User prompt
Add animation to the face of the fruits ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the grill be black
User prompt
Put the grill in the box
User prompt
Let it be a little more clear, the grill color should not cover the outer edges.
User prompt
Please fix the bug: 'null is not an object (evaluating 't.length')' in or related to this line: 'var lineAsset = LK.getAsset(null, {' Line Number: 348
User prompt
Add a transparent grill in gray among the fruits
User prompt
Let it all be different explosion animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Show the explosion effect
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'tile.destroy')' in or related to this line: 'tile.destroy();' Line Number: 505
User prompt
When combined, let the fruits explode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let them all have different dance animations ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add dancing animation to fruits ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove the names from the fruits
User prompt
Make the background white and make it a little bigger
User prompt
Remove the transparent fruits on the back
User prompt
Make the theme fruits
User prompt
Please fix the bug: 'LK.hasAsset is not a function. (In 'LK.hasAsset(assetId)', 'LK.hasAsset' is undefined)' in or related to this line: 'if (!LK.hasAsset(assetId)) {' Line Number: 43
Code edit (1 edits merged)
Please save this source code
User prompt
Galactic 2048: Space Merge
Initial prompt
Space themed 2048 game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Tile class for each grid cell var Tile = Container.expand(function () { var self = Container.call(this); // Properties self.value = 2; // Default value self.row = 0; self.col = 0; self.asset = null; self.text = null; // Set tile value and update appearance self.setValue = function (val) { self.value = val; // Remove old asset if exists if (self.asset) { self.removeChild(self.asset); } // Choose asset by value var assetId = 'tile' + val; if (!LK.hasAsset(assetId)) assetId = 'tile2048'; // fallback self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Remove old text if exists if (self.text) { self.removeChild(self.text); } // Add value text var label = ''; if (val === 2) label = 'Asteroid';else if (val === 4) label = 'Moon';else if (val === 8) label = 'Planet';else if (val === 16) label = 'Star';else if (val === 32) label = 'Red Giant';else if (val === 64) label = 'Neutron Star';else if (val === 128) label = 'Black Hole';else if (val === 256) label = 'Nebula';else if (val === 512) label = 'Galaxy';else if (val === 1024) label = 'Quasar';else if (val === 2048) label = 'Universe';else label = val + ''; self.text = new Text2(label, { size: 60, fill: 0xFFFFFF, align: "center" }); self.text.anchor.set(0.5, 0.5); self.text.y = 0; self.text.x = 0; self.addChild(self.text); }; // Animate merge self.animateMerge = function () { tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); }; // Animate spawn self.animateSpawn = function () { self.scaleX = 0.2; self.scaleY = 0.2; tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeOut }); }; // Set position on grid self.setGridPos = function (row, col, cellSize, gridX, gridY) { self.row = row; self.col = col; self.x = gridX + col * cellSize + cellSize / 2; self.y = gridY + row * cellSize + cellSize / 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a1a }); /**** * Game Code ****/ // Optionally, a subtle grid background // 2: Asteroid (gray), 4: Moon (light blue), 8: Planet (blue), 16: Star (yellow), 32: Red Giant (red), 64: Neutron Star (purple), 128: Black Hole (black), 256: Nebula (pink), 512: Galaxy (cyan), 1024: Quasar (orange), 