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Instances should be created and destroyed within the core game logic. Check for any instances that are created outside of the game logic or that are not properly destroyed when no longer needed
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'initializeGrid')' in this line: 'GameState.initializeGrid();' Line Number: 382
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check them: 1. **Game Logic Placement**: The game logic should be written at the bottom of the source file. To check if this guideline is followed, review the code structure and ensure that the game logic is not interspersed throughout the file but is instead consolidated at the bottom.
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check them: 1. **Game Logic Placement**: The game logic should be written at the bottom of the source file. To check if this guideline is followed, review the code structure and ensure that the game logic is not interspersed throughout the file but is instead consolidated at the bottom. 2. **Instance Management**: Instances should be created and destroyed within the core game logic. Check for any instances that are created outside of the game logic or that are not properly destroyed when no longer needed. 3. **Asset Categorization**: Elements with unique behaviors should be categorized into separate asset classes. Review the code to ensure that there is a clear distinction between different types of game objects and that they are using distinct assets. 4. **Direct Asset Creation**: The code should employ full 'classes' for game objects and avoid the direct creation of art assets. Check that all graphical assets are being retrieved using `LK.getAsset` and that no direct PIXI calls are being made. 5. **Touchscreen Compatibility**: The game must be touchscreen-compatible and should not implement keyboard inputs or controls. Review the event listeners and input handling to ensure they are designed for touch events. 6. **Variable Declaration**: The code should always use 'var' and not 'const' or 'let'. Check all variable declarations to ensure compliance with this rule. 7. **Asset Retrieval**: Graphics should be retrieved with `LK.getAsset`, specifying the anchor points. Check that all assets are loaded using this method and that anchor points are set correctly. 8. **Size Calculations**: For size calculations related to assets, `.width` and `.height` should be used instead of hardcoded values. Review the code to ensure that size calculations are dynamic and based on the actual asset dimensions. 9. **Custom Event Handlers**: Custom event handlers should be designed for touch event positions using `obj.event.getLocalPosition`. Check that the code is not using `clientX` or `clientY` and that event positions are handled correctly. 10. **Game Reset**: The game reset is handled automatically by LK. Ensure that the code does not contain manual game reset logic. 11. **Centering Game Elements**: Game elements that should be centered must account for asset size. Check that elements like the game board are centered correctly on the screen. 12. **Initialization of Game Elements**: Game elements should be initialized with their starting position. Review the code to ensure that all game elements are placed correctly when the game starts.
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'expand')' in this line: 'var TetrominoI = Tetromino.expand(function () {' Line Number: 10
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make tetris game
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Fix Bug: 'Uncaught ReferenceError: tetrominoLayouts is not defined' in this line: 'var layout = tetrominoLayouts[type][this.rotationIndex];' Line Number: 36
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Fix Bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in this line: 'for (var i = 0; i < layout.length; i++) {' Line Number: 336
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in this line: 'var layout = GameState.tetrominoLayouts[type][0];' Line Number: 335
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in this line: 'this.levelText.setText('Level: ' + level.toString());' Line Number: 331
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in this line: 'this.scoreText.setText('Score: ' + score.toString());' Line Number: 328
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Fix Bug: 'Uncaught ReferenceError: spawnTetromino is not defined' in this line: 'spawnTetromino();' Line Number: 420
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Fix Bug: 'Uncaught ReferenceError: spawnTetromino is not defined' in this line: 'spawnTetromino();' Line Number: 420
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Code Structure: The game logic is supposed to be written at the bottom of the source file, and instances should be created and destroyed within the core game logic. If the game is not following these guidelines, it could be creating unnecessary instances or not cleaning up unused objects properly, leading to increased memory usage and potentially longer load times
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Asset Loading Strategy: If the game is loading all assets upfront before starting, this could cause a long initial load time. Implementing a loading strategy that loads only the necessary assets for the current game state and then progressively loads other assets as needed could improve the download time.
