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Fix Bug: 'Uncaught ReferenceError: CountdownTimer is not defined' in or related to this line: 'var countdownTimer = game.addChild(new CountdownTimer());' Line Number: 296
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Remove countdown timeand next shape text
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Fix Bug: 'Uncaught TypeError: self.attachAsset is not a function' in this line: 'var tileGraphics = self.attachAsset('tile', {});' Line Number: 263
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Fix Bug: 'Uncaught TypeError: self.attachAsset is not a function' in this line: 'var tileGraphics = self.attachAsset('tile', {});' Line Number: 262
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'flipColor')' in this line: 'tile.flipColor();' Line Number: 55
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'color')' in this line: 'if (tileArray[i][j].color === 0xFFFFFF) {' Line Number: 68
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'highlight')' in this line: 'tileToFlip.highlight(0xff0000);' Line Number: 49
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'color')' in this line: 'if (tileArray[i][j].color !== firstColor) {' Line Number: 87
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on grid arrange rows with each row having 1 more cell that the previous row. Start with 1 cell at top
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Copy Reversed
===================================================================
--- original.js
+++ change.js
@@ -8,17 +8,17 @@
var tileArray = []; // Array to hold the tiles
// Initialize the grid with tiles
self.initGrid = function () {
var tileWidth = 250;
- var tileHeight = 290;
+ var tileHeight = 270;
for (var i = 0; i < this.gridSize; i++) {
tileArray[i] = [];
var numTilesInRow = i + 1;
var rowOffset = (this.gridSize - numTilesInRow) * (tileWidth / 2 + 5);
for (var j = 0; j < numTilesInRow; j++) {
var tile = new Tile(i, j, tileWidth, tileHeight);
tile.x = rowOffset + j * (tileWidth + 0);
- tile.y = i * (tileHeight - 75);
+ tile.y = i * (tileHeight - 90);
self.addChild(tile);
tileArray[i][j] = tile;
// Update color counts
if (tile.color === 0xFFFFFF) {
@@ -49,13 +49,17 @@
if (tileToFlip) {
tileToFlip.highlight(0xff0000);
}
// Flip the tile color after a delay
- LK.setTimeout(function (tile) {
- return function () {
- tile.flipColor();
- };
- }(tileToFlip), 700);
+ if (tileToFlip) {
+ LK.setTimeout(function (tile) {
+ return function () {
+ if (tile) {
+ tile.flipColor();
+ }
+ };
+ }(tileToFlip), 700);
+ }
}
}
}
}
@@ -306,9 +310,9 @@
game.grid = game.addChild(new Grid());
game.grid.initGrid();
var tileWidth = 150;
var tileHeight = 150;
-game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2 - 185;
+game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2 - 295;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 350;
// Array to hold a range of 3x3 shapes
var shapes = [new Shape([[1, 0, 1], [0, 1, 0], [1, 0, 1]]), new Shape([[0, 1, 0], [1, 0, 1], [0, 1, 0]]), new Shape([[1, 1, 1], [1, 0, 1], [1, 1, 1]]), new Shape([[0, 0, 0], [1, 1, 1], [0, 0, 0]]), new Shape([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), new Shape([[0, 0, 1], [0, 1, 0], [1, 0, 0]]), new Shape([[0, 0, 1], [0, 1, 1], [1, 1, 0]]), new Shape([[0, 0, 0], [0, 1, 1], [1, 1, 0]]), new Shape([[1, 1, 1], [0, 1, 0], [0, 1, 0]]), new Shape([[0, 0, 0], [0, 1, 0], [0, 0, 0]]), new Shape([[1, 0, 0], [1, 0, 0], [0, 0, 0]]), new Shape([[0, 0, 0], [0, 0, 0], [0, 1, 1]]), new Shape([[0, 1, 1], [0, 0, 1], [0, 0, 0]])];
// Function to show win condition and increase grid size
beautiful landscape. starry sky, pastel colours, high definition, alien world. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A little cube person. 2 legs. back to viewer. facing 45 degrees to the right. multicoloured skin, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle. metallic. light bevel on edge. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Round furry, cute alien ball with big eyes. vivid colours, looking at 45 degrees to the right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bright 3d present with bow, vivd colours. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Change to be vivid multicoloured cube
A simple Triangle, flat shaded, bevelled edges. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Speech bubble with expletive word in it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
parachute. multicoloured. cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle with a single thin black border. flat shade. simple graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
small star shape, vivid metallic blue, varying length spikes on star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.