2048: Universe (white) // Space tile assets: We'll use colored ellipses for different tile values // --- Grid and Layout --- var gridSize = 4; var cellSize = 320; // 320*4=1280, fits well in 2048 width var gridPadding = 20; var gridWidth = cellSize * gridSize + gridPadding * (gridSize + 1); var gridHeight = cellSize * gridSize + gridPadding * (gridSize + 1); var gridX = Math.floor((2048 - gridWidth) / 2); var gridY = Math.floor((2732 - gridHeight) / 2); // --- Game State --- var grid = []; // 2D array of tiles or null var tiles = []; // All tile objects for easy management var score = 0; var scoreTxt = null; var isMoving = false; // Prevent input during animation // --- GUI: Score --- scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Draw grid background --- var gridBg = LK.getAsset('gridBg', { anchorX: 0, anchorY: 0, x: gridX, y: gridY, width: gridWidth, height: gridHeight }); game.addChild(gridBg); // --- Draw grid cell backgrounds --- for (var r = 0; r < gridSize; r++) { for (var c = 0; c < gridSize; c++) { var cellBg = LK.getAsset('tile2', { anchorX: 0.5, anchorY: 0.5, x: gridX + c * cellSize + cellSize / 2 + gridPadding * (c + 1) - cellSize / 2, y: gridY + r * cellSize + cellSize / 2 + gridPadding * (r + 1) - cellSize / 2, scaleX: 0.95, scaleY: 0.95 }); cellBg.alpha = 0.15; game.addChild(cellBg); } } // --- Initialize grid state --- function resetGrid() { grid = []; for (var r = 0; r < gridSize; r++) { var row = []; for (var c = 0; c < gridSize; c++) { row.push(null); } grid.push(row); } // Remove all tiles from game for (var i = 0; i < tiles.length; i++) { tiles[i].destroy(); } tiles = []; score = 0; scoreTxt.setText(score); } // --- Add a new tile (2 or 4) at random empty position --- function addRandomTile() { var empties = []; for (var r = 0; r < gridSize; r++) { for (var c = 0; c < gridSize; c++) { if (!grid[r][c]) empties.push({ r: r, c: c }); } } if (empties.length === 0) return false; var idx = Math.floor(Math.random() * empties.length); var pos = empties[idx]; var val = Math.random() < 0.9 ? 2 : 4; var tile = new Tile(); tile.setValue(val); tile.setGridPos(pos.r, pos.c, cellSize, gridX + gridPadding, gridY + gridPadding); tile.animateSpawn(); grid[pos.r][pos.c] = tile; tiles.push(tile); game.addChild(tile); return true; } // --- Move/merge logic --- function canMove() { // Check for any empty cell for (var r = 0; r < gridSize; r++) { for (var c = 0; c < gridSize; c++) { if (!grid[r][c]) return true; } } // Check for any mergeable neighbor for (var r = 0; r < gridSize; r++) { for (var c = 0; c < gridSize; c++) { var tile = grid[r][c]; if (!tile) continue; // Right if (c + 1 < gridSize && grid[r][c + 1] && grid[r][c + 1].value === tile.value) return true; // Down if (r + 1 < gridSize && grid[r + 1][c] && grid[r + 1][c].value === tile.value) return true; } } return false; } // Returns true if any tile reached 2048 function has2048() { for (var r = 0; r < gridSize; r++) { for (var c = 0; c < gridSize; c++) { if (grid[r][c] && grid[r][c].value === 2048) return true; } } return false; } // Move tiles in a direction: 'up', 'down', 'left', 'right' function moveTiles(dir) { if (isMoving) return; isMoving = true; var moved = false; var mergedThisMove = []; // Helper to reset merged flags function resetMerged() { for (var i = 0; i < tiles.length; i++) { tiles[i].merged = false; } } resetMerged(); // For each direction, set up iteration order var startR = 0, endR = gridSize, stepR = 1; var startC = 0, endC = gridSize, stepC = 1; if (dir === 'up') { startR = 1; endR = gridSize; stepR = 1; } if (dir === 'down') { startR = gridSize - 2; endR = -1; stepR = -1; } if (dir === 'left') { startC = 1; endC = gridSize; stepC = 1; } if (dir === 'right') { startC = gridSize - 2; endC = -1; stepC = -1; } // Move/merge logic var movedTiles = []; if (dir === 'up' || dir === 'down') { for (var c = 0; c < gridSize; c++) { for (var r = startR; r != endR; r += stepR) { var tile = grid[r][c]; if (!tile) continue; var tr = r; while (true) { var nr = tr + (dir === 'up' ? -1 : 1); if (nr < 0 || nr >= gridSize) break; if (!grid[nr][c]) { // Move grid[nr][c] = tile; grid[tr][c] = null; tr = nr; moved = true; } else if (grid[nr][c].value === tile.value && !grid[nr][c].merged && !tile.merged) { // Merge grid[nr][c].setValue(tile.value * 2); grid[nr][c].animateMerge(); grid[nr][c].merged = true; score += tile.value * 2; scoreTxt.setText(score); tile.destroy(); tiles.splice(tiles.indexOf(tile), 1); grid[tr][c] = null; moved = true; break; } else { break; } } // Animate move if (tile && tr !== r) { tile.setGridPos(tr, c, cellSize, gridX + gridPadding, gridY + gridPadding); movedTiles.push(tile); } } } } else { for (var r = 0; r < gridSize; r++) { for (var c = startC; c != endC; c += stepC) { var tile = grid[r][c]; if (!tile) continue; var tc = c; while (true) { var nc = tc + (dir === 'left' ? -1 : 1); if (nc < 0 || nc >= gridSize) break; if (!grid[r][nc]) { // Move grid[r][nc] = tile; grid[r][tc] = null; tc = nc; moved = true; } else if (grid[r][nc].value === tile.value && !grid[r][nc].merged && !tile.merged) { // Merge grid[r][nc].setValue(tile.value * 2); grid[r][nc].animateMerge(); grid[r][nc].merged = true; score += tile.value * 2; scoreTxt.setText(score); tile.destroy(); tiles.splice(tiles.indexOf(tile), 1); grid[r][tc] = null; moved = true; break; } else { break; } } // Animate move if (tile && tc !== c) { tile.setGridPos(r, tc, cellSize, gridX + gridPadding, gridY + gridPadding); movedTiles.push(tile); } } } } // Animate all moved tiles var animCount = movedTiles.length; if (animCount === 0) { isMoving = false; afterMove(moved); } else { for (var i = 0; i < movedTiles.length; i++) { var t = movedTiles[i]; tween(t, { x: t.x, y: t.y }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { animCount--; if (animCount === 0) { isMoving = false; afterMove(moved); } } }); } } if (animCount === 0) { // No animation, call afterMove immediately afterMove(moved); } } // After move: add new tile, check win/lose function afterMove(moved) { if (moved) { addRandomTile(); } if (has2048()) { LK.showYouWin(); return; } if (!canMove()) { LK.showGameOver(); return; } } // --- Input: Swipe detection --- // We'll use game.down, game.move, game.up to detect swipe direction var touchStartX = 0, touchStartY = 0, touchMoved = false; game.down = function (x, y, obj) { if (isMoving) return; touchStartX = x; touchStartY = y; touchMoved = false; }; game.move = function (x, y, obj) { if (isMoving) return; if (touchStartX === undefined) return; var dx = x - touchStartX; var dy = y - touchStartY; if (!touchMoved && (Math.abs(dx) > 40 || Math.abs(dy) > 40)) { touchMoved = true; // Determine direction if (Math.abs(dx) > Math.abs(dy)) { if (dx > 0) moveTiles('right');else moveTiles('left'); } else { if (dy > 0) moveTiles('down');else moveTiles('up'); } // Reset to prevent multiple moves per swipe touchStartX = undefined; touchStartY = undefined; } }; game.up = function (x, y, obj) { touchStartX = undefined; touchStartY = undefined; touchMoved = false; }; // --- Game update (not used, but required for tick-based games) --- game.update = function () { // No per-frame logic needed }; // --- Start game --- function startGame() { resetGrid(); addRandomTile(); addRandomTile(); scoreTxt.setText(score); } startGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,428 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Tile class for each grid cell
