User prompt
Change routine that Zbert falls when he reaches the last tiles going to the upperright
User prompt
Fix Bug: 'TypeError: self.triggerFall is not a function' in or related to this line: 'self.triggerFall();' Line Number: 154
User prompt
When Zbert moves to the upperright tiles, correct game logic for when zebert jumps off last tile so that zebert triggers fall routine
User prompt
Fix Bug: 'TypeError: self.triggerFall is not a function' in or related to this line: 'self.triggerFall();' Line Number: 181
User prompt
Fix Bug: 'ReferenceError: triggerFall is not defined' in or related to this line: 'triggerFall();' Line Number: 181
User prompt
When Zbert moves to the upperright tiles correct game logic for when zebert jumps off last tile so that zebert triggers fall routine
User prompt
every 20 seconds select a random rid cell and change the tile tint to red
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'removeChild')' in or related to this line: 'self.parent.removeChild(self);' Line Number: 84
User prompt
ch\nge targetColours to softer pastel colours
User prompt
Fix Bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'randomTile.tileGraphics.tint = 0xe2e0e0; // Revert tint after 20 seconds' Line Number: 508
User prompt
Fix Bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'randomTile.tileGraphics.tint = 0xFFC0CB; // Set tint to pink' Line Number: 504
User prompt
At a random interval of between 40 and 60 seconds tint a random tile in the grid pink. after 20 seconds set tint to 0xe2e0e0
User prompt
Fix Bug: 'Timeout.tick error: newTile is not defined' in or related to this line: 'self.tileArray[tileIndex][tileSubIndex] = newTile;' Line Number: 307
User prompt
Correct the replacement of mystery tile so that tile is replaced in its location when mystery tile removed
User prompt
Fix Bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'undefined')' in or related to this line: 'self.tileArray[mysteryTile.gridY][mysteryTile.gridX] = newTile;' Line Number: 306
User prompt
Fix Bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'undefined')' in or related to this line: 'self.tileArray[tileIndexRow][tileIndexCol] = newTile;' Line Number: 306
User prompt
Fix Bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'undefined')' in or related to this line: 'self.tileArray[tileIndexRow][tileIndexCol] = newTile;' Line Number: 305
User prompt
Correct the replacement of mystery tile so that tile is replaced in its location.
User prompt
correct code so that when mystery tile is removed it places tile back in same location as mystery tile
User prompt
Fix Bug: 'Timeout.tick error: self.replaceChild is not a function' in or related to this line: 'self.flipColor = function () {' Line Number: 341
User prompt
Fix Bug: 'Timeout.tick error: self.replaceChild is not a function' in or related to this line: 'self.replaceChild(randomTile, mysteryTile);' Line Number: 295
User prompt
Fix Bug: 'Timeout.tick error: MysteryTile is not defined' in or related to this line: 'if (randomTile && !(randomTile instanceof MysteryTile)) {' Line Number: 293
User prompt
At a random interval of between 50 and 90 seconds change one of the grid tiles to Mysterytile. after 30 seconds swap it back to tile
User prompt
Alls check to see if ball and Zbert are on the same tile and count this as an interaction
User prompt
expand the interaction area between zbert and ball to see if they hit
/****
* Classes
****/
var ControlButton = Container.expand(function (assetId, x, y, rotation, controlDirection) {
var self = Container.call(this);
LK.on('tick', function () {
var controlButtons = game.children.filter(function (child) {
return child instanceof ControlButton;
});
controlButtons.forEach(function (button) {
if (button.isPressed) {
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
if (zbert && !zbert.isZbertJumping) {
zbert.move(button.controlDirection);
}
}
});
});
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: 0.3
});
self.controlDirection = controlDirection;
self.isPressed = false;
self.on('down', function (obj) {
buttonGraphics.tint = 0x36369b; // Tint button orange
self.isPressed = true;
});
self.on('up', function (obj) {
buttonGraphics.tint = 0xFFFFFF; // Remove tint
self.isPressed = false;
});
});
var BBall = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.isBBallJumping = false;
self.move = function () {
if (self.isBBallJumping || !self.parent) {
return;
}
self.isBBallJumping = true;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 150;
var direction = Math.random() < 0.5 ? 'downLeft' : 'downRight';
var targetX = self.x + (direction === 'downLeft' ? -tileWidth / 2 : tileWidth / 2);
var targetY = self.y + tileHeight - 90;
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
var travelTime = 400;
var bballTickHandler = function bballTickHandler() {
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;
// Adjust shadow size based on jump arc progress
self.shadowGraphics.width = width * 0.8 * (1 - arcProgress * 0.3);