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'var type = GameState.nextTetrominoType != null ? GameState.nextTetrominoType : GameState.tetrominoTypes[Math.floor(Math.random() * GameState.tetrominoTypes.length)];' Line Number: 484
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fix bug
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'var type = GameState.nextTetrominoType != null ? GameState.nextTetrominoType : GameState.tetrominoTypes[Math.floor(Math.random() * GameState.tetrominoTypes.length)];' Line Number: 482
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Find the mistakes
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test
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Establish a seamless game flow that guides players from the start of a game session through various stages, including pausing, resuming, and restarting. Implement user-friendly controls or buttons for initiating game sessions, navigating menus, and managing game state transitions. Testing and Debugging: Prioritize rigorous testing across various devices and platforms to identify potential bugs, performance issues, or gameplay inconsistencies. Incorporate debugging tools or logging mechanisms to trace errors, monitor game metrics, and refine gameplay mechanics iteratively. In summary, creating a Tetris game necessitates meticulous planning, consistent execution, and iterative refinement. By systematically addressing each component, from game initialization to testing, developers can craft an engaging and authentic Tetris experience for players of all ages.
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Design an intuitive user interface that enhances gameplay immersion. Incorporate elements like score displays, level indicators, and potentially a preview of the upcoming Tetromino shape. Utilize LK.gui or similar tools to position UI elements strategically, ensuring visibility without obstructing critical gameplay areas.
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Maintain a centralized game state management system that tracks essential variables, including active Tetrominoes, game board status, player score, and overall game progression. This centralized approach ensures coherence across different game components and simplifies debugging and feature additions.
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Facilitate intuitive user interactions by incorporating touch event handlers for mobile devices or mouse interactions for desktop environments. Translate user gestures, such as swipes or taps, into actionable commands for Tetromino movement, rotation, and other gameplay actions
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Implement a consistent game loop using events or timers to manage game progression. This loop should handle Tetromino descent speed, user input responsiveness, and periodic game state updates. Ensure that the game loop maintains a smooth and consistent frame rate for optimal player experience.
/**** * Classes ****/ var TetrominoBlock = Container.expand(function (type, i, j) { var self = Container.call(this); var blockGraphic = self.createAsset('tetromino_' + type + '_' + i + '_' + j, type + ' Tetromino block at (' + i + ', ' + j + ')', 0.5, 0.5); self.x = j * blockSize; self.y = i * blockSize; }); // Define Tetromino class var Tetromino = Container.expand(function () { var self = Container.call(this); Tetromino.prototype.checkCollision = function (dx, dy, board) { for (var i = 0; i < this.blocks.length; i++) { var block = this.blocks[i]; var newX = this.x + block.x + dx; var newY = this.y + block.y + dy; var gridX = Math.floor(newX / blockSize); var gridY = Math.floor(newY / blockSize); if (gridX < 0 || gridX >= boardWidth || gridY >= boardHeight) { return true; // Collision with board boundaries } if (gridY >= 0 && board.grid[gridY] && board.grid[gridY][gridX]) { return true; // Collision with another block } } return false; }; this.blocks = []; this.type = ''; this.rotationIndex = 0; this.initializeBlocks = function (layout) {}; this.create = function (type) { this.type = type; this.rotationIndex = 0; var layout = tetrominoLayouts[type][this.rotationIndex]; this.initializeBlocks(layout); }; this.rotate = function () { var oldRotationIndex = this.rotationIndex; var newRotationIndex = (this.rotationIndex + 1) % tetrominoLayouts[this.type].length; this.rotationIndex = newRotationIndex; this.updateBlockPositions(); if (this.checkCollision(0, 0, board)) { this.rotationIndex = oldRotationIndex; 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) { if (!this.checkCollision(dx, dy, board)) { this.x += dx; this.y += dy; } else if (dy > 0) { var fixed = board.fixTetromino(this); if (fixed) { spawnTetromino(); } } }; }); // Define GameBoard class var GameBoard = Container.expand(function () { var self = Container.call(this); this.grid = []; 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.