+var Tile = Container.expand(function () {
+ var self = Container.call(this);
+ // Properties
+ self.value = 2; // Default value
+ self.row = 0;
+ self.col = 0;
+ self.asset = null;
+ self.text = null;
+ // Set tile value and update appearance
+ self.setValue = function (val) {
+ self.value = val;
+ // Remove old asset if exists
+ if (self.asset) {
+ self.removeChild(self.asset);
+ }
+ // Choose asset by value
+ var assetId = 'tile' + val;
+ if (!LK.hasAsset(assetId)) assetId = 'tile2048'; // fallback
+ self.asset = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Remove old text if exists
+ if (self.text) {
+ self.removeChild(self.text);
+ }
+ // Add value text
+ var label = '';
+ if (val === 2) label = 'Asteroid';else if (val === 4) label = 'Moon';else if (val === 8) label = 'Planet';else if (val === 16) label = 'Star';else if (val === 32) label = 'Red Giant';else if (val === 64) label = 'Neutron Star';else if (val === 128) label = 'Black Hole';else if (val === 256) label = 'Nebula';else if (val === 512) label = 'Galaxy';else if (val === 1024) label = 'Quasar';else if (val === 2048) label = 'Universe';else label = val + '';
+ self.text = new Text2(label, {
+ size: 60,
+ fill: 0xFFFFFF,
+ align: "center"
+ });
+ self.text.anchor.set(0.5, 0.5);
+ self.text.y = 0;
+ self.text.x = 0;
+ self.addChild(self.text);
+ };
+ // Animate merge
+ self.animateMerge = function () {
+ tween(self, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 100,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100,
+ easing: tween.easeIn
+ });
+ }
+ });
+ };
+ // Animate spawn
+ self.animateSpawn = function () {
+ self.scaleX = 0.2;
+ self.scaleY = 0.2;
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 150,
+ easing: tween.easeOut
+ });
+ };
+ // Set position on grid
+ self.setGridPos = function (row, col, cellSize, gridX, gridY) {
+ self.row = row;
+ self.col = col;
+ self.x = gridX + col * cellSize + cellSize / 2;
+ self.y = gridY + row * cellSize + cellSize / 2;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x0a0a1a
+});
+
+/****
+* Game Code
+****/
+// Optionally, a subtle grid background
+// 2: Asteroid (gray), 4: Moon (light blue), 8: Planet (blue), 16: Star (yellow), 32: Red Giant (red), 64: Neutron Star (purple), 128: Black Hole (black), 256: Nebula (pink), 512: Galaxy (cyan), 1024: Quasar (orange), 2048: Universe (white)
+// Space tile assets: We'll use colored ellipses for different tile values
+// --- Grid and Layout ---
+var gridSize = 4;
+var cellSize = 320; // 320*4=1280, fits well in 2048 width
+var gridPadding = 20;
+var gridWidth = cellSize * gridSize + gridPadding * (gridSize + 1);
+var gridHeight = cellSize * gridSize + gridPadding * (gridSize + 1);
+var gridX = Math.floor((2048 - gridWidth) / 2);
+var gridY = Math.floor((2732 - gridHeight) / 2);
+// --- Game State ---
+var grid = []; // 2D array of tiles or null
+var tiles = []; // All tile objects for easy management
+var score = 0;
+var scoreTxt = null;
+var isMoving = false; // Prevent input during animation
+// --- GUI: Score ---
+scoreTxt = new Text2('0', {
+ size: 120,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// --- Draw grid background ---
+var gridBg = LK.getAsset('gridBg', {
+ anchorX: 0,
+ anchorY: 0,
+ x: gridX,
+ y: gridY,
+ width: gridWidth,
+ height: gridHeight
+});
+game.addChild(gridBg);
+// --- Draw grid cell backgrounds ---
+for (var r = 0; r < gridSize; r++) {
+ for (var c = 0; c < gridSize; c++) {
+ var cellBg = LK.getAsset('tile2', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: gridX + c * cellSize + cellSize / 2 + gridPadding * (c + 1) - cellSize / 2,
+ y: gridY + r * cellSize + cellSize / 2 + gridPadding * (r + 1) - cellSize / 2,
