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When Zbert moves from tile to tile animate a little vertical hop
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when moving Zbert from tile to tile ensure Zbert is aligned to middle of each tile as per the first tile alignment
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check in zbert jump that the tile to flip is the one below Zbeter
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When Zbert jumps from Tile to Tile chack if tile he lands on needs to be flipped
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When Zbert is jumping ensure it is from centre to centre of tiles in the direction he is travelling. Check when he lands if tile is to be flipped and if so then flip tile.
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when Zbert Jumps make sure Zbert lands on target tile correctly. Check if tile needs to be flipped
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Change jump arc so opposite to current arc
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In zbert jump rountine make the jump between two tiles an arc upwards
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when moving Zbert from tile to tile make Zbert do a little jump as he moves. The jump size and directions linked to direction of movement. Jump to be from centre of tile to centre of tile jumping to
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When Zbert jumps detect direction Zbert is jumping and make sure jump is from tile to tile
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When moving Zbert from tile to tile make Zbert do a little jump as he moves
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in tile set cell Zbert starts on to target colour
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set flipped colour to target colour.. add target colours to array and start at index 0
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add variable called targetcolours. set a choice of 12 colours for this variable
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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
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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
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check when moving Zbert that when button released he is on a tile. If not then move Zbert back behind grid and apply gravity
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Add alpha to control buttons
/****
* Classes
****/
var ControlButton = Container.expand(function (assetId, x, y, rotation, controlDirection) {
var self = Container.call(this);
self.on('up', function (obj) {
buttonGraphics.tint = 0xFFFFFF; // Remove tint
});
var buttonGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
rotation: rotation,
alpha: 0.7
});
self.controlDirection = controlDirection;
self.on('down', function (obj) {
buttonGraphics.tint = 0xFFA500; // Tint button orange
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;
// Detect the tile Zbert is moving to and flip its color
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight);
if (tileBelow) {
tileBelow.flipColor();
}
};
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);
// Method to get the tile at a specific x and y position
self.getTileAt = function (x, y) {
for (var i = 0; i < tileArray.length; i++) {
for (var j = 0; j < tileArray[i].length; j++) {
var tile = tileArray[i][j];
if (x >= tile.x - tile.width / 2 && x <= tile.x + tile.width / 2 && y >= tile.y - tile.height / 2 && y <= tile.y + tile.height / 2) {
return tile;
}
}
}
return null;
};
this.gridSize = 13; // Gridsize control - 13 gives 7 wide middle
var tileArray = []; // Array to hold the tiles
var tileColorCounter = {
whiteCount: 0,
greenCount: 0
}; // Object to keep track of tile colors
// 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);
}
}
}
};
// 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);
}
};
// 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;
};
});
var TileColorCounter = Container.expand(function () {
var self = Container.call(this);
self.whiteCount = 0;
self.greenCount = 0;
// Method to update the counts of white and green tiles
self.updateCounts = function (whiteCount, greenCount) {
self.whiteCount = whiteCount;
self.greenCount = greenCount;
// Here you can add code to update the display of the counts if needed
};
});
/****
* 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);
// Add Corner asset to the screen
var CCupL = game.addChild(new ControlButton('CCupL', -120, 2500, -45, 'upLeft'));
var CCupR = game.addChild(new ControlButton('CCupR', 2098, 2732, -90, 'upRight'));
var CCdownL = game.addChild(new ControlButton('CCdownL', 345, 2785, -45, 'downLeft'));
var CCdownR = game.addChild(new ControlButton('CCdownR', 2098, 2732, -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
}
};
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.