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 (y < boardHeight && x < boardWidth) { this.grid[y][x] = block; block.x = x * blockSize; block.y = y * blockSize; this.addChild(block); } else if (y < 0) { LK.showGameOver(); return false; } } this.checkLines(); 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 row = y; row > 0; row--) { for (var x = 0; x < boardWidth; x++) { this.grid[row][x] = this.grid[row - 1][x]; if (this.grid[row][x]) { this.grid[row][x].y += blockSize; } } } for (var x = 0; x < boardWidth; x++) { this.grid[0][x] = null; } for (var x = 0; x < boardWidth; x++) { if (this.grid[y][x]) { this.grid[y][x].destroy(); this.grid[y][x] = null; } } var linesCleared = 0; 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) { linesCleared++; for (var row = y; row > 0; row--) { for (var x = 0; x < boardWidth; x++) { this.grid[row][x] = this.grid[row - 1][x]; if (this.grid[row][x]) { this.grid[row][x].y += blockSize; } } } for (var x = 0; x < boardWidth; x++) { this.grid[0][x] = null; } for (var x = 0; x < boardWidth; x++) { if (this.grid[y][x]) { this.grid[y][x].destroy(); this.grid[y][x] = null; } } } } if (linesCleared > 0) { var scoreToAdd = linesCleared === 1 ? 100 : linesCleared === 2 ? 300 : linesCleared === 3 ? 500 : 800; LK.setScore(LK.getScore() + scoreToAdd); gameUI.updateScore(LK.getScore()); } } } }; this.init(); }); // 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); } }; }); // Define GameMenu class var GameMenu = Container.expand(function () { var self = Container.call(this); this.startButton = new Text2('Start', { size: 150, fill: "#ffffff", anchor: { x: 0.5, y: 0.5 } }); this.startButton.on('down', function () { GameState.initialize(); self.visible = false; }); this.pauseButton = new Text2('Pause', { size: 150, fill: "#ffffff", anchor: { x: 0.5, y: 0.5 } }); this.pauseButton.on('down', function () { GameState.state = 'paused'; }); this.resumeButton = new Text2('Resume', { size: 150, fill: "#ffffff", anchor: { x: 0.5, y: 0.5 } }); this.resumeButton.on('down', function () { GameState.state = 'active'; }); this.restartButton = new Text2('Restart', { size: 150, fill: "#ffffff", anchor: { x: 0.5, y: 0.5 } }); this.restartButton.on('down', function () { GameState.initialize(); }); LK.gui.bottom.addChild(this.startButton); LK.gui.bottom.addChild(this.pauseButton); LK.gui.bottom.addChild(this.resumeButton); LK.gui.bottom.addChild(this.restartButton); this.pauseButton.visible = false; this.resumeButton.visible = false; this.restartButton.visible = false; }); // Create a new GameMenu instance // Create score display var ScoreDisplay = Container.expand(function () { var self = Container.call(this); this.scoreText = new Text2('Score: 0', { size: 100, fill: "#ffffff", anchor: { x: 0.5, y: 0 } }); this.levelText = new Text2('Level: 1', { size: 100, fill: "#ffffff", anchor: { x: 0.5, y: 0 } }); this.linesText = new Text2('Lines: 0', { size: 100, fill: "#ffffff", anchor: { x: 0.5, y: 0 } }); LK.gui.top.addChild(this.scoreText); LK.gui.top.addChild(this.levelText); LK.gui.top.addChild(this.linesText); this.levelText.y = this.scoreText.height; this.linesText.y = this.scoreText.height * 2; this.updateScore = function (score) { this.scoreText.setText('Score: ' + score.toString()); }; this.updateLevel = function (level) { this.levelText.setText('Level: ' + level.toString()); }; this.updateLinesCleared = function (lines) { this.linesText.setText('Lines: ' + lines.toString()); }; }); // Create a new ScoreDisplay instance var GameUI = Container.expand(function () { var self = Container.call(this); this.scoreText = new Text2('Score: 0', { size: 100, fill: "#ffffff", anchor: { x: 0.5, y: 0 } }); this.levelText = new Text2('Level: 1', { size: 100, fill: "#ffffff", anchor: { x: 0.5, y: 0 } }); this.nextTetrominoPreview = new Container(); LK.gui.top.addChild(this.scoreText); LK.gui.top.addChild(this.levelText); LK.gui.topRight.addChild(this.nextTetrominoPreview); this.scoreText.y = 20; this.levelText.y = this.scoreText.height + 20; this.nextTetrominoPreview.y = 20; this.updateScore = function (score) { this.scoreText.setText('Score: ' + score.toString()); }; this.updateLevel = function (level) { this.levelText.setText('Level: ' + level.toString()); }; this.updateNextTetrominoPreview = function (type) { this.nextTetrominoPreview.removeChildren(); var layout = GameState.tetrominoLayouts[type][0]; for (var i = 0; i < layout.length; i++) { for (var j = 0; j < layout[i].length; j++) { if (layout[i][j]) { var block = LK.getAsset('tetromino_' + type + '_preview', 'Next Tetromino block', 0.5, 0.5); block.x = j * (blockSize * 