+ scaleX: 0.95,
+ scaleY: 0.95
+ });
+ cellBg.alpha = 0.15;
+ game.addChild(cellBg);
+ }
+}
+// --- Initialize grid state ---
+function resetGrid() {
+ grid = [];
+ for (var r = 0; r < gridSize; r++) {
+ var row = [];
+ for (var c = 0; c < gridSize; c++) {
+ row.push(null);
+ }
+ grid.push(row);
+ }
+ // Remove all tiles from game
+ for (var i = 0; i < tiles.length; i++) {
+ tiles[i].destroy();
+ }
+ tiles = [];
+ score = 0;
+ scoreTxt.setText(score);
+}
+// --- Add a new tile (2 or 4) at random empty position ---
+function addRandomTile() {
+ var empties = [];
+ for (var r = 0; r < gridSize; r++) {
+ for (var c = 0; c < gridSize; c++) {
+ if (!grid[r][c]) empties.push({
+ r: r,
+ c: c
+ });
+ }
+ }
+ if (empties.length === 0) return false;
+ var idx = Math.floor(Math.random() * empties.length);
+ var pos = empties[idx];
+ var val = Math.random() < 0.9 ? 2 : 4;
+ var tile = new Tile();
+ tile.setValue(val);
+ tile.setGridPos(pos.r, pos.c, cellSize, gridX + gridPadding, gridY + gridPadding);
+ tile.animateSpawn();
+ grid[pos.r][pos.c] = tile;
+ tiles.push(tile);
+ game.addChild(tile);
+ return true;
+}
+// --- Move/merge logic ---
+function canMove() {
+ // Check for any empty cell
+ for (var r = 0; r < gridSize; r++) {
+ for (var c = 0; c < gridSize; c++) {
+ if (!grid[r][c]) return true;
+ }
+ }
+ // Check for any mergeable neighbor
+ for (var r = 0; r < gridSize; r++) {
+ for (var c = 0; c < gridSize; c++) {
+ var tile = grid[r][c];
+ if (!tile) continue;
+ // Right
+ if (c + 1 < gridSize && grid[r][c + 1] && grid[r][c + 1].value === tile.value) return true;
+ // Down
+ if (r + 1 < gridSize && grid[r + 1][c] && grid[r + 1][c].value === tile.value) return true;
+ }
+ }
+ return false;
+}
+// Returns true if any tile reached 2048
+function has2048() {
+ for (var r = 0; r < gridSize; r++) {
+ for (var c = 0; c < gridSize; c++) {
+ if (grid[r][c] && grid[r][c].value === 2048) return true;
+ }
+ }
+ return false;
+}
+// Move tiles in a direction: 'up', 'down', 'left', 'right'
+function moveTiles(dir) {
+ if (isMoving) return;
+ isMoving = true;
+ var moved = false;
+ var mergedThisMove = [];
+ // Helper to reset merged flags
+ function resetMerged() {
+ for (var i = 0; i < tiles.length; i++) {
+ tiles[i].merged = false;
+ }
+ }
+ resetMerged();
+ // For each direction, set up iteration order
+ var startR = 0,
+ endR = gridSize,
+ stepR = 1;
+ var startC = 0,
+ endC = gridSize,
+ stepC = 1;
+ if (dir === 'up') {
+ startR = 1;
+ endR = gridSize;
+ stepR = 1;
+ }
+ if (dir === 'down') {
+ startR = gridSize - 2;
+ endR = -1;
+ stepR = -1;
+ }
+ if (dir === 'left') {
+ startC = 1;
+ endC = gridSize;
+ stepC = 1;
+ }
+ if (dir === 'right') {
+ startC = gridSize - 2;
+ endC = -1;
+ stepC = -1;
+ }
+ // Move/merge logic
+ var movedTiles = [];
+ if (dir === 'up' || dir === 'down') {
+ for (var c = 0; c < gridSize; c++) {
+ for (var r = startR; r != endR; r += stepR) {
+ var tile = grid[r][c];
+ if (!tile) continue;
+ var tr = r;
+ while (true) {
+ var nr = tr + (dir === 'up' ? -1 : 1);
+ if (nr < 0 || nr >= gridSize) break;
+ if (!grid[nr][c]) {
+ // Move
+ grid[nr][c] = tile;
+ grid[tr][c] = null;
+ tr = nr;
+ moved = true;
+ } else if (grid[nr][c].value === tile.value && !grid[nr][c].merged && !tile.merged) {
+ // Merge
+ grid[nr][c].setValue(tile.value * 2);
+ grid[nr][c].animateMerge();
+ grid[nr][c].merged = true;
+ score += tile.value * 2;
+ scoreTxt.setText(score);
+ tile.destroy();
+ tiles.splice(tiles.indexOf(tile), 1);
+ grid[tr][c] = null;
+ moved = true;
+ break;
+ } else {
+ break;
+ }
+ }
+ // Animate move
+ if (tile && tr !== r) {
+ tile.setGridPos(tr, c, cellSize, gridX + gridPadding, gridY + gridPadding);
