User prompt
CHANGE THE IMAGE OF POWER UP TO "Power"
User prompt
IF WE MATCH 4 CANDIES, A FIERY POWER UP WILL COME, MAKE A POWER PLACE AND POWER UP WILL GO THERE. WHEN WE CLICK ON POWER UP, 5 CANDIES WILL EXPLODES AT RANDOM ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
CHANGE EXPLOSION EFFECT WITH "exp" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
CHANGE EXPLOSION EFFECT ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add explosion effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
IF WE DRAG THE CANDIES AND BRING THEM TO 3 JERSEYS SIDE BY SIDE, WE WILL GET POINTS, ADD POINT COUNTER
User prompt
WHY I CANNOT MATCH FIX Let's make a match by swiping
User prompt
BALLS CAME CLOSE TO THE SCREEN
User prompt
THE BALLS ARE TOO SMALL, MAKE THEM BIGGER
Code edit (1 edits merged)
Please save this source code
User prompt
Sweet Gem Crusher
Initial prompt
DO ME CAMDY CRUSH AND IT WILL BE THE SAME, NOTHING IS MISSING, LET IT BE POINTS, EVEN POINTS, EVEN A COMBO
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Candy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.gridX = 0;
self.gridY = 0;
self.isMatched = false;
var candyAsset = self.attachAsset('candy' + type, {
anchorX: 0.5,
anchorY: 0.5
});
self.setGridPosition = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = GRID_START_X + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = GRID_START_Y + gridY * CELL_SIZE + CELL_SIZE / 2;
};
self.animateToGridPosition = function (gridX, gridY, duration) {
self.gridX = gridX;
self.gridY = gridY;
var targetX = GRID_START_X + gridX * CELL_SIZE + CELL_SIZE / 2;
var targetY = GRID_START_Y + gridY * CELL_SIZE + CELL_SIZE / 2;
tween(self, {
x: targetX,
y: targetY
}, {
duration: duration || 300,
easing: tween.easeOut
});
};
self.highlight = function () {
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
};
self.unhighlight = function () {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
};
self.markForRemoval = function () {
self.isMatched = true;
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 250,
easing: tween.easeIn
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2C1810
});
/****
* Game Code
****/
var GRID_SIZE = 8;
var CELL_SIZE = 130;
var GRID_START_X = (2048 - GRID_SIZE * CELL_SIZE) / 2;
var GRID_START_Y = (2732 - GRID_SIZE * CELL_SIZE) / 2 - 200;
var grid = [];
var candies = [];
var selectedCandy = null;
var isProcessing = false;
var gameScore = 0;
var comboMultiplier = 1;
// Initialize grid background
var gridBackground = game.addChild(LK.getAsset('gridBg', {
anchorX: 0.5,
anchorY: 0.5
}));
gridBackground.x = 2048 / 2;
gridBackground.y = GRID_START_Y + GRID_SIZE * CELL_SIZE / 2;
// Create cell backgrounds
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
var cellBg = game.addChild(LK.getAsset('cellBg', {
anchorX: 0.5,
anchorY: 0.5
}));
cellBg.x = GRID_START_X + i * CELL_SIZE + CELL_SIZE / 2;
cellBg.y = GRID_START_Y + j * CELL_SIZE + CELL_SIZE / 2;
}
}
// Initialize score display
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Initialize grid array
function initializeGrid() {
grid = [];
for (var i = 0; i < GRID_SIZE; i++) {
grid[i] = [];
for (var j = 0; j < GRID_SIZE; j++) {
grid[i][j] = null;
}
}
}
// Generate random candy type
function getRandomCandyType() {
return Math.floor(Math.random() * 6) + 1;
}
// Create candy at grid position
function createCandy(gridX, gridY) {
var candyType = getRandomCandyType();
var candy = new Candy(candyType);
candy.setGridPosition(gridX, gridY);
game.addChild(candy);
candies.push(candy);
grid[gridX][gridY] = candy;
return candy;
}
// Fill grid with initial candies
function fillGrid() {
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
if (!grid[i][j]) {
createCandy(i, j);
}
}
}
}
// Check if coordinates are valid
function isValidPosition(x, y) {
return x >= 0 && x < GRID_SIZE && y >= 0 && y < GRID_SIZE;
}
// Check if two positions are adjacent
function areAdjacent(x1, y1, x2, y2) {
var dx = Math.abs(x1 - x2);
var dy = Math.abs(y1 - y2);
return dx === 1 && dy === 0 || dx === 0 && dy === 1;
