Code edit (7 edits merged)
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add to screen in bottom left and bottom right corners countercorner asset
Code edit (4 edits merged)
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Change grid so that when rows reach 6 then reduce number of tiles for additional rows after this
Code edit (6 edits merged)
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Change grid so that when rows equal 7 then start to reduce number of tiles for additional rows
Code edit (1 edits merged)
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Code edit (1 edits merged)
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For bottom row of cells set them so Zbert is innfront of cells and not behind cells
Code edit (6 edits merged)
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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
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when cell is clicked move Zbert to cell and run tileflip
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Correct the code so that when joystick is moved then Zbert will move on the grid
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attach a visual joystick assets to allow interaction with joystick
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display joystick on screen to allow touch control
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show joystick on screen
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correct code to set Zberts starting position to first cell on bottom row on left
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Fix Bug: 'Uncaught TypeError: game.grid.getChildByName is not a function' in or related to this line: 'var zbert = game.grid.getChildByName('Zbert');' Line Number: 299
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Add joystick control that allows you to move Zbert around grid diagonally only
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delete shapedisplay code
/**** * 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 (obj) { // Move Zbert to the clicked cell var zbert = game.grid.children.find(function (child) { return child instanceof Zbert; }); if (zbert) { zbert.x = self.x; zbert.y = self.y - zbert.height / 2; } // Flip the clicked tile and its neighbors game.grid.flipTiles(gridX, gridY); }); }); // 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();
===================================================================
--- original.js
+++ change.js
@@ -124,11 +124,10 @@
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
if (zbert) {
- var pos = obj.event.getLocalPosition(game.grid);
- zbert.x = pos.x;
- zbert.y = pos.y - zbert.height / 2;
+ zbert.x = self.x;
+ zbert.y = self.y - zbert.height / 2;
}
// Flip the clicked tile and its neighbors
game.grid.flipTiles(gridX, gridY);
});
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.
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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.