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add rotation of +90 degrees to counterCorner
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add rotation of -45degrees to cornerCounter
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on countercorner add x and y cordinates so position can manually be set
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add x and y coordinates for counter corner control
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add x and y coordinates for counter corner control
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add countercorner asset to screen
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Code edit (7 edits merged)
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add to screen in bottom left and bottom right corners countercorner asset
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Change grid so that when rows reach 6 then reduce number of tiles for additional rows after this
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Change grid so that when rows equal 7 then start to reduce number of tiles for additional rows
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For bottom row of cells set them so Zbert is innfront of cells and not behind cells
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Fix Bug: 'Uncaught TypeError: self.sortChildren is not a function' in or related to this line: 'self.sortChildren();' Line Number: 39
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add Z factor to Zbert to bring him in front of grid
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when Zbert moves to a new cell, center Zbert in middle of tile
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correct Zbert movement code so that Zbert will move to a clicked cell and tile will flip
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Fix Bug: 'TypeError: game.grid.getChildByName is not a function' in or related to this line: 'var zbert = game.grid.getChildByName('Zbert');' Line Number: 124
/****
* Classes
****/
var Zbert = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
var zbertGraphics = self.attachAsset('Zbert1', {
anchorX: 0.5,
anchorY: 0.5
});
zbertGraphics.width = width;
zbertGraphics.height = height;
self.x = gridX;
self.y = gridY;
});
// Grid class to manage the puzzle grid
var Grid = Container.expand(function () {
var self = Container.call(this);
this.gridSize = 8; // Gridsize control - 9 x 9
var tileArray = []; // Array to hold the tiles
// Initialize the grid with tiles
self.initGrid = function () {
var tileWidth = 250;
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, this.gridSize);
tile.x = rowOffset + j * (tileWidth + 0);
tile.y = i * (tileHeight - 90);
self.addChild(tile);
tileArray[i][j] = tile;
// Attach Zbert to the left hand bottom grid cell
if (i === this.gridSize - 1 && j === 0) {
var zbert = new Zbert(tile.x, tile.y - 130, 180, 180);
self.addChild(zbert);
}
// Update color counts
if (tile.color === 0xFFFFFF) {
tileColorCounter.whiteCount++;
} else if (tile.color === 0x33d62a) {
tileColorCounter.greenCount++;
}
// Update the TileColorCounter display with the new counts after reinitialization
if (tileColorCounter) {
tileColorCounter.updateCounts(tileColorCounter.whiteCount, tileColorCounter.greenCount);
}
}
}
};
// Function to flip the color of a tile and its neighbors
self.flipTiles = function (x, y) {
// Highlight the clicked tile in red
var tileToFlip = tileArray[x][y];
if (tileToFlip) {
tileToFlip.highlight(0xff0000);
// Flip the tile color after a delay
LK.setTimeout(function () {
tileToFlip.flipColor();
}, 700);
}
// Update color counts after a delay to ensure it happens after all tiles have flipped
LK.setTimeout(function () {
var whiteCount = 0;
var greenCount = 0;
for (var i = 0; i < self.gridSize; i++) {
for (var j = 0; j < tileArray[i].length; j++) {
if (tileArray[i][j].color === 0xFFFFFF) {
whiteCount++;
} else if (tileArray[i][j].color === 0x33d62a) {
greenCount++;
}
}
}
if (tileColorCounter) {
tileColorCounter.updateCounts(whiteCount, greenCount);
}
// Check if either tile count is at 0 and run the win routine if so
if (whiteCount === 0 || greenCount === 0) {
game.showWin();
}
}, 900);
};
// Check if all tiles are the same color
self.checkWinCondition = function () {
var firstColor = tileArray[0][0].color;
for (var i = 0; i < this.gridSize; i++) {
for (var j = 0; j < tileArray[i].length; j++) {
if (tileArray[i][j].color !== firstColor) {
return false;
}
}
}
return true;
};
});
