Code edit (6 edits merged)
Please save this source code
User prompt
when Zbert is moving Up right or up left check when zberet is about to jump if a tile is there for Zebert to jump to if not jump and then have zebert fall to bottom of screen
Code edit (11 edits merged)
Please save this source code
User prompt
When Zbert jumps off last tile going up left or up right then run fall rountine
User prompt
When zebert moves up and to right check if tile exists below zbert. if not then run fall routine
Code edit (1 edits merged)
Please save this source code
User prompt
When zbert is jumping ignore additional control kep presses until after tile flip code run
User prompt
When Zbert moves from tile to tile create a smooth upward arc in direction of travel for Zbert
User prompt
Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'if (currentTime - startTime < hopDuration) {' Line Number: 59
User prompt
When Zbert moves from tile to tile animate a little hop
User prompt
When Zbert moves from tile to tile animate a little vertical hop
Code edit (13 edits merged)
Please save this source code
User prompt
when moving Zbert from tile to tile ensure Zbert is aligned to middle of each tile as per the first tile alignment
User prompt
check in zbert jump that the tile to flip is the one below Zbeter
User prompt
When Zbert jumps from Tile to Tile chack if tile he lands on needs to be flipped
User prompt
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.
User prompt
when Zbert Jumps make sure Zbert lands on target tile correctly. Check if tile needs to be flipped
User prompt
Change jump arc so opposite to current arc
User prompt
In zbert jump rountine make the jump between two tiles an arc upwards
User prompt
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
User prompt
When Zbert jumps detect direction Zbert is jumping and make sure jump is from tile to tile
User prompt
When moving Zbert from tile to tile make Zbert do a little jump as he moves
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
in tile set cell Zbert starts on to target colour
/****
* 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: 0.5
});
self.controlDirection = controlDirection;
self.on('down', function (obj) {
buttonGraphics.tint = 0x000000; // 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();
} else {
// If Zbert is not on a tile, move him back behind the grid
self.x = game.grid.x - self.width;
self.y = 0;
// Animate Zbert falling to the bottom of the screen
var fallToY = game.height - self.height / 2;
var fallDuration = 4000; // Fall duration in milliseconds
var fallStartTime = Date.now();
LK.on('tick', function () {
var currentTime = Date.now();
var timeElapsed = currentTime - fallStartTime;
if (timeElapsed < fallDuration) {
var fallProgress = timeElapsed / fallDuration;
self.y = fallProgress * fallToY;
} else {
self.y = fallToY;
LK.off('tick'); // Stop the fall animation
}
});
}
};
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 ? targetColours[targetColourIndex] : 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 = targetColours[targetColourIndex];
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 targetColours = [0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0x800000, 0x808000, 0x008000, 0x800080, 0x008080, 0x000080];
var targetColourIndex = 0;
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.