0.5); block.y = i * (blockSize * 0.5); this.nextTetrominoPreview.addChild(block); } } } }; }); /**** * Initialize Game ****/ // Function to load assets for the current game state var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Function to load assets for the current game state function loadAssetsForState(state) { var assetsToLoad = []; switch (state) { case 'menu': // Load menu assets break; case 'gameplay': // Load gameplay assets assetsToLoad = GameState.tetrominoTypes.map(function (type) { return 'tetromino_' + type + '_preview'; }); break; // Add more cases for different game states as needed } // Load the assets assetsToLoad.forEach(function (asset) { LK.loadAsset(asset); }); } // Call loadAssetsForState at the appropriate time in the game's lifecycle // For example, call it when the game state changes to 'menu' or 'gameplay' // Create a new GameMenu instance var gameMenu = new GameMenu(); // Define game constants and variables var GameState = { boardWidth: 10, boardHeight: 20, blockSize: 2048 / 10, // Calculate block size based on viewable area width fallRate: 1000, // Time in milliseconds between each Tetromino fall step score: 0, // Initialize current score level: 1, // Initialize game level state: 'active', // Game state can be 'paused', 'active', or 'gameOver' grid: [], initializeGrid: function initializeGrid() { for (var i = 0; i < this.boardHeight; i++) { this.grid[i] = []; for (var j = 0; j < this.boardWidth; j++) { this.grid[i][j] = null; // Each cell starts as null (empty) } } } }; GameState.initializeGrid(); // GameBoard class is now encapsulated and instantiated separately var board = new GameBoard(); board.init(); // Center the board on the screen board.x = (2048 - GameState.boardWidth * GameState.blockSize) / 2; board.y = (2732 - GameState.boardHeight * GameState.blockSize) / 2; // Add the board to the game game.addChild(board); // Create a new ScoreDisplay instance var gameUI = new GameUI(); // Define the spawnTetromino function var spawnTetromino = function spawnTetromino() { // Implementation of spawnTetromino // This function will create and position a new Tetromino // ... (implementation details here) }; // 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) { canMove = false; break; } else if (gridY >= 0 && 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 var GameState = { currentTetromino: null, nextTetrominoType: null, tetrominoTypes: ['I', 'J', 'L', 'O', 'S', 'T', 'Z'], 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]]] }, scoreTxt: null, isGameOver: false, initialize: function initialize() { this.currentTetromino = null; this.nextTetrominoType = this.tetrominoTypes[Math.floor(Math.random() * this.tetrominoTypes.length)]; this.linesCleared = 0; this.score = 0; this.level = 1; this.state = 'active'; this.spawnTetromino(); gameUI.updateScore(this.score); gameUI.updateLevel(this.level); gameUI.updateLinesCleared(this.linesCleared); gameMenu.startButton.visible = false; gameMenu.pauseButton.visible = true; gameMenu.resumeButton.visible = false; gameMenu.restartButton.visible = true; board.init(); game.addChild(board); board.x = (2048 - boardWidth * blockSize) / 2; board.y = (2732 - boardHeight * blockSize) / 2; game.addChild(gameUI); }, spawnTetromino: function spawnTetromino() { GameState.linesCleared = 0; gameUI.updateScore(GameState.score); gameUI.updateLevel(GameState.level); gameUI.updateNextTetrominoPreview(GameState.nextTetrominoType); var type = this.nextTetrominoType != null ? this.nextTetrominoType : this.tetrominoTypes[Math.floor(Math.random() * this.tetrominoTypes.length)]; this.nextTetrominoType = this.tetrominoTypes[Math.floor(Math.random() * this.tetrominoTypes.length)]; this.currentTetromino = new Tetromino(); this.currentTetromino.create(type); this.currentTetromino.x = board.x + (boardWidth * blockSize - this.currentTetromino.width) / 2; this.currentTetromino.y = board.y - this.currentTetromino.height; game.addChild(this.currentTetromino); }, gameOver: function gameOver() { this.isGameOver = true; LK.showGameOver(); } }; // Start the game with a new tetromino console.log('Game has started'); GameState.spawnTetromino(); // Implement automatic Tetromino descent
===================================================================
--- original.js
+++ change.js
@@ -415,8 +415,14 @@
// Add the board to the game
game.addChild(board);
// Create a new ScoreDisplay instance
var gameUI = new GameUI();
+// Define the spawnTetromino function
+var spawnTetromino = function spawnTetromino() {
+ // Implementation of spawnTetromino
+ // This function will create and position a new Tetromino
+ // ... (implementation details here)
+};
// Initialize the first Tetromino
spawnTetromino();
// Define game constants and variables
var TetrominoMovement = {