var Tile = Container.expand(function (gridX, gridY, width, height, gridSize) {
var self = Container.call(this);
self.gridSize = gridSize;
self.color = gridX === self.gridSize - 1 && gridY === 0 ? 0x33d62a : 0xFFFFFF; // Set all cells to white apart from the cell Zbert is on in the bottom left corner, set this cell to green
var tileGraphics = self.attachAsset('tile', {
anchorX: 0.5,
anchorY: 0.5
});
tileGraphics.width = width;
tileGraphics.height = height;
tileGraphics.tint = self.color;
// Function to highlight the tile
self.highlight = function (color) {
tileGraphics.tint = color;
LK.setTimeout(function () {
tileGraphics.tint = self.color;
}, 500); // Reset tint after 500ms
};
// Function to flip the color of the tile
self.flipColor = function () {
self.color = self.color === 0xFFFFFF ? 0x33d62a : 0xFFFFFF;
tileGraphics.tint = self.color;
};
// Add event listener to move Zbert to the clicked cell and flip tiles
self.on('down', function () {
// Move Zbert to the clicked cell
var zbert = game.grid.children.find(function (child) {
return child.name === 'Zbert';
});
if (zbert) {
zbert.x = self.x;
zbert.y = self.y - 130; // Adjust for Zbert's anchor point
}
// Flip the clicked tile and its neighbors
game.grid.flipTiles(gridX, gridY);
// Check win condition after flipping tiles
if (game.grid.checkWinCondition()) {
game.showWin();
}
});
});
// TileColorCounter class to manage the count of each tile color
var TileColorCounter = Container.expand(function () {
var self = Container.call(this);
this.whiteCount = 0;
this.greenCount = 0;
this.whiteTile = new TileCounter(0xFFFFFF);
this.greenTile = new TileCounter(0x33d62a);
// Position the tiles
this.whiteTile.x = 180;
this.whiteTile.y = 2732 - 685;
this.greenTile.x = 1400;
this.greenTile.y = 2732 - 685;
// Add the tiles to the container
self.addChild(this.whiteTile);
self.addChild(this.greenTile);
// Method to update the counts
self.updateCounts = function (whiteCount, greenCount) {
this.whiteTile.updateCount(whiteCount);
this.greenTile.updateCount(greenCount);
};
});
// TileCounter class to manage the display of each tile type count
var TileCounter = Container.expand(function (color) {
var self = Container.call(this);
this.color = color;
var tileGraphics = self.attachAsset('tile', {});
tileGraphics.width = 350;
tileGraphics.height = 400;
tileGraphics.tint = this.color;
this.countText = new Text2('0', {
size: 230,
weight: 800,
fill: this.color === 0xFFFFFF ? "#000000" : "#ffffff",
align: 'center'
});
this.countText.anchor.set(0.5);
this.countText.x = tileGraphics.width / 2;
this.countText.y = tileGraphics.height / 2;
self.addChild(tileGraphics);
self.addChild(this.countText);
// Method to update the count
self.updateCount = function (count) {
if (typeof count !== 'undefined') {
this.countText.setText(count.toString());
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Function to select and set background by variable number
var setBackgroundByNumber = function setBackgroundByNumber() {
var backgroundNumber = Math.floor(Math.random() * 6) + 1;
// Remove the current background if it exists
if (game.background) {
game.removeChild(game.background);
}
// Create a new background asset based on the provided number
game.background = game.createAsset('backgroundImage' + backgroundNumber, {});
game.background.width = 3000;
game.background.height = 3000;
game.background.x = 2048 / 2 - game.background.width / 2;
game.background.y = 2732 / 2 - game.background.height / 2;
// Add the new background to the game
game.addChildAt(game.background, 0);
};
// Set an initial background
setBackgroundByNumber(2);
// Initialize the TileColorCounter and add it to the game
initializeTileColorCounter();
// Add the grid to the game
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 - 295;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 350;
// Function to show win condition and increase grid size
game.showWin = function () {
LK.effects.flashScreen(0xFF0000, 1000); // Flash the screen green for 1 second
if (game.grid.gridSize < 9) {
game.grid.initGrid();
game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2 - 295;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 350;
setBackgroundByNumber(Math.floor(Math.random() * 6) + 1);
} else {
LK.showGameOver(); // Show game over screen when max size is reached
}
};
// Initialize the TileColorCounter and add it to the game
var tileColorCounter;
function initializeTileColorCounter() {
tileColorCounter = game.addChild(new TileColorCounter());
}
initializeTileColorCounter();
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.