Code edit (1 edits merged)
Please save this source code
User prompt
in tile set cell Zbert starts on to target colour
Code edit (1 edits merged)
Please save this source code
User prompt
set flipped colour to target colour.. add target colours to array and start at index 0
User prompt
add variable called targetcolours. set a choice of 12 colours for this variable
Code edit (4 edits merged)
Please save this source code
User prompt
check when moving Zbert that if he is not on a tile then move Zbert back behind grid and let him fall to the bottom of the screen
Code edit (1 edits merged)
Please save this source code
User prompt
check when moving Zbert that when button released he is on a tile. If not then move Zbert back behind grid and let him drop fast to the bottom of the screen
User prompt
check when moving Zbert that when button released he is on a tile. If not then move Zbert back behind grid and apply gravity
Code edit (3 edits merged)
Please save this source code
User prompt
Add alpha to control buttons
User prompt
when detecting the tile Zbert is on, pick the tile directly below Zbert
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'Uncaught TypeError: tileColorCounter.updateCounts is not a function' in or related to this line: 'tileColorCounter.updateCounts(tileColorCounter.whiteCount, tileColorCounter.greenCount);' Line Number: 117
User prompt
Fix Bug: 'Uncaught ReferenceError: tileColorCounter is not defined' in or related to this line: 'tileColorCounter.whiteCount++;' Line Number: 107
Code edit (2 edits merged)
Please save this source code
User prompt
Fix Bug: 'Uncaught ReferenceError: initializeTileColorCounter is not defined' in or related to this line: 'initializeTileColorCounter();' Line Number: 218
User prompt
remove tile colour counter from game
User prompt
when Zbert moves from one tile to the next detect where Zbert is and flip tile that Zbert interacts with
Code edit (7 edits merged)
Please save this source code
User prompt
When controlbuttons are pressed, tint buttons orange. remove tint when buttons are released
Code edit (1 edits merged)
Please save this source code
Code edit (7 edits merged)
Please save this source code
User prompt
Set rotation point of control buttons to centre point of asset
/****
* Classes
****/
var ControlButton = Container.expand(function (assetId, x, y, rotation, controlDirection) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
rotation: rotation
});
self.controlDirection = controlDirection;
self.on('down', function (obj) {
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
if (zbert) {
zbert.move(self.controlDirection);
}
});
});
var Zbert = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.move = function (direction) {
var moveX = 0;
var moveY = 0;
var tileWidth = 250;
var tileHeight = 270;
switch (direction) {
case 'upLeft':
moveX = -tileWidth / 2;
moveY = -tileHeight + 90;
break;
case 'upRight':
moveX = tileWidth / 2;
moveY = -tileHeight + 90;
break;
case 'downLeft':
moveX = -tileWidth / 2;
moveY = tileHeight - 90;
break;
case 'downRight':
moveX = tileWidth / 2;
moveY = tileHeight - 90;
break;
}
self.x += moveX;
self.y += moveY;
};
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 = 13; // 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 < 7 ? i + 1 : this.gridSize - i;
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 - 150, 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 - 60;
}
// 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 - 2085;
this.greenTile.x = 1570;
this.greenTile.y = 2732 - 2085;
// 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 Corner asset to the screen
var CCupL = game.addChild(new ControlButton('CCupL', 2048 / 2, 2732 / 2, -45, 'upLeft'));
var CCupR = game.addChild(new ControlButton('CCupR', 2048 / 2, 2732 / 2, -90, 'upRight'));
var CCdownL = game.addChild(new ControlButton('CCdownL', 2048 / 2, 2732 / 2, 180, 'downLeft'));
var CCdownR = game.addChild(new ControlButton('CCdownR', 2048 / 2, 2732 / 2, -45, 'downRight'));
// 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 - 620;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 100;
// 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 - 620;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 100;
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.