+ movedTiles.push(tile);
+ }
+ }
+ }
+ } else {
+ for (var r = 0; r < gridSize; r++) {
+ for (var c = startC; c != endC; c += stepC) {
+ var tile = grid[r][c];
+ if (!tile) continue;
+ var tc = c;
+ while (true) {
+ var nc = tc + (dir === 'left' ? -1 : 1);
+ if (nc < 0 || nc >= gridSize) break;
+ if (!grid[r][nc]) {
+ // Move
+ grid[r][nc] = tile;
+ grid[r][tc] = null;
+ tc = nc;
+ moved = true;
+ } else if (grid[r][nc].value === tile.value && !grid[r][nc].merged && !tile.merged) {
+ // Merge
+ grid[r][nc].setValue(tile.value * 2);
+ grid[r][nc].animateMerge();
+ grid[r][nc].merged = true;
+ score += tile.value * 2;
+ scoreTxt.setText(score);
+ tile.destroy();
+ tiles.splice(tiles.indexOf(tile), 1);
+ grid[r][tc] = null;
+ moved = true;
+ break;
+ } else {
+ break;
+ }
+ }
+ // Animate move
+ if (tile && tc !== c) {
+ tile.setGridPos(r, tc, cellSize, gridX + gridPadding, gridY + gridPadding);
+ movedTiles.push(tile);
+ }
+ }
+ }
+ }
+ // Animate all moved tiles
+ var animCount = movedTiles.length;
+ if (animCount === 0) {
+ isMoving = false;
+ afterMove(moved);
+ } else {
+ for (var i = 0; i < movedTiles.length; i++) {
+ var t = movedTiles[i];
+ tween(t, {
+ x: t.x,
+ y: t.y
+ }, {
+ duration: 100,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ animCount--;
+ if (animCount === 0) {
+ isMoving = false;
+ afterMove(moved);
+ }
+ }
+ });
+ }
+ }
+ if (animCount === 0) {
+ // No animation, call afterMove immediately
+ afterMove(moved);
+ }
+}
+// After move: add new tile, check win/lose
+function afterMove(moved) {
+ if (moved) {
+ addRandomTile();
+ }
+ if (has2048()) {
+ LK.showYouWin();
+ return;
+ }
+ if (!canMove()) {
+ LK.showGameOver();
+ return;
+ }
+}
+// --- Input: Swipe detection ---
+// We'll use game.down, game.move, game.up to detect swipe direction
+var touchStartX = 0,
+ touchStartY = 0,
+ touchMoved = false;
+game.down = function (x, y, obj) {
+ if (isMoving) return;
+ touchStartX = x;
+ touchStartY = y;
+ touchMoved = false;
+};
+game.move = function (x, y, obj) {
+ if (isMoving) return;
+ if (touchStartX === undefined) return;
+ var dx = x - touchStartX;
+ var dy = y - touchStartY;
+ if (!touchMoved && (Math.abs(dx) > 40 || Math.abs(dy) > 40)) {
+ touchMoved = true;
+ // Determine direction
+ if (Math.abs(dx) > Math.abs(dy)) {
+ if (dx > 0) moveTiles('right');else moveTiles('left');
+ } else {
+ if (dy > 0) moveTiles('down');else moveTiles('up');
+ }
+ // Reset to prevent multiple moves per swipe
+ touchStartX = undefined;
+ touchStartY = undefined;
+ }
+};
+game.up = function (x, y, obj) {
+ touchStartX = undefined;
+ touchStartY = undefined;
+ touchMoved = false;
+};
+// --- Game update (not used, but required for tick-based games) ---
+game.update = function () {
+ // No per-frame logic needed
+};
+// --- Start game ---
+function startGame() {
+ resetGrid();
+ addRandomTile();
+ addRandomTile();
+ scoreTxt.setText(score);
+}
+startGame();
\ No newline at end of file
Furit King!. In-Game asset. 2d. High contrast. No shadows
Orange with face. In-Game asset. 2d. High contrast. No shadows
Cherry with face. In-Game asset. 2d. High contrast. No shadows
Grape with face. In-Game asset. 2d. High contrast. No shadows
Lemon with face. In-Game asset. 2d. High contrast. No shadows
Pear with face. In-Game asset. 2d. High contrast. No shadows
Mango with face. In-Game asset. 2d. High contrast. No shadows
Apple with face. In-Game asset. 2d. High contrast. No shadows
Watermelon with face. In-Game asset. 2d. High contrast. No shadows
Strawberry with face. In-Game asset. 2d. High contrast. No shadows
Banana with face. In-Game asset. 2d. High contrast. No shadows
Let the clouds in the back move. In-Game asset. 2d. High contrast. No shadows