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check when moving Zbert that when button released he is on a tile. If not then move Zbert back behind grid and apply gravity
Code edit (3 edits merged)
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Add alpha to control buttons
User prompt
when detecting the tile Zbert is on, pick the tile directly below Zbert
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Fix Bug: 'Uncaught TypeError: tileColorCounter.updateCounts is not a function' in or related to this line: 'tileColorCounter.updateCounts(tileColorCounter.whiteCount, tileColorCounter.greenCount);' Line Number: 117
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Fix Bug: 'Uncaught ReferenceError: tileColorCounter is not defined' in or related to this line: 'tileColorCounter.whiteCount++;' Line Number: 107
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Fix Bug: 'Uncaught ReferenceError: initializeTileColorCounter is not defined' in or related to this line: 'initializeTileColorCounter();' Line Number: 218
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remove tile colour counter from game
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when Zbert moves from one tile to the next detect where Zbert is and flip tile that Zbert interacts with
Code edit (7 edits merged)
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When controlbuttons are pressed, tint buttons orange. remove tint when buttons are released
Code edit (1 edits merged)
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Code edit (7 edits merged)
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Set rotation point of control buttons to centre point of asset
Code edit (1 edits merged)
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Code edit (6 edits merged)
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turn CCupL, CCupR, CCdownL and CCdownR in to buttons that control Zbert.
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Code edit (7 edits merged)
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add rotation of +90 degrees to counterCorner
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add rotation of -45degrees to cornerCounter
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on countercorner add x and y cordinates so position can manually be set
/****
* 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;
}
var potentialX = self.x + moveX;
var potentialY = self.y + moveY;
// Check if the potential position is on a tile
var tileBelow = game.grid.getTileAt(potentialX, potentialY + tileHeight / 2);
if (tileBelow) {
self.x = potentialX;
self.y = potentialY;
tileBelow.flipColor();
} else {
// Apply gravity and move Zbert behind the grid
self.y += 5;
if (self.y > game.grid.y + game.grid.gridSize * tileHeight) {
self.x = game.grid.x - self.width;
self.y = game.grid.y + game.grid.gridSize * tileHeight / 2;
}
}
};
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 ? 0x33d62a : 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 = self.color === 0xFFFFFF ? 0x33d62a : 0xFFFFFF;
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 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
}
}; ===================================================================
--- original.js
+++ change.js
@@ -15,9 +15,9 @@
alpha: 0.5
});
self.controlDirection = controlDirection;
self.on('down', function (obj) {
- buttonGraphics.tint = 0xFFA500; // Tint button orange
+ buttonGraphics.tint = 0x000000; // Tint button orange
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
if (zbert) {
@@ -49,14 +49,23 @@
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);
+ var potentialX = self.x + moveX;
+ var potentialY = self.y + moveY;
+ // Check if the potential position is on a tile
+ var tileBelow = game.grid.getTileAt(potentialX, potentialY + tileHeight / 2);
if (tileBelow) {
+ self.x = potentialX;
+ self.y = potentialY;
tileBelow.flipColor();
+ } else {
+ // Apply gravity and move Zbert behind the grid
+ self.y += 5;
+ if (self.y > game.grid.y + game.grid.gridSize * tileHeight) {
+ self.x = game.grid.x - self.width;
+ self.y = game.grid.y + game.grid.gridSize * tileHeight / 2;
+ }
}
};
var zbertGraphics = self.attachAsset('Zbert1', {
anchorX: 0.5,
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.