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Recheck the code
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Make code game tetris
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Fix Bug: 'Cannot read properties of undefined (reading 'length')' in this line: 'var type = nextTetrominoType != null ? nextTetrominoType : tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)];' Line Number: 283
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'var type = nextTetrominoType != null ? nextTetrominoType : tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)];' Line Number: 283
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Organize the code
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'initialize')' in this line: 'GameState.initialize();' Line Number: 399
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Add everything you need for tetris
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fix bug
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Test the code and fix logic and value errors
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Add to the code what is missing for the game
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Optimize the code
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Optimize the engine
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Optimize the game engine
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fix bug
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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
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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
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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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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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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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Game elements that should be centered must account for asset size. Check that elements like the game board are centered correctly on the screen.
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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
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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.
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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.
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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.
User prompt
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.
/**** * Classes ****/ // 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(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(); } }; }); var TetrominoBlock = Container.expand(function (type, gridX, gridY) { var self = Container.call(this); this.block = LK.getAsset('tetromino_' + type, type + ' Tetromino block', 0, 0); self.x = gridX * this.block.width; self.y = gridY * this.block.height; this.addChild(this.block); }); // 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); scoreTxt.setText(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); } }; }); /**** * 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) { 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 // 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 tetrominoTypes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']; 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 = 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 currentTetromino.move(0, blockSize); if (currentTetromino.isFixed) { // 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; LK.showGameOver(); } // Handle user input for moving and rotating the tetromino handleUserInput(); }); // Function to handle user input for moving and rotating the tetromino function handleUserInput() { game.on('down', function (obj) { var touchPos = obj.event.getLocalPosition(game); // Define touch areas for control var leftArea = { x: board.x, width: boardWidth * blockSize / 3 }; var rightArea = { x: board.x + boardWidth * blockSize * 2 / 3, width: boardWidth * blockSize / 3 }; var rotateArea = { x: board.x + boardWidth * blockSize / 3, width: boardWidth * blockSize / 3 }; // Move tetromino left if (touchPos.x >= leftArea.x && touchPos.x < leftArea.x + leftArea.width) { currentTetromino.move(-blockSize, 0); } // Move tetromino right else if (touchPos.x >= rightArea.x && touchPos.x < rightArea.x + rightArea.width) { currentTetromino.move(blockSize, 0); } // Rotate tetromino else if (touchPos.x >= rotateArea.x && touchPos.x < rotateArea.x + rotateArea.width) { currentTetromino.rotate(); } }); } // Touch event listeners for rotating and moving tetromino
===================================================================
--- original.js
+++ change.js
@@ -253,8 +253,9 @@
game.addChild(board);
var currentTetromino;
var nextTetrominoType;
var tetrominoTypes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z'];
+var nextTetrominoType;
var tetrominoTypes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z'];
var tetrominoLayouts = {
'I': [[[1, 1, 1, 1]]],
'J': [[[1, 0, 0], [1, 1, 1]]],
@@ -279,10 +280,11 @@
scoreTxt.anchor.set(.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to spawn a new tetromino
function spawnTetromino() {
- var type = nextTetrominoType != null ? nextTetrominoType : tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)];
+ var type = nextTetrominoType !== undefined ? nextTetrominoType : tetrominoTypes[Math.floor(Math.random() * tetrominoTypes.length)];
nextTetrominoType = null;
+ 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;