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; }); var FirePowerUp = Container.expand(function () { var self = Container.call(this); // Create fiery visual effect using Power asset var powerUpAsset = self.attachAsset('Power', { anchorX: 0.5, anchorY: 0.5 }); // Add pulsing animation self.pulseAnimation = function () { tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (self.parent) self.pulseAnimation(); } }); } }); }; // Start pulsing immediately self.pulseAnimation(); // Handle click on power-up self.down = function (x, y, obj) { self.activate(); }; self.activate = function () { // Create explosion effect at power-up location var explosion = game.addChild(LK.getAsset('Exp', { anchorX: 0.5, anchorY: 0.5 })); explosion.x = self.x; explosion.y = self.y; explosion.scaleX = 0.1; explosion.scaleY = 0.1; explosion.alpha = 0.8; // Animate explosion tween(explosion, { scaleX: 4, scaleY: 4, alpha: 0, rotation: Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Explode 5 random candies self.explodeRandomCandies(); // Remove power-up var index = powerUps.indexOf(self); if (index > -1) { powerUps.splice(index, 1); } self.destroy(); }; self.explodeRandomCandies = function () { var availableCandies = []; for (var i = 0; i < candies.length; i++) { if (candies[i].parent && !candies[i].isMatched) { availableCandies.push(candies[i]); } } // Select up to 5 random candies var candiesToExplode = []; var numToExplode = Math.min(5, availableCandies.length); for (var i = 0; i < numToExplode; i++) { var randomIndex = Math.floor(Math.random() * availableCandies.length); candiesToExplode.push(availableCandies[randomIndex]); availableCandies.splice(randomIndex, 1); } // Explode selected candies with slight delay between each for (var i = 0; i < candiesToExplode.length; i++) { (function (candy, delay) { LK.setTimeout(function () { // Create explosion effect var explosion = game.addChild(LK.getAsset('Exp', { anchorX: 0.5, anchorY: 0.5 })); explosion.x = candy.x; explosion.y = candy.y; explosion.scaleX = 0.1; explosion.scaleY = 0.1; explosion.alpha = 0.8; // Animate explosion tween(explosion, { scaleX: 3, scaleY: 3, alpha: 0, rotation: Math.PI * 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Remove candy from grid candy.alpha = 0; grid[candy.gridX][candy.gridY] = null; // Remove from candies array var index = candies.indexOf(candy); if (index > -1) { candies.splice(index, 1); } // Destroy candy after explosion LK.setTimeout(function () { candy.destroy(); }, 300); }, delay); })(candiesToExplode[i], i * 100); } // Process gravity and refill after all explosions LK.setTimeout(function () { // Add score for power-up activation gameScore += 100; scoreText.setText('Score: ' + gameScore); LK.setScore(gameScore); // Process the board LK.setTimeout(function () { applyGravity(); fillEmptySpaces(); LK.setTimeout(function () { processMatches(); }, 300); }, 100); }, candiesToExplode.length * 100 + 300); }; 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; var powerUps = []; var POWER_UP_AREA_Y = GRID_START_Y + GRID_SIZE * CELL_SIZE + 150; // 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: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.y = 50; LK.gui.top.addChild(scoreText); // Initialize combo display var comboText = new Text2('', { size: 50, fill: 0xFFD700 }); comboText.anchor.set(0.5, 0); comboText.y = 140; LK.gui.top.addChild(comboText); // Create power-up area var powerUpArea = game.addChild(LK.getAsset('gridBg', { anchorX: 0.5, anchorY: 0.5 })); powerUpArea.x = 2048 / 2; powerUpArea.y = POWER_UP_AREA_Y; powerUpArea.scaleX = 0.3; powerUpArea.scaleY = 0.3; powerUpArea.alpha = 0.5; // 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]; // Create explosion effect using "exp" asset var explosion = game.addChild(LK.getAsset('Exp', { anchorX: 