if (cellPool.length > 0) {
@@ -115,34 +88,72 @@
window.gravityInProgress = false;
window.fillInProgress = false;
window.destructionInProgress = false;
window.pendingDestructions = [];
+// Function to create pulse animation for selected cell
+function pulseSelectedCell(cell) {
+ if (!cell || !cell.sprite) {
+ return;
+ }
+ // Stop any existing pulse animation
+ if (cell.pulseAnimation) {
+ tween.killTweensOf(cell.sprite.scale);
+ cell.pulseAnimation = null;
+ }
+ // Reset scale before starting animation
+ cell.sprite.scale.x = 1;
+ cell.sprite.scale.y = 1;
+ // Create pulsing loop animation
+ var pulseAnimation = tween(cell.sprite.scale, {
+ x: 1.15,
+ y: 1.15
+ }, {
+ duration: 500,
+ easing: tweenEasing.easeInOutQuad,
+ repeat: -1,
+ // Infinite loop
+ yoyo: true // Reverse the animation back and forth
+ });
+ // Store reference to animation for later cleanup
+ cell.pulseAnimation = pulseAnimation;
+}
+// Function to stop pulse animation
+function stopPulseAnimation(cell) {
+ if (!cell || !cell.pulseAnimation) {
+ return;
+ }
+ // Kill the animation and reset scale
+ tween.killTweensOf(cell.sprite.scale);
+ cell.sprite.scale.x = 1;
+ cell.sprite.scale.y = 1;
+ cell.pulseAnimation = null;
+}
function handleCellTap(tappedCell) {
// Check all animation flags to ensure no animations are in progress
if (isAnimating || window.gravityInProgress || window.fillInProgress || window.destructionInProgress) {
return;
}
if (selectedCell === null) {
selectedCell = tappedCell;
- // Add pulse effect to the selected cell
- selectedCell.pulseEffect(true);
+ // Start pulse animation on newly selected cell
+ pulseSelectedCell(selectedCell);
return;
}
var cell1 = selectedCell;
var cell2 = tappedCell;
if (cell1 === cell2) {
- // Remove pulse effect and deselect
- cell1.pulseEffect(false);
+ // Stop pulse animation when deselecting
+ stopPulseAnimation(selectedCell);
selectedCell = null;
return;
}
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) {
- // Remove pulse effect from current selected cell
- cell1.pulseEffect(false);
- // Select and apply pulse effect to the new cell
+ // Stop pulse on previously selected cell
+ stopPulseAnimation(selectedCell);
+ // Select new cell and start pulsing
selectedCell = tappedCell;
- selectedCell.pulseEffect(true);
+ pulseSelectedCell(selectedCell);
return;
}
// Case 5: Adjacent cell - perform the swap
// Store original positions for animation
@@ -162,10 +173,8 @@
cell1.row = row2;
cell1.col = col2;
cell2.row = row1;
cell2.col = col1;
- // Remove pulse effect from selected cell
- cell1.pulseEffect(false);
// Animate the visual swap of positions
tween(cell1, {
x: pos2_x,
y: pos2_y
@@ -177,8 +186,10 @@
y: pos1_y
}, {
duration: 300
});
+ // Stop pulse animation on swapped cell
+ stopPulseAnimation(cell1);
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
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