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Fix Bug: 'Uncaught ReferenceError: CountdownTimer is not defined' in or related to this line: 'var countdownTimer = game.addChild(new CountdownTimer());' Line Number: 296
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Remove countdown timeand next shape text
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Fix Bug: 'Uncaught TypeError: self.attachAsset is not a function' in this line: 'var tileGraphics = self.attachAsset('tile', {});' Line Number: 263
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Fix Bug: 'Uncaught TypeError: self.attachAsset is not a function' in this line: 'var tileGraphics = self.attachAsset('tile', {});' Line Number: 262
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'flipColor')' in this line: 'tile.flipColor();' Line Number: 55
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'color')' in this line: 'if (tileArray[i][j].color === 0xFFFFFF) {' Line Number: 68
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'highlight')' in this line: 'tileToFlip.highlight(0xff0000);' Line Number: 49
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'color')' in this line: 'if (tileArray[i][j].color !== firstColor) {' Line Number: 87
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on grid arrange rows with each row having 1 more cell that the previous row. Start with 1 cell at top
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/**** * Classes ****/ // Grid class to manage the puzzle grid var Grid = Container.expand(function () { var self = Container.call(this); this.gridSize = 7; // Gridsize control - 9 x 9 var tileArray = []; // Array to hold the tiles // 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 + 1; var rowOffset = (this.gridSize - numTilesInRow) * (tileWidth / 2 + 5); for (var j = 0; j < numTilesInRow; j++) { var tile = new Tile(i, j, tileWidth, tileHeight); tile.x = rowOffset + j * (tileWidth + 0); tile.y = i * (tileHeight - 90); self.addChild(tile); tileArray[i][j] = tile; // Update color counts if (tile.color === 0xFFFFFF) { tileColorCounter.whiteCount++; } else if (tile.color === 0x33d62a) { tileColorCounter.greenCount++; } // Update the TileColorCounter display with the new counts after reinitialization if (tileColorCounter) { tileColorCounter.updateCounts(tileColorCounter.whiteCount, tileColorCounter.greenCount); } } } }; // Function to flip the color of a tile and its neighbors self.flipTiles = function (x, y) { // Get the current shape data from the ShapeDisplay var shapeData = shapeDisplay.shape.shapeData; // Loop through the shape data, highlight tiles that will flip in red, and flip them after a delay for (var i = 0; i < shapeData.length; i++) { for (var j = 0; j < shapeData[i].length; j++) { if (shapeData[i][j] === 1) { var targetX = x + i - 1; var targetY = y + j - 1; if (targetX >= 0 && targetX < this.gridSize && targetY >= 0 && targetY < this.gridSize) { // Highlight the tile in red var tileToFlip = tileArray[targetX][targetY]; if (tileToFlip) { tileToFlip.highlight(0xff0000); } // Flip the tile color after a delay if (tileToFlip) { LK.setTimeout(function (tile) { return function () { if (tile) { tile.flipColor(); } }; }(tileToFlip), 700); } } } } } // Update color counts after a delay to ensure it happens after all tiles have flipped LK.setTimeout(function () { var whiteCount = 0; var greenCount = 0; for (var i = 0; i < self.gridSize; i++) { for (var j = 0; j < tileArray[i].length; j++) { if (tileArray[i][j].color === 0xFFFFFF) { whiteCount++; } else if (tileArray[i][j].color === 0x33d62a) { greenCount++; } } } if (tileColorCounter) { tileColorCounter.updateCounts(whiteCount, greenCount); } // Check if either tile count is at 0 and run the win routine if so if (whiteCount === 0 || greenCount === 0) { game.showWin(); } }, 900); }; // 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; }; }); // Shape class to manage individual shapes var Shape = Container.expand(function (shapeData) { var self = Container.call(this); var shapeGraphics = []; for (var row = 0; row < 3; row++) { shapeGraphics[row] = []; for (var col = 0; col < 3; col++) { shapeGraphics[row][col] = self.attachAsset('shapeTile', { anchorX: 0.5, anchorY: 0.5 }); shapeGraphics[row][col].width = 100; shapeGraphics[row][col].height = 120; shapeGraphics[row][col].x = col * 100 + row % 2 * 50; shapeGraphics[row][col].y = row * (120 - 25); shapeGraphics[row][col].tint = shapeData[row][col] === 1 ? 0x3636f7 : 0xFFFFFF; shapeGraphics[row][col].alpha = shapeData[row][col] === 1 ? 1 : 0.6; self.addChild(shapeGraphics[row][col]); } } // Store the shape data this.shapeData = shapeData; // Set the initial color of the shape based on shapeData shapeGraphics.tint = shapeData.reduce(function (acc, row) { return acc.concat(row); }, []).some(function (cell) { return cell === 1; }) ? 