self.shadowGraphics.height = height * 0.4 * (1 - arcProgress * 0.3);
} else {
self.x = targetX;
self.y = targetY;
LK.off('tick', bballTickHandler);
self.isBBallJumping = false;
// Reset shadow size when BBall lands
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight / 2);
if (!tileBelow) {
self.parent.removeChild(self);
// Spawn a new BBall at the top
var newBBall = new BBall(game.grid.tileArray[0][0].x, game.grid.tileArray[0][0].y - 150, 180, 180);
game.grid.addChild(newBBall);
// Trigger the move of the new BBall
newBBall.move();
}
}
};
LK.on('tick', bballTickHandler);
LK.setTimeout(self.move, travelTime + 50);
};
self.shadowGraphics = self.attachAsset('zbertShadow', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0.4
});
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
self.shadowGraphics.y = height * 0.5 + 50;
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.isZbertJumping = false;
self.move = function (direction) {
if (self.isZbertJumping) {
return;
}
self.isZbertJumping = true;
var moveX = 0;
var moveY = 0;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 130;
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 = 350;
var zbertTickHandler = function zbertTickHandler() {
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;
// Adjust shadow size based on jump arc progress
self.shadowGraphics.width = width * 0.8 * (1 - arcProgress * 0.3);
self.shadowGraphics.height = height * 0.4 * (1 - arcProgress * 0.3);
} else {
self.x = targetX;
self.y = targetY;
// Reset shadow size when Zbert lands
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
LK.off('tick', zbertTickHandler);
self.isZbertJumping = false;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight);
if (tileBelow) {
tileBelow.flipColor();
if (game.grid.checkWinCondition()) {
game.showWin();
}
} 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();
var zbertFallTickHandler = function zbertFallTickHandler() {
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', zbertFallTickHandler);
self.isZbertJumping = false;
}
};
LK.on('tick', zbertFallTickHandler);
}
}
};
LK.on('tick', zbertTickHandler);
};
self.shadowGraphics = self.attachAsset('zbertShadow', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0.4
});
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
self.shadowGraphics.y = height * 0.5 + 50;
self.zbertGraphics = self.attachAsset('Zbert1', {
anchorX: 0.5,
anchorY: 0.5
});
self.zbertGraphics.width = width;
self.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 < this.tileArray.length; i++) {
for (var j = 0; j < this.tileArray[i].length; j++) {
var tile = this.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
this.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++) {
this.tileArray[i] = []; // Initialize the row in tileArray
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);
this.tileArray[i][j] = tile;
self.addChild(tile);
if (i === this.gridSize - 1 && j === numTilesInRow - 1) {
// Add Zbert after all tiles have been added
var zbert = self.children.find(function (child) {
return child instanceof Zbert;
});
if (!zbert) {
zbert = new Zbert(tile.x, tile.y - 150, 180, 180);
} else {
zbert.x = tile.x;
zbert.y = tile.y - 150;
zbert.isZbertJumping = false; // Ensure Zbert can move immediately
}
self.addChild(zbert);
// Spawn a gem on random tiles except the bottom row
var spawnGem = function spawnGem() {
var randomRow = Math.floor(Math.random() * (self.gridSize - 2));
var randomCol = Math.floor(Math.random() * self.tileArray[randomRow].length);
var randomTile = self.tileArray[randomRow][randomCol];
var gem = new Gem(randomTile.x, randomTile.y - 90, 150, 150);
self.addChild(gem);
// Set a timer to destroy the gem after 15 seconds
LK.setTimeout(function () {
if (gem.parent) {
gem.destroy();
}
}, 15000);
};
// Spawn gems at random intervals
var spawnInterval = Math.random() * (30000 - 15000) + 15000; // Random time between 15 to 30 seconds
LK.setInterval(spawnGem, spawnInterval);
}
}
}
};
// Check if all tiles are the same color
self.checkWinCondition = function () {
var firstColor = this.tileArray[0][0].color;
for (var i = 0; i < this.gridSize; i++) {
for (var j = 0; j < this.tileArray[i].length; j++) {
if (this.tileArray[i][j].color !== targetColours[targetColourIndex]) {
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] : 0xe2e0e0; // 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 () {
if (self.color !== targetColours[targetColourIndex]) {
self.color = targetColours[targetColourIndex];
tileGraphics.tint = self.color;
LK.setScore(LK.getScore() + 25);
scoreDisplay.updateScore(LK.getScore());
}
};
});
var LevelManager = Container.expand(function () {
var self = Container.call(this);
self.showWin = function () {
LK.effects.flashScreen(0xFF0000, 1000); // Flash the screen green for 1 second
setBackgroundByNumber(Math.floor(Math.random() * 6) + 1);
if (game.grid.checkWinCondition()) {
// Move to the next target colour