0.5, anchorY: 0.5 })); explosion.x = candy.x; explosion.y = candy.y; explosion.scaleX = 0.1; explosion.scaleY = 0.1; explosion.alpha = 0.8; // Animate explosion growth and fade tween(explosion, { scaleX: 3, scaleY: 3, alpha: 0, rotation: Math.PI * 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Hide the candy immediately candy.alpha = 0; grid[candy.gridX][candy.gridY] = null; // Remove from candies array var index = candies.indexOf(candy); if (index > -1) { candies.splice(index, 1); } } // Check if we should create a power-up (4 or more candies matched) if (matches.length >= 4) { // Create fire power-up var firePowerUp = new FirePowerUp(); firePowerUp.x = 2048 / 2; firePowerUp.y = POWER_UP_AREA_Y; game.addChild(firePowerUp); powerUps.push(firePowerUp); // Flash screen to indicate power-up creation LK.effects.flashScreen(0xFF4500, 500); } // 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); // Show combo feedback if (comboMultiplier > 1) { comboText.setText('COMBO x' + comboMultiplier + ' (+' + totalScore + ')'); comboText.alpha = 1; tween(comboText, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } else { comboText.setText(''); } // Flash screen effect for big matches if (matches.length >= 5) { LK.effects.flashScreen(0xFFD700, 300); } LK.getSound('match').play(); // Schedule removal after explosion 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 }, 300); } else { isProcessing = false; comboMultiplier = 1; } }, 300); } else { isProcessing = false; comboMultiplier = 1; } } // Get candy at screen position function getCandyAt(x, y) { // Calculate grid coordinates from screen position var gridX = Math.floor((x - GRID_START_X) / CELL_SIZE); var gridY = Math.floor((y - GRID_START_Y) / CELL_SIZE); // Check if coordinates are within grid bounds if (gridX >= 0 && gridX < GRID_SIZE && gridY >= 0 && gridY < GRID_SIZE) { return grid[gridX][gridY]; } return null; } var dragStartCandy = null; var dragCurrentCandy = null; // Game input handling game.down = function (x, y, obj) { if (isProcessing) return; var candy = getCandyAt(x, y); if (candy) { dragStartCandy = candy; dragCurrentCandy = candy; candy.highlight(); } }; game.move = function (x, y, obj) { if (isProcessing || !dragStartCandy) return; var candy = getCandyAt(x, y); if (candy && candy !== dragCurrentCandy) { if (dragCurrentCandy && dragCurrentCandy !== dragStartCandy) { dragCurrentCandy.unhighlight(); } dragCurrentCandy = candy; if (candy !== dragStartCandy) { candy.highlight(); } } }; game.up = function (x, y, obj) { if (isProcessing || !dragStartCandy) return; var endCandy = getCandyAt(x, y); if (endCandy && endCandy !== dragStartCandy && areAdjacent(dragStartCandy.gridX, dragStartCandy.gridY, endCandy.gridX, endCandy.gridY)) { if (wouldCreateMatch(dragStartCandy, endCandy)) { swapCandies(dragStartCandy, endCandy); LK.setTimeout(function () { processMatches(); }, 400); } else { // Invalid move - swap back dragStartCandy.unhighlight(); if (endCandy) endCandy.unhighlight(); } } else { // No valid target - just unhighlight dragStartCandy.unhighlight(); if (dragCurrentCandy && dragCurrentCandy !== dragStartCandy) { dragCurrentCandy.unhighlight(); } } dragStartCandy = null; dragCurrentCandy = null; }; // 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
@@ -67,14 +67,13 @@
return self;
});
var FirePowerUp = Container.expand(function () {
var self = Container.call(this);
- // Create fiery visual effect using candy1 asset with red tint
- var powerUpAsset = self.attachAsset('candy1', {
+ // Create fiery visual effect using Power asset
+ var powerUpAsset = self.attachAsset('Power', {
anchorX: 0.5,
anchorY: 0.5
});
- powerUpAsset.tint = 0xFF4500; // Orange-red fiery color
// Add pulsing animation
self.pulseAnimation = function () {
tween(self, {
scaleX: 1.3,