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Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting '0')' in or related to this line: 'tileArray[i][j] = tile;' Line Number: 209
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Fix Bug: 'ReferenceError: tileArray is not defined' in or related to this line: 'var newBBall = new BBall(tileArray[0][0].x, tileArray[0][0].y - 150, 180, 180);' Line Number: 71
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When ball reaches bottom the sapwn new ball and trigger move. keep original ball initialization
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When ball reaches bottom the sapwn new ball and trigger move
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For ball control trigger when player first moves Zbert
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Seperate Zbert movement control from ball movement control so both work independantly
Code edit (1 edits merged)
Please save this source code
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In the BBall class add a loop that moves the ball randomly downR or Dleft, tile by tile, jumping as it does until it falls off grid
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run ball jumproutine when ball moves
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create loop in BBalll to move ball downRight until it falls off grid
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in BBall, add in code that moves the ball down the grid in a random manner by feeding commands to DownL and DownR controls until the ball falls off the grid
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'var bball = new BBall(tileArray[0][0].x, tileArray[0][0].y - 150, 180, 180);' Line Number: 271
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optimize code
Code edit (1 edits merged)
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'move')' in or related to this line: 'bball.move();' Line Number: 278
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'move')' in or related to this line: 'bball.move();' Line Number: 276
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'move')' in or related to this line: 'bball.move();' Line Number: 274
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading '0')' in or related to this line: 'var bball = new BBall(this.tileArray[0][0].x, this.tileArray[0][0].y - 150, 180, 180);' Line Number: 268
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in game code run BBall between every 30 to 80 seconds
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Add in tick to BBall to move ball until it falls off edge
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Add in tick to run BBall movement until ball falls off edge
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In BBalll classe create a random movement control that will move the ball down the grid (downL and downR directions only). Simulate movement as per direction contol with ball bouncing but remove tileflip
Code edit (1 edits merged)
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'var bball = new BBall(tileArray[0][0].x, tileArray[0][0].y - 150, 180, 180);' Line Number: 271
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change order so that tiles are created before bball is added
/****
* 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 bball = game.grid.children.find(function (child) {
return child instanceof BBall;
});
if (bball) {
bball.move(self.controlDirection);
}
});
});
var BBall = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.isJumping = false;
self.move = function (direction) {
if (self.isJumping) {
return;
}
self.isJumping = true;
var moveX = 0;
var moveY = 0;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 100;
var targetX = self.x;
var targetY = self.y;
switch (direction) {
case 'upLeft':
targetX -= tileWidth / 2 + 2;
targetY -= tileHeight - 90;
break;
case 'upRight':
targetX += tileWidth / 2;
targetY -= tileHeight - 90;
break;
case 'downLeft':
targetX -= tileWidth / 2;
targetY += tileHeight - 90;
break;
case 'downRight':
targetX += tileWidth / 2;
targetY += tileHeight - 90;
break;
}
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
var travelTime = 400;
LK.on('tick', function () {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < travelTime) {
var progress = timeElapsed / travelTime;
var arcProgress = Math.sin(progress * Math.PI);
self.x = startX + distanceX * progress;
self.y = startY + distanceY * progress - arcHeight * arcProgress;
} else {
self.x = targetX;
self.y = targetY;
LK.off('tick');
self.isJumping = false;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight);
if (tileBelow) {
tileBelow.flipColor();
} else {
self.x = game.grid.x - self.width;
self.y = 0;
var fallToY = game.height - self.height / 2;
var fallDuration = 4000;
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');
self.isJumping = false;
}
});
}
}
});
};
var BBallGraphics = self.attachAsset('bouncingBall', {
anchorX: 0.5,
anchorY: 0.5
});
BBallGraphics.width = width;
BBallGraphics.height = height;
self.x = gridX;
self.y = gridY;
});
var Zbert = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.isJumping = false;
self.move = function (direction) {
if (self.isJumping) {
return;
}
self.isJumping = true;
var moveX = 0;
var moveY = 0;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 100;
var targetX = self.x;
var targetY = self.y;
switch (direction) {
case 'upLeft':
targetX -= tileWidth / 2 + 2;
targetY -= tileHeight - 90;
break;
case 'upRight':
targetX += tileWidth / 2;
targetY -= tileHeight - 90;
break;
case 'downLeft':
targetX -= tileWidth / 2;
targetY += tileHeight - 90;
break;
case 'downRight':
targetX += tileWidth / 2;
targetY += tileHeight - 90;
break;
}
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
var travelTime = 400;
LK.on('tick', function () {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < travelTime) {
var progress = timeElapsed / travelTime;
var arcProgress = Math.sin(progress * Math.PI);
self.x = startX + distanceX * progress;
self.y = startY + distanceY * progress - arcHeight * arcProgress;
} else {
self.x = targetX;
self.y = targetY;
LK.off('tick');
self.isJumping = false;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight);
if (tileBelow) {
tileBelow.flipColor();
} else {
self.x = game.grid.x - self.width;
self.y = 0;
var fallToY = game.height - self.height / 2;
var fallDuration = 4000;
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');
self.isJumping = false;
}
});
}
}
});
};
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);
for (var j = 0; j < numTilesInRow; j++) {
var tile = new Tile(i, j, tileWidth, tileHeight, this.gridSize);
tile.x = rowOffset + j * tileWidth;
tile.y = i * (tileHeight - 90);
self.addChild(tile);
tileArray[i][j] = tile;
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();
}, 500);
}
};
// 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 bball = new BBall(tileArray[0][0].x, tileArray[0][0].y - 150, 180, 180);
self.addChild(bball);
});
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;
};
});
/****
* 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', 2168, 2512, 45, 'upRight'));
var CCdownL = game.addChild(new ControlButton('CCdownL', 345, 2785, -45, 'downLeft'));
var CCdownR = game.addChild(new ControlButton('CCdownR', 1700, 2800, 45, 'downRight'));
// Add the grid to the game
game.grid = game.addChild(new Grid());
game.grid.initGrid();
var tileWidth = 250;
var tileHeight = 270;
game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600;
// 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 - 50;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600;
setBackgroundByNumber(Math.floor(Math.random() * 6) + 1);
} else {
LK.showGameOver(); // Show game over screen when max size is reached
}
};
LK.on('tick', function () {
// Rest of the tick code...
});
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.