}
// Swap two candies
function swapCandies(candy1, candy2) {
if (!candy1 || !candy2) return;
var tempX = candy1.gridX;
var tempY = candy1.gridY;
grid[candy1.gridX][candy1.gridY] = candy2;
grid[candy2.gridX][candy2.gridY] = candy1;
candy1.animateToGridPosition(candy2.gridX, candy2.gridY);
candy2.animateToGridPosition(tempX, tempY);
LK.getSound('swap').play();
}
// Find matches in a line
function findMatches(startX, startY, deltaX, deltaY) {
var matches = [];
var currentCandy = grid[startX][startY];
if (!currentCandy) return matches;
var count = 1;
matches.push(currentCandy);
// Check forward
var x = startX + deltaX;
var y = startY + deltaY;
while (isValidPosition(x, y) && grid[x][y] && grid[x][y].type === currentCandy.type) {
matches.push(grid[x][y]);
count++;
x += deltaX;
y += deltaY;
}
// Check backward
x = startX - deltaX;
y = startY - deltaY;
while (isValidPosition(x, y) && grid[x][y] && grid[x][y].type === currentCandy.type) {
matches.unshift(grid[x][y]);
count++;
x -= deltaX;
y -= deltaY;
}
return count >= 3 ? matches : [];
}
// Find all matches on the board
function findAllMatches() {
var allMatches = [];
var processed = [];
for (var i = 0; i < GRID_SIZE; i++) {
processed[i] = [];
for (var j = 0; j < GRID_SIZE; j++) {
processed[i][j] = false;
}
}
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
if (grid[i][j] && !processed[i][j]) {
// Check horizontal matches
var horizontalMatches = findMatches(i, j, 1, 0);
if (horizontalMatches.length >= 3) {
for (var k = 0; k < horizontalMatches.length; k++) {
var candy = horizontalMatches[k];
processed[candy.gridX][candy.gridY] = true;
if (allMatches.indexOf(candy) === -1) {
allMatches.push(candy);
}
}
}
// Check vertical matches
var verticalMatches = findMatches(i, j, 0, 1);
if (verticalMatches.length >= 3) {
for (var k = 0; k < verticalMatches.length; k++) {
var candy = verticalMatches[k];
processed[candy.gridX][candy.gridY] = true;
if (allMatches.indexOf(candy) === -1) {
allMatches.push(candy);
}
}
}
}
}
}
return allMatches;
}
// Remove matched candies
function removeMatches(matches) {
for (var i = 0; i < matches.length; i++) {
var candy = matches[i];
candy.markForRemoval();
grid[candy.gridX][candy.gridY] = null;
// Remove from candies array
var index = candies.indexOf(candy);
if (index > -1) {
candies.splice(index, 1);
}
}
// Calculate score
var baseScore = matches.length * 10;
var bonusScore = matches.length > 3 ? (matches.length - 3) * 20 : 0;
var totalScore = (baseScore + bonusScore) * comboMultiplier;
gameScore += totalScore;
scoreText.setText('Score: ' + gameScore);
LK.setScore(gameScore);
LK.getSound('match').play();
// Schedule removal after animation
LK.setTimeout(function () {
for (var i = 0; i < matches.length; i++) {
matches[i].destroy();
}
}, 300);
}
// Make candies fall down
function applyGravity() {
var moved = false;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = GRID_SIZE - 2; j >= 0; j--) {
if (grid[i][j]) {
var fallDistance = 0;
var checkY = j + 1;
while (checkY < GRID_SIZE && !grid[i][checkY]) {
fallDistance++;
checkY++;
}
if (fallDistance > 0) {
var candy = grid[i][j];
grid[i][j] = null;
grid[i][j + fallDistance] = candy;
candy.animateToGridPosition(i, j + fallDistance);
moved = true;
}
}
}
}
return moved;
}
// Fill empty spaces with new candies
function fillEmptySpaces() {
var added = false;
for (var i = 0; i < GRID_SIZE; i++) {
for (var j = 0; j < GRID_SIZE; j++) {
if (!grid[i][j]) {
var candy = createCandy(i, j);
// Start candy above the grid and animate down
candy.y = GRID_START_Y - 100;
candy.animateToGridPosition(i, j);
added = true;
}
}
}
return added;
}
// Check if move creates matches
function wouldCreateMatch(candy1, candy2) {
// Store original positions
var origX1 = candy1.gridX;
var origY1 = candy1.gridY;
var origX2 = candy2.gridX;
var origY2 = candy2.gridY;
// Temporarily swap in grid
grid[candy1.gridX][candy1.gridY] = candy2;
grid[candy2.gridX][candy2.gridY] = candy1;
// Temporarily swap candy positions
candy1.gridX = origX2;
candy1.gridY = origY2;
