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when Zbert falls move zbert back behind grid
Code edit (3 edits merged)
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when Zbert falls move zbert back behind tiles
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correct fall routine for zbert so that it starts at the end point of zberts jump. calculate the start point from the last tile zbert jumped from
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set fall height start to same start point as centre of tile Zbert jumped from
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for Zbert when fall routine run change start point of fall to 100pixels away from the tile zbert jumps off of
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for Zbert when fall routine run change start point of fall to point where zbert would have landed from the jump
Code edit (3 edits merged)
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Fix Bug: 'Timeout.tick error: Cannot read properties of null (reading 'highlight')' in or related to this line: 'gem.tileBelow.highlight(gem.tileBelow.color); // Tint the tile with the original colour' Line Number: 278
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correct code so gold tile sits below gem when gem placed
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set so gem tile colour is below gem and tile colour remians for teh length of time the gem is visible
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tint tile under gem gold while the gem is displayed. If gem collected then tint tile with target colour. else tint tile original colour
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Hightlight the upperright cells of teh grid red
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Change routine that Zbert falls when he reaches the the tile before the last tile going to the upperright
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Change routine that Zbert falls when he reaches the last tiles going to the upperright
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Fix Bug: 'TypeError: self.triggerFall is not a function' in or related to this line: 'self.triggerFall();' Line Number: 154
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When Zbert moves to the upperright tiles, correct game logic for when zebert jumps off last tile so that zebert triggers fall routine
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Fix Bug: 'TypeError: self.triggerFall is not a function' in or related to this line: 'self.triggerFall();' Line Number: 181
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Fix Bug: 'ReferenceError: triggerFall is not defined' in or related to this line: 'triggerFall();' Line Number: 181
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When Zbert moves to the upperright tiles correct game logic for when zebert jumps off last tile so that zebert triggers fall routine
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every 20 seconds select a random rid cell and change the tile tint to red
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'removeChild')' in or related to this line: 'self.parent.removeChild(self);' Line Number: 84
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ch\nge targetColours to softer pastel colours
/****
* 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 = [0x77dd77, 0x779ecb, 0xfff49c, 0xcb99c9, 0xaec6cf, 0xfdfd96, 0x836953, 0xb39eb5, 0xffb347, 0xb19cd9, 0xff6961];
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.