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Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 493
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Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 494
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Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 493
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Please fix the bug: 'Uncaught ReferenceError: GridBoard is not defined' in or related to this line: 'gridBoard = new GridBoard();' Line Number: 439
Code edit (3 edits merged)
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add random ease make drops move
Code edit (6 edits merged)
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make waterdrops initial tint random from the rainbow colors
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'waterDrop.x = self.x;' Line Number: 834
Code edit (2 edits merged)
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move the anonymous function of waterDropInterval in a global function
Code edit (1 edits merged)
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also animate water drops size from w=5 to w=15 and h=10 to h=30
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also animate water drops size from 50 to 150%
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animate waterdrops color between rancom white to blue tints
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animate waterdrops color between different blue tints
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Please fix the bug: 'ReferenceError: MAth is not defined' in or related to this line: 'self.rotation = Math.atan2(self.vy, self.vx) + MAth.PI * 0.5;' Line Number: 416
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rotate water drops in the direction of their movement
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create a global variable to store waterdrop anim interval; then call the ephemeral water drops creation in an interval every 2 sec
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for waterDrops, create a dedicated class then create a global array to reuse the object instead of destroying them
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,44 @@
/****
* Classes
****/
+var GridBoard = Container.expand(function () {
+ var self = Container.call(this);
+ // Initialize properties and methods for GridBoard
+ self.resetGrid = function () {
+ // Logic to reset the grid
+ };
+ self.showMessage = function (title, message) {
+ // Logic to show a message
+ };
+ self.hideMessage = function () {
+ // Logic to hide a message
+ };
+ self.enableInput = function () {
+ // Logic to enable input
+ };
+ self.disableInput = function () {
+ // Logic to disable input
+ };
+ self.update = function () {
+ // Logic to update the grid board
+ };
+ self.isLevelComplete = function () {
+ // Logic to check if the level is complete
+ return false;
+ };
+ self.getScore = function () {
+ // Logic to get the score
+ return 0;
+ };
+ self.startWaterAnimation = function () {
+ // Logic to start water animation
+ };
+ self.stopWaterAnimation = function () {
+ // Logic to stop water animation
+ };
+ return self;
+});
var Tile = Container.expand(function () {
var self = Container.call(this);
// Properties
self.type = 'empty';
@@ -382,12 +419,9 @@
self.update = function () {
self.x += self.vx;
self.y += self.vy;
self.rotation = Math.atan2(self.vy, self.vx) + Math.PI * 0.55;
- // Animate color between random white to blue tints
- //var randomTint = Math.random() * 0x00FFFF + 0xFFFFFF;
- //waterDropGraphics.tint = randomTint;
- // Animate size from w=5 to w=15 and h=10 to h=30
+ // Animate size
var sizeProgress = (120 - self.life) / 120; // Assuming life starts at 120
waterDropGraphics.width = self.size + sizeProgress * self.size * 2;
waterDropGraphics.height = self.size * 2 + sizeProgress * self.size * 4;
self.life--;
@@ -407,8 +441,154 @@
/****
* Game Code
****/
+var GAME_STATE = {
+ INIT: 'INIT',
+ MENU: 'MENU',
+ NEW_ROUND: 'NEW_ROUND',