candy2.gridX = origX1;
candy2.gridY = origY1;
var matches1 = findMatches(candy1.gridX, candy1.gridY, 1, 0);
var matches2 = findMatches(candy1.gridX, candy1.gridY, 0, 1);
var matches3 = findMatches(candy2.gridX, candy2.gridY, 1, 0);
var matches4 = findMatches(candy2.gridX, candy2.gridY, 0, 1);
var hasMatch = matches1.length >= 3 || matches2.length >= 3 || matches3.length >= 3 || matches4.length >= 3;
// Restore original positions
candy1.gridX = origX1;
candy1.gridY = origY1;
candy2.gridX = origX2;
candy2.gridY = origY2;
grid[origX1][origY1] = candy1;
grid[origX2][origY2] = candy2;
return hasMatch;
}
// Process matches and cascades
function processMatches() {
if (isProcessing) return;
isProcessing = true;
var matches = findAllMatches();
if (matches.length > 0) {
removeMatches(matches);
comboMultiplier++;
LK.setTimeout(function () {
var gravityApplied = applyGravity();
var spacesAdded = fillEmptySpaces();
if (gravityApplied || spacesAdded) {
LK.setTimeout(function () {
isProcessing = false;
processMatches(); // Check for new matches
}, 400);
} else {
isProcessing = false;
comboMultiplier = 1;
}
}, 400);
} else {
isProcessing = false;
comboMultiplier = 1;
}
}
// Get candy at screen position
function getCandyAt(x, y) {
for (var i = 0; i < candies.length; i++) {
var candy = candies[i];
var bounds = candy.getBounds();
if (x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height) {
return candy;
}
}
return null;
}
// Game input handling
game.down = function (x, y, obj) {
if (isProcessing) return;
var candy = getCandyAt(x, y);
if (candy) {
if (selectedCandy) {
if (selectedCandy === candy) {
selectedCandy.unhighlight();
selectedCandy = null;
} else if (areAdjacent(selectedCandy.gridX, selectedCandy.gridY, candy.gridX, candy.gridY)) {
if (wouldCreateMatch(selectedCandy, candy)) {
swapCandies(selectedCandy, candy);
selectedCandy.unhighlight();
selectedCandy = null;
LK.setTimeout(function () {
processMatches();
}, 400);
} else {
selectedCandy.unhighlight();
selectedCandy = candy;
candy.highlight();
}
} else {
selectedCandy.unhighlight();
selectedCandy = candy;
candy.highlight();
}
} else {
selectedCandy = candy;
candy.highlight();
}
}
};
// Initialize game
initializeGrid();
fillGrid();
// Remove initial matches
LK.setTimeout(function () {
processMatches();
}, 100);
game.update = function () {
// Game runs automatically through event handling
}; ===================================================================
--- original.js
+++ change.js
@@ -302,29 +302,33 @@
return added;
}
// Check if move creates matches
function wouldCreateMatch(candy1, candy2) {
- // Temporarily swap
- var tempX = candy1.gridX;
- var tempY = candy1.gridY;
+ // Store original positions
+ var origX1 = candy1.gridX;
+ var origY1 = candy1.gridY;
+ var origX2 = candy2.gridX;
+ var origY2 = candy2.gridY;
+ // Temporarily swap in grid
grid[candy1.gridX][candy1.gridY] = candy2;
grid[candy2.gridX][candy2.gridY] = candy1;
- candy1.gridX = candy2.gridX;
- candy1.gridY = candy2.gridY;
- candy2.gridX = tempX;
- candy2.gridY = tempY;
+ // Temporarily swap candy positions
+ candy1.gridX = origX2;
+ candy1.gridY = origY2;
+ candy2.gridX = origX1;
+ candy2.gridY = origY1;
var matches1 = findMatches(candy1.gridX, candy1.gridY, 1, 0);
var matches2 = findMatches(candy1.gridX, candy1.gridY, 0, 1);
var matches3 = findMatches(candy2.gridX, candy2.gridY, 1, 0);
var matches4 = findMatches(candy2.gridX, candy2.gridY, 0, 1);
var hasMatch = matches1.length >= 3 || matches2.length >= 3 || matches3.length >= 3 || matches4.length >= 3;
- // Swap back
- grid[candy2.gridX][candy2.gridY] = candy1;
- grid[candy1.gridX][candy1.gridY] = candy2;
- candy2.gridX = candy1.gridX;
- candy2.gridY = candy1.gridY;
- candy1.gridX = tempX;
- candy1.gridY = tempY;
+ // Restore original positions
+ candy1.gridX = origX1;
+ candy1.gridY = origY1;
+ candy2.gridX = origX2;
+ candy2.gridY = origY2;
+ grid[origX1][origY1] = candy1;
+ grid[origX2][origY2] = candy2;
return hasMatch;
}
// Process matches and cascades
function processMatches() {