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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
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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
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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
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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
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Fix Bug: 'Timeout.tick error: newTile is not defined' in or related to this line: 'self.tileArray[tileIndex][tileSubIndex] = newTile;' Line Number: 307
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Correct the replacement of mystery tile so that tile is replaced in its location when mystery tile removed
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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
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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
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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
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Correct the replacement of mystery tile so that tile is replaced in its location.
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correct code so that when mystery tile is removed it places tile back in same location as mystery tile
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Fix Bug: 'Timeout.tick error: self.replaceChild is not a function' in or related to this line: 'self.flipColor = function () {' Line Number: 341
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Fix Bug: 'Timeout.tick error: self.replaceChild is not a function' in or related to this line: 'self.replaceChild(randomTile, mysteryTile);' Line Number: 295
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Fix Bug: 'Timeout.tick error: MysteryTile is not defined' in or related to this line: 'if (randomTile && !(randomTile instanceof MysteryTile)) {' Line Number: 293
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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
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Alls check to see if ball and Zbert are on the same tile and count this as an interaction
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expand the interaction area between zbert and ball to see if they hit
===================================================================
--- original.js
+++ change.js
@@ -126,26 +126,35 @@
var tileHeight = 270;
var arcHeight = 130;
var targetX = self.x;
var targetY = self.y;
+ var tileBelow;
switch (direction) {
case 'upLeft':
targetX -= tileWidth / 2 + 2;
targetY -= tileHeight - 90;
+ tileBelow = game.grid.getTileAt(targetX, targetY + tileHeight);
break;
case 'upRight':
targetX += tileWidth / 2;
targetY -= tileHeight - 90;
+ tileBelow = game.grid.getTileAt(targetX, targetY + tileHeight);
break;
case 'downLeft':
targetX -= tileWidth / 2;
targetY += tileHeight - 90;
+ tileBelow = game.grid.getTileAt(targetX, targetY);
break;
case 'downRight':
targetX += tileWidth / 2;
targetY += tileHeight - 90;
+ tileBelow = game.grid.getTileAt(targetX, targetY);
break;
}
+ if (!tileBelow && (direction === 'upRight' || direction === 'upLeft')) {
+ self.triggerFall();
+ return;
+ }
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
@@ -176,41 +185,8 @@
if (game.grid.checkWinCondition()) {
game.showWin();
}
} else {
- // Define a new method to handle the fall routine
- self.triggerFall = function () {
- 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;
- // Reset Zbert's position to the starting tile after falling
- resetZbertPosition();
- }
- };
- LK.on('tick', zbertFallTickHandler);
- };
- // Define a new method to reset Zbert's position to the starting tile
- self.resetZbertPosition = function () {
- var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
- self.x = bottomTile.x;
- self.y = bottomTile.y - 150;
- self.isZbertJumping = false;
- };
- }
- // Define a new method to handle the fall routine
- self.triggerFall = function () {
self.x = game.grid.x - self.width;
self.y = 0;
var fallToY = game.height - self.height / 2;
var fallDuration = 4000;
@@ -224,21 +200,12 @@
} else {
self.y = fallToY;
LK.off('tick', zbertFallTickHandler);
self.isZbertJumping = false;
- // Reset Zbert's position to the starting tile after falling
- resetZbertPosition();
}
};
LK.on('tick', zbertFallTickHandler);
- };
- // Define a new method to reset Zbert's position to the starting tile
- self.resetZbertPosition = function () {
- var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
- self.x = bottomTile.x;
- self.y = bottomTile.y - 150;
- self.isZbertJumping = false;
- };
+ }
}
};
LK.on('tick', zbertTickHandler);
};
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.