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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'var type = nextTetrominoType !== undefined ? nextTetrominoType : tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)];' Line Number: 311
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Define the visual elements of the game, such as the Tetromino blocks. Use `LK.getAsset` to retrieve graphics for each type of Tetromino block and set their anchor points appropriately.
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**Asset Creation**: Define the visual elements of the game, such as the Tetromino blocks. Use `LK.getAsset` to retrieve graphics for each type of Tetromino block and set their anchor points appropriately.
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'var type = nextTetrominoType || tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)];' Line Number: 267
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Start by setting up the game environment, including the game board and any necessary variables
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1. **Game Initialization**: Start by setting up the game environment, including the game board and any necessary variables. Initialize the game with a background color if required.
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fix Logic errors
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fix Engine-specific issues
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fix Engine-specific issues
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fix Rendering errors
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fix Asset loading issues
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fix Initialization problems
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fix error
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fix Initialization problems fix Asset loading issues fix Rendering errors fix Logic errors fix Engine-specific issues fix problem within the game's rendering pipeline. fix initialization code
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Optimize full game
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Optimize full
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Optimize the logic of mechanics
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Create a tetramino so that it falls on the board and the player can control it by collecting lines as in tetris
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Create a logic for the rate of fall
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'addBlock')' in this line: 'game.lowerField.addBlock(block, x, y);' Line Number: 60
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'addBlock')' in this line: 'this.lowerField.addBlock(block, x, y);' Line Number: 60
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'addBlock')' in this line: 'this.lowerField.addBlock(block, x, y);' Line Number: 60
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Create a lower field for collecting tetramino
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This logic should check for collisions with the bottom of the playing field and with other placed blocks. When a collision is detected, the Tetramino should lock in place, and then a new Tetromino should appear in the game, which the player can control. In addition, the game must check and clear all filled lines, updating the game status and score accordingly. The absence of this collision detection and line cleaning logic would cause tetraminos to fall non-stop, which would not only be a mistake, but it would also make the game unplayable, since it would not comply with the classic rules of Tetris.
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This logic should check for collisions with the bottom of the playing field and with other placed blocks.
/**** * Classes ****/ var TetrominoZBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_Z', 'Z Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); var TetrominoTBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_T', 'T Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); var TetrominoSBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_S', 'S Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); var TetrominoOBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_O', 'O Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); var TetrominoLBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_L', 'L Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); var TetrominoIBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_I', 'I Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); var TetrominoJBlock = Container.expand(function (gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_J', 'J Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); // Repeat the above pattern for L, O, S, T, and Z Tetromino blocks // Define Tetromino class var Tetromino = Container.expand(function () { var self = Container.call(this); this.blocks = []; this.type = ''; this.rotationIndex = 0; this.initializeBlocks = function (layout) { for (var i = 0; i < layout.length; i++) { for (var j = 0; j < layout[i].length; j++) { if (layout[i][j]) { this.blocks.push(game.addChild(new TetrominoBlock(this.type, j, i))); } } } }; this.create = function (type) { this.type = type; this.rotationIndex = 0; var layout = tetrominoLayouts[type][this.rotationIndex]; this.initializeBlocks(layout); }; this.rotate = function () { this.rotationIndex = (this.rotationIndex + 1) % tetrominoLayouts[this.type].length; this.updateBlockPositions(); }; this.updateBlockPositions = function () { var layout = tetrominoLayouts[this.type][this.rotationIndex]; var k = 0; for (var i = 0; i < layout.length; i++) { for (var j = 0; j < layout[i].length; j++) { if (layout[i][j]) { this.blocks[k].x = j * this.blocks[k].width; this.blocks[k].y = i * this.blocks[k].height; k++; } } } }; this.move = function (dx, dy) { var movement = TetrominoMovement.calculateMove(this, dx, dy, board); if (movement.canMove) { this.x = movement.newX; this.y = movement.newY; } else if (dy > 0) { board.fixTetromino(this); spawnTetromino(); } }; }); // Define GameBoard class var GameBoard = Container.expand(function () { var self = Container.call(this); GameBoard.prototype.fixTetromino = function (tetromino) { var blocks = tetromino.blocks; for (var i = 0; i < blocks.length; i++) { var block = blocks[i]; var x = Math.round((block.x + tetromino.x - this.x) / blockSize); var y = Math.round((block.y + tetromino.y - this.y) / blockSize); if (!this.lowerField.addBlock(block, x, y)) { return false; } } return true; }; this.grid = []; this.lowerField = new LowerField(); this.init = function () { for (var i = 0; i < boardHeight; i++) { this.grid[i] = []; for (var j = 0; j < boardWidth; j++) { this.grid[i][j] = null; } } this.lowerField.init(); }; this.addTetromino = function (tetromino) { var blocks = tetromino.blocks; for (var i = 0; i < blocks.length; i++) { var block = blocks[i]; var x = Math.round((block.x + tetromino.x - this.x) / blockSize); var y = Math.round((block.y + tetromino.y - this.y) / blockSize); // Check if the block is within the board and not already occupied if (y < boardHeight && x >= 0 && x < boardWidth && !this.grid[y][x]) { this.grid[y][x] = game.addChild(new TetrominoBlock(block.type, x, y)); } else { // If the block cannot be placed, fix the Tetromino in its last valid position // If the block cannot be placed, trigger game over logic isGameOver = true; LK.showGameOver(); return false; } } return true; }; this.isGameOver = function () { for (var x = 0; x < boardWidth; x++) { if (this.grid[0][x] !== null) { return true; } } return false; }; this.checkLines = function () { for (var y = 0; y < boardHeight; y++) { var lineComplete = true; for (var x = 0; x < boardWidth; x++) { if (this.grid[y][x] === null) { lineComplete = false; break; } } if (lineComplete) { for (var x = 0; x < boardWidth; x++) { var block = this.grid[y][x]; block.destroy(); this.grid[y][x] = null; } for (var row = y; row > 0; row--) { for (var x = 0; x < boardWidth; x++) { if (this.grid[row - 1][x] !== null) { this.grid[row][x] = this.grid[row - 1][x]; this.grid[row - 1][x] = null; this.grid[row][x].y += blockSize; } } } LK.setScore(LK.getScore() + 100); scoreTxt.setText(LK.getScore()); } } }; }); // Define LowerField class for collecting Tetrominoes var LowerField = Container.expand(function () { var self = Container.call(this); this.init = function () { this.grid = []; for (var i = 0; i < boardHeight; i++) { this.grid[i] = []; for (var j = 0; j < boardWidth; j++) { this.grid[i][j] = null; } } }; this.init(); this.addBlock = function (block, x, y) { if (y < boardHeight && x < boardWidth) { this.grid[y][x] = block; block.x = x * blockSize; block.y = y * blockSize; this.addChild(block); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF // Init game with white background }); /**** * Game Code ****/ // Define game constants and variables var boardWidth = 10; var boardHeight = 20; var blockSize = 2048 / boardWidth; // Calculate block size based on viewable area width var fallRate = 1000; // Time in milliseconds between each Tetromino fall step // GameBoard class is now encapsulated and instantiated separately var board = new GameBoard(); board.init(); // Center the board on the screen board.x = (2048 - boardWidth * blockSize) / 2; board.y = (2732 - boardHeight * blockSize) / 2; // Add the board to the game game.addChild(board); // Create score display scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize the first Tetromino spawnTetromino(); // Define game constants and variables var TetrominoMovement = { calculateMove: function calculateMove(tetromino, dx, dy, board) { var newX = tetromino.x + dx; var newY = tetromino.y + dy; var canMove = true; for (var i = 0; i < tetromino.blocks.length; i++) { var block = tetromino.blocks[i]; var gridX = Math.round((block.x + newX - board.x) / blockSize); var gridY = Math.round((block.y + newY - board.y) / blockSize); if (gridX < 0 || gridX >= boardWidth || gridY < 0 || gridY >= boardHeight || board.grid[gridY] && board.grid[gridY][gridX]) { canMove = false; break; } } return { canMove: canMove, newX: newX, newY: newY }; } }; var boardWidth = 10; var boardHeight = 20; var blockSize = 2048 / boardWidth; // Calculate block size based on viewable area width var fallRate = 1000; // Time in milliseconds between each Tetromino fall step // GameBoard class is now encapsulated and instantiated separately var board = new GameBoard(); game.addChild(board); var currentTetromino; var nextTetrominoType; var tetrominoTypes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']; var nextTetrominoType; var tetrominoLayouts = { 'I': [[[1, 1, 1, 1]]], 'J': [[[1, 0, 0], [1, 1, 1]]], 'L': [[[0, 0, 1], [1, 1, 1]]], 'O': [[[1, 1], [1, 1]]], 'S': [[[0, 1, 1], [1, 1, 0]]], 'T': [[[0, 1, 0], [1, 1, 1]]], 'Z': [[[1, 1, 0], [0, 1, 1]]] }; var scoreTxt; var isGameOver = false; // Initialize board board.init(); // Center the board on the screen board.x = (2048 - boardWidth * blockSize) / 2; board.y = (2732 - boardHeight * blockSize) / 2; // Create score display scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(scoreTxt); // Function to spawn a new tetromino function spawnTetromino() { var type = nextTetrominoType !== undefined ? nextTetrominoType : tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)]; nextTetrominoType = null; nextTetrominoType = tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)]; currentTetromino = new Tetromino(); currentTetromino.create(type); currentTetromino.x = board.x + boardWidth / 2 * blockSize - currentTetromino.width / 2; currentTetromino.y = board.y; game.addChild(currentTetromino); } // Start the game with a new tetromino spawnTetromino(); // Game tick event LK.on('tick', function () { // Implement fall rate timer if (LK.ticks % (fallRate / (1000 / 60)) === 0) { // Attempt to move current tetromino down and check for collision var originalY = currentTetromino.y; currentTetromino.move(0, blockSize); if (!board.fixTetromino(currentTetromino)) { // Collision occurred and Tetromino is fixed, spawn a new Tetromino spawnTetromino(); } } // Check for completed lines board.checkLines(); // Check for game over if (board.isGameOver()) { isGameOver = true; } }); // Touch event listeners for rotating and moving tetromino game.on('down', function (obj) { var touchPos = obj.event.getLocalPosition(game); if (touchPos.x < board.x) { // Move tetromino left currentTetromino.move(-blockSize, 0); } else if (touchPos.x > board.x + boardWidth * blockSize) { // Move tetromino right currentTetromino.move(blockSize, 0); } }); game.on('up', function (obj) { // Rotate tetromino currentTetromino.rotate(); });
===================================================================
--- original.js
+++ change.js
@@ -1,17 +1,52 @@
/****
* Classes
****/
+var TetrominoZBlock = Container.expand(function (gridX, gridY) {
+ var self = Container.call(this);
+ this.block = LK.getAsset('tetromino_Z', 'Z Tetromino block', 0, 0);
+ self.x = gridX * this.block.width;
+ self.y = gridY * this.block.height;
+ this.addChild(this.block);
+});
+var TetrominoTBlock = Container.expand(function (gridX, gridY) {
+ var self = Container.call(this);
+ this.block = LK.getAsset('tetromino_T', 'T Tetromino block', 0, 0);
+ self.x = gridX * this.block.width;
+ self.y = gridY * this.block.height;
+ this.addChild(this.block);
+});
+var TetrominoSBlock = Container.expand(function (gridX, gridY) {
+ var self = Container.call(this);
+ this.block = LK.getAsset('tetromino_S', 'S Tetromino block', 0, 0);
+ self.x = gridX * this.block.width;
+ self.y = gridY * this.block.height;
+ this.addChild(this.block);
+});
+var TetrominoOBlock = Container.expand(function (gridX, gridY) {
+ var self = Container.call(this);
+ this.block = LK.getAsset('tetromino_O', 'O Tetromino block', 0, 0);
+ self.x = gridX * this.block.width;
+ self.y = gridY * this.block.height;
+ this.addChild(this.block);
+});
+var TetrominoLBlock = Container.expand(function (gridX, gridY) {
+ var self = Container.call(this);
+ this.block = LK.getAsset('tetromino_L', 'L Tetromino block', 0, 0);
+ self.x = gridX * this.block.width;
+ self.y = gridY * this.block.height;
+ this.addChild(this.block);
+});
var TetrominoIBlock = Container.expand(function (gridX, gridY) {
var self = Container.call(this);
- this.block = LK.getAsset('block_I', 'I Tetromino block', 0.5, 0.5);
+ this.block = LK.getAsset('tetromino_I', 'I Tetromino block', 0, 0);
self.x = gridX * this.block.width;
self.y = gridY * this.block.height;
this.addChild(this.block);
});
var TetrominoJBlock = Container.expand(function (gridX, gridY) {
var self = Container.call(this);
- this.block = LK.getAsset('block_J', 'J Tetromino block', 0.5, 0.5);
+ this.block = LK.getAsset('tetromino_J', 'J Tetromino block', 0, 0);
self.x = gridX * this.block.width;
self.y = gridY * this.block.height;
this.addChild(this.block);
});