+ PLAYING: 'PLAYING',
+ SCORE: 'SCORE'
+};
+var currentState = GAME_STATE.INIT;
+// State management functions
+function gameInitialize() {
+ // Initialize game assets and variables
+ gridBoard = new GridBoard();
+ game.addChild(gridBoard);
+ // Set up water drops array
+ waterDrops = [];
+ // Transition to menu state
+ changeGameState(GAME_STATE.MENU);
+}
+function initMenuState() {
+ // Show level selection UI using gridBoard
+ gridBoard.visible = true;
+ // For now, just show one level
+ gridBoard.showMessage("Level 1", "Tap to Start");
+}
+function handleMenuLoop() {
+ // Any continuous menu animations can go here
+}
+function cleanMenuState() {
+ gridBoard.hideMessage();
+}
+function initNewRoundState() {
+ // Prepare the level
+ gridBoard.resetGrid();
+ gridBoard.showMessage("Get Ready!", "");
+ // After a short delay, transition to PLAYING state
+ LK.setTimeout(function () {
+ changeGameState(GAME_STATE.PLAYING);
+ }, 1000);
+}
+function handleNewRoundLoop() {
+ // Any pre-game animations can go here
+}
+function cleanNewRoundState() {
+ gridBoard.hideMessage();
+}
+function initPlayingState() {
+ // Start the gameplay
+ gridBoard.enableInput();
+}
+function handlePlayingLoop() {
+ // Update game logic
+ gridBoard.update();
+ // Check if level is complete
+ if (gridBoard.isLevelComplete()) {
+ changeGameState(GAME_STATE.SCORE);
+ }
+}
+function cleanPlayingState() {
+ gridBoard.disableInput();
+}
+function initScoreState() {
+ // Show score and water animation
+ gridBoard.showMessage("Level Complete!", "Score: " + gridBoard.getScore());
+ // Start water animation
+ gridBoard.startWaterAnimation();
+}
+function handleScoreLoop() {
+ // Update water animation
+ gridBoard.update();
+}
+function cleanScoreState() {
+ gridBoard.hideMessage();
+ gridBoard.stopWaterAnimation();
+}
+function changeGameState(newState) {
+ // Clean up current state
+ switch (currentState) {
+ case GAME_STATE.MENU:
+ cleanMenuState();
+ break;
+ case GAME_STATE.NEW_ROUND:
+ cleanNewRoundState();
+ break;
+ case GAME_STATE.PLAYING:
+ cleanPlayingState();
+ break;
+ case GAME_STATE.SCORE:
+ cleanScoreState();
+ break;
+ }
+ // Initialize new state
+ currentState = newState;
+ switch (newState) {
+ case GAME_STATE.MENU:
+ initMenuState();
+ break;
+ case GAME_STATE.NEW_ROUND:
+ initNewRoundState();
+ break;
+ case GAME_STATE.PLAYING:
+ initPlayingState();
+ break;
+ case GAME_STATE.SCORE:
+ initScoreState();
+ break;
+ }
+}
+// Input handler
+game.on('down', function (x, y, obj) {
+ switch (currentState) {
+ case GAME_STATE.MENU:
+ // Start new round when tapped in menu
+ changeGameState(GAME_STATE.NEW_ROUND);
+ break;
+ case GAME_STATE.SCORE:
+ // Return to menu when tapped in score screen
+ changeGameState(GAME_STATE.MENU);
+ break;
+ }
+});
+// Main update loop
+function update() {
+ // Handle state-specific updates
+ switch (currentState) {
+ case GAME_STATE.MENU:
+ handleMenuLoop();
+ break;
+ case GAME_STATE.NEW_ROUND:
+ handleNewRoundLoop();
+ break;
+ case GAME_STATE.PLAYING:
+ handlePlayingLoop();
+ break;
+ case GAME_STATE.SCORE:
+ handleScoreLoop();
+ break;
+ }
+ // Update water drops
+ for (var i = waterDrops.length - 1; i >= 0; i--) {
+ if (waterDrops[i].visible) {
+ waterDrops[i].update();
+ }
+ }
+}
+// Initialize the game
+gameInitialize();
var waterDrops = [];
var waterDropInterval;
function createWaterDrops(x, y, game) {
for (var i = 0; i < 10; i++) {
straigth zenith view square light wooden pallet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
straigth zenith view square wooden pallet with big screws in each corner Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple yellow rating star. Modern video game style
tileSlide
Sound effect
levelWon
Sound effect
tileBlocked
Sound effect
fountain
Sound effect
waterInPipe
Sound effect
bgMusic
Music
logoBounce
Sound effect
levelStart
Sound effect
bgMusic2
Music
flowerPop
Sound effect
roundResult
Sound effect
gameWon
Sound effect
resetSound
Sound effect
birds
Sound effect
birds2
Sound effect
birds3
Sound effect