0x3636f7 : 0xFFFFFF; // Removed the direct addition of shapeGraphics as a child since it's an array of assets, not a single asset }); var ShapeDisplay = Container.expand(function () { var self = Container.call(this); this.shape = null; // Create a background for the ShapeDisplay var shapeDisplayBackground = self.attachAsset('shapeDisplayBackground', {}); shapeDisplayBackground.width = 2048; shapeDisplayBackground.height = 2732; shapeDisplayBackground.tint = 0xffffff; shapeDisplayBackground.alpha = 0.4; self.addChildAt(shapeDisplayBackground, 0); // Function to set the shape to be displayed self.setShape = function (shape) { this.shape = shape; this.addChild(shape); shape.x = 950; // Center the shape in the display area shape.y = 2732 - shape.height - 200; // Position the shape at the bottom of the screen shapeDisplayBackground.width = shape.width + 1800; shapeDisplayBackground.height = 600; // Center ShapeDisplay background on the middle of ShapeDisplay shapeDisplayBackground.x = shape.x + shape.width / 2 - shapeDisplayBackground.width / 2 - 50; shapeDisplayBackground.y = 2100; }; // Function to update the displayed shape self.updateShape = function () { var randomIndex = Math.floor(Math.random() * shapes.length); var newShape = shapes[randomIndex]; if (this.shape) { this.removeChild(this.shape); } this.setShape(newShape); }; }); var Tile = Container.expand(function (gridX, gridY, width, height) { var self = Container.call(this); self.color = Math.random() < 0.5 ? 0xFFFFFF : 0x33d62a; // Randomly set the tile color to white or 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; }; // Add event listener to flip tiles on touch self.on('down', function () { game.grid.flipTiles(gridX, gridY); if (game.grid.checkWinCondition()) { game.showWin(); } }); }); // TileColorCounter class to manage the count of each tile color var TileColorCounter = Container.expand(function () { var self = Container.call(this); this.whiteCount = 0; this.greenCount = 0; this.whiteTile = new TileCounter(0xFFFFFF); this.greenTile = new TileCounter(0x33d62a); // Position the tiles this.whiteTile.x = 180; this.whiteTile.y = 2732 - 685; this.greenTile.x = 1400; this.greenTile.y = 2732 - 685; // Add the tiles to the container self.addChild(this.whiteTile); self.addChild(this.greenTile); // Method to update the counts self.updateCounts = function (whiteCount, greenCount) { this.whiteTile.updateCount(whiteCount); this.greenTile.updateCount(greenCount); }; }); // TileCounter class to manage the display of each tile type count var TileCounter = Container.expand(function (color) { var self = Container.call(this); this.color = color; var tileGraphics = self.attachAsset('tile', {}); tileGraphics.width = 500; tileGraphics.height = 600; tileGraphics.tint = this.color; this.countText = new Text2('0', { size: 230, weight: 800, fill: this.color === 0xFFFFFF ? "#000000" : "#ffffff", align: 'center' }); this.countText.anchor.set(0.5); this.countText.x = tileGraphics.width / 2; this.countText.y = tileGraphics.height / 2; self.addChild(tileGraphics); self.addChild(this.countText); // Method to update the count self.updateCount = function (count) { if (typeof count !== 'undefined') { this.countText.setText(count.toString()); } }; }); /**** * 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); // Initialize the TileColorCounter and add it to the game initializeTileColorCounter(); // 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 - 295; game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 350; // Array to hold a range of 3x3 shapes var shapes = [new Shape([[1, 0, 1], [0, 1, 0], [1, 0, 1]]), new Shape([[0, 1, 0], [1, 0, 1], [0, 1, 0]]), new Shape([[1, 1, 1], [1, 0, 1], [1, 1, 1]]), new Shape([[0, 0, 0], [1, 1, 1], [0, 0, 0]]), new Shape([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), new Shape([[0, 0, 1], [0, 1, 0], [1, 0, 0]]), new Shape([[0, 0, 1], [0, 1, 1], [1, 1, 0]]), new Shape([[0, 0, 0], [0, 1, 1], [1, 1, 0]]), new Shape([[1, 1, 1], [0, 1, 0], [0, 1, 0]]), new Shape([[0, 0, 0], [0, 1, 0], [0, 0, 0]]), new Shape([[1, 0, 0], [1, 0, 0], [0, 0, 0]]), new Shape([[0, 0, 0], [0, 0, 0], [0, 1, 1]]), new Shape([[0, 1, 1], [0, 0, 1], [0, 0, 0]])]; // 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 - 185; game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 - 350; setBackgroundByNumber(Math.floor(Math.random() * 6) + 1); } else { LK.showGameOver(); // Show game over screen when max size is reached } }; // Initialize the ShapeDisplay and display a randomly selected shape var shapeDisplay = game.addChild(new ShapeDisplay()); shapeDisplay.updateShape(); // Initialize the TileColorCounter and add it to the game var tileColorCounter; function initializeTileColorCounter() { tileColorCounter = game.addChild(new TileColorCounter()); } initializeTileColorCounter();
===================================================================
--- original.js
+++ change.js
@@ -291,9 +291,8 @@
};
// Initialize the ShapeDisplay and display a randomly selected shape
var shapeDisplay = game.addChild(new ShapeDisplay());
shapeDisplay.updateShape();
-// CountdownTimer class is not defined, hence the instance creation is removed
// Initialize the TileColorCounter and add it to the game
var tileColorCounter;
function initializeTileColorCounter() {
tileColorCounter = game.addChild(new TileColorCounter());
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.