if (++targetColourIndex >= targetColours.length) {
targetColourIndex = 0;
}
// Reset the grid for a new level with the next target colour
setBackgroundByNumber(Math.floor(Math.random() * 6) + 1);
game.grid.initGrid();
game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600;
// Reset Zbert to the bottom tile
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
zbert.x = bottomTile.x;
zbert.y = bottomTile.y - 150;
zbert.isZbertJumping = false;
// Remove any BBalls from the screen
game.grid.children.slice().forEach(function (child) {
if (child instanceof BBall) {
child.destroy();
}
});
// Set image to match new target colour
topRightImageGraphics.tint = targetColours[targetColourIndex];
}
};
});
var Gem = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
var gemGraphics = self.attachAsset('gem', {
anchorX: 0.5,
anchorY: 0.5
});
gemGraphics.width = width;
gemGraphics.height = height;
self.x = gridX;
self.y = gridY;
// Function to collect the gem
self.collect = function () {
// Increase score by 100 when Zbert collects a gem
LK.setScore(LK.getScore() + 175);
self.destroy();
};
});
var ScoreText = Container.expand(function () {
var self = Container.call(this);
var scoreTxt = new Text2('0', {
size: 120,
fill: "#ffffff",
weight: 800,
dropShadow: true,
dropShadowColor: '#000000',
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 5
});
scoreTxt.anchor.set(0.5, 0);
self.addChild(scoreTxt);
self.updateScore = function (newScore) {
scoreTxt.setText(newScore.toString());
};
});
/****
* Initialize Game
****/
// Instantiate LevelManager and replace the old showWin function
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var scoreDisplay = new ScoreText();
LK.gui.top.addChild(scoreDisplay);
// Grid class to manage the puzzle grid
// Function to select and set background by variable number
function controlBBallMovement(direction) {
var bball = game.grid.children.find(function (child) {
return child instanceof BBall;
});
if (bball) {
bball.move(direction);
}
}
var tileArray = [];
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 image to top right corner of screen
var topRightImage = game.addChild(new Container());
topRightImage.x = 2048 - 200 - LK.getAsset('imageId', {}).width;
topRightImage.y = 300;
// Add new Text2 object for 'Change To:' label
var changeToText = new Text2('CHANGE TO:', {
size: 60,
fill: "#ffffff",
weight: 800,
dropShadow: true,
dropShadowColor: '#000000',
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 5
});
changeToText.anchor.set(0.5, 0.0);
changeToText.x = 2048 / 2 + 140; // Center x coordinate
changeToText.y = 40; // y coordinate 150 pixels from top
LK.gui.addChild(changeToText);
var topRightImageGraphics = topRightImage.attachAsset('imageId', {
anchorX: 0.5,
anchorY: 0.5
});
topRightImageGraphics.tint = targetColours[targetColourIndex];
// Add Corner asset to the screen
var CCupL = game.addChild(new ControlButton('CCupL', -125, 2478, -45, 'upLeft'));
var CCupR = game.addChild(new ControlButton('CCupR', 2170, 2507, 45, 'upRight'));
var CCdownL = game.addChild(new ControlButton('CCdownR', 340, 2769, -45, 'downRight'));
var CCdownR = game.addChild(new ControlButton('CCdownL', 1690, 2805, 45, 'downLeft'));
// 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;
// Instantiate LevelManager
var levelManager = new LevelManager();
game.showWin = levelManager.showWin;
// Method to spawn new BBalls at random intervals between 4 to 10 seconds
function spawnBBall() {
var spawnInterval = Math.random() * (10000 - 4000) + 4000; // Random time between 4 to 10 seconds
LK.setTimeout(function () {
// Only spawn a new BBall if there are less than 3 BBalls on screen
var bballCount = game.grid.children.reduce(function (count, child) {
return count + (child instanceof BBall ? 1 : 0);
}, 0);
if (bballCount < 3) {
//limit number of balls to 3 at any one time
var bball = new BBall(game.grid.tileArray[0][0].x, game.grid.tileArray[0][0].y - 150, 180, 180);
game.grid.addChild(bball);
bball.move();
}
spawnBBall(); // Recursively call to continue spawning
}, spawnInterval);
}
// Start spawning BBalls
spawnBBall();
LK.on('tick', function () {
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
var bball = game.grid.children.find(function (child) {
return child instanceof BBall;
});
var gem = game.grid.children.find(function (child) {
return child instanceof Gem;
});
if (zbert && bball) {
var zbertCenter = {
x: zbert.x + zbert.width / 2,
y: zbert.y + zbert.height / 2
};
var bballCenter = {
x: bball.x + bball.width / 2,
y: bball.y + bball.height / 2
};
var dx = zbertCenter.x - bballCenter.x;
var dy = zbertCenter.y - bballCenter.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < zbert.width / 2 + bball.width / 2) {
// Check if centers are closer than the sum of half the widths of Zbert and BBall
LK.effects.flashScreen(0x000000, 1000);
LK.showGameOver();
}
}
if (zbert && gem && zbert.intersects(gem)) {
gem.collect();
}
// 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.