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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 96
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 94
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 85
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 82
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 83
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 83
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 86
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 85
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Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 85
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 85
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 85
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 96
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 87
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 83
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popFx = self.attachAsset('pop', {' Line Number: 78
Code edit (1 edits merged)
Please save this source code
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HexaPop Dream
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- HexTile: A single hexagon on the board --- var HexTile = Container.expand(function () { var self = Container.call(this); // Color: 'pink', 'blue', 'yellow', 'green', 'purple', 'orange' self.color = 'pink'; self.gridQ = 0; // axial q self.gridR = 0; // axial r self.occupied = false; self.face = null; // Attach hex asset self.setColor = function (color) { self.color = color; if (self.hex) self.removeChild(self.hex); self.hex = self.attachAsset('hex_' + color, { anchorX: 0.5, anchorY: 0.5 }); // Add face if (self.face) self.removeChild(self.face); self.face = self.attachAsset('face', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.7, scaleY: 0.7 }); }; self.setEmpty = function () { self.occupied = false; if (self.hex) self.hex.visible = false; if (self.face) self.face.visible = false; }; self.setFilled = function (color) { self.occupied = true; self.setColor(color); self.hex.visible = true; self.face.visible = true; }; // Pop animation self.pop = function () { if (!self.occupied) return; // Defensive: Remove any previous pop effect if present if (self._popFx) { if (typeof self._popFx.destroy === "function") { self._popFx.destroy(); } self._popFx = null; } // Defensive: Remove any previous pop asset from children if present for (var i = self.children.length - 1; i >= 0; --i) { var child = self.children[i]; if (child && child.assetId === 'pop') { if (typeof child.destroy === "function") { child.destroy(); } } } // Only create a new pop effect after all previous pop assets are destroyed var popFx = self.attachAsset('pop', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, scaleX: 1, scaleY: 1 }); self._popFx = popFx; tween(popFx, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 350, easing: tween.easeOut, onFinish: function onFinish() { if (self._popFx === popFx) self._popFx = null; if (typeof popFx.destroy === "function") { popFx.destroy(); } } }); LK.getSound('pop1').play(); self.setEmpty(); }; return self; }); // --- Piece: A draggable group of 1-5 hexes in a shape --- var Piece = Container.expand(function () { var self = Container.call(this); // Shape: array of {q, r, color} self.shape = []; self.hexes = []; self.dragging = false; self.valid = true; // is current placement valid // Generate a piece from a shape definition self.setShape = function (shape) { self.shape = shape; // Remove old hexes for (var i = 0; i < self.hexes.length; ++i) self.removeChild(self.hexes[i]); self.hexes = []; // Add new hexes for (var i = 0; i < shape.length; ++i) { var hex = self.attachAsset('hex_' + shape[i].color, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Add face var face = self.attachAsset('face', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.7, scaleY: 0.7 }); hex.addChild(face); self.hexes.push(hex); } // Position hexes for (var i = 0; i < shape.length; ++i) { var pos = axialToPixel(shape[i].q, shape[i].r, pieceHexSize); self.hexes[i].x = pos.x; self.hexes[i].y = pos.y; } }; // Highlight for valid/invalid placement self.setValid = function (valid) { self.valid = valid; for (var i = 0; i < self.hexes.length; ++i) { self.hexes[i].alpha = valid ? 1 : 0.4; } }; return self; }); /**** * Initialize Game ****/ /**** * Helper Functions ****/ // Hex math var game = new LK.Game({ backgroundColor: 0xbfdfff // Dreamy blue sky }); /**** * Game Code ****/ // Hex math /**** * Helper Functions ****/ // Sound effects // Pop effect // Faces (as colored ellipses for now, can be replaced with images later) // Cloud background (large, white, semi-transparent ellipses) // Hex tile shapes (pastel colors) // --- Add dreamy cloud background --- var sqrt3 = Math.sqrt(3); function axialToPixel(q, r, size) { // Flat-topped hex var x = size * (3 / 2 * q); var y = size * (sqrt3 * (r + q / 2)); return { x: x, y: y }; } function pixelToAxial(x, y, size) { var q = 2 / 3 * x / size; var r = (-1 / 3 * x + sqrt3 / 3 * y) / size; return hexRound(q, r); } function hexRound(q, r) { var x = q; var z = r; var y = -x - z; var rx = Math.round(x); var ry = Math.round(y); var rz = Math.round(z); var x_diff = Math.abs(rx - x); var y_diff = Math.abs(ry - y); var z_diff = Math.abs(rz - z); if (x_diff > y_diff && x_diff > z_diff) rx = -ry - rz;else if (y_diff > z_diff) ry = -rx - rz;else rz = -rx - ry; return { q: rx, r: rz }; } // Generate random color function randomColor() { var arr = ['pink', 'blue', 'yellow', 'green', 'purple', 'orange']; return arr[Math.floor(Math.random() * arr.length)]; } // Piece shape library (axial coordinates, always includes 0,0) var pieceShapes = [ // Single [{ q: 0, r: 0 }], // Line 2 [{ q: 0, r: 0 }, { q: 1, r: 0 }], // Line 3 [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 2, r: 0 }], // L shape [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 1, r: 1 }], // Triangle [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 0, r: 1 }], // Zigzag [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 1, r: 1 }, { q: 2, r: 1 }], // Big line [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 2, r: 0 }, { q: 3, r: 0 }, { q: 4, r: 0 }], // Big triangle [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 0, r: 1 }, { q: 1, r: 1 }, { q: 0, r: 2 }], // T shape [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: 2, r: 0 }, { q: 1, r: 1 }], // Plus [{ q: 0, r: 0 }, { q: 1, r: 0 }, { q: -1, r: 0 }, { q: 0, r: 1 }, { q: 0, r: -1 }]]; // Generate a random piece shape with random colors function randomPieceShape() { var base = pieceShapes[Math.floor(Math.random() * pieceShapes.length)]; var color = randomColor(); var arr = []; for (var i = 0; i < base.length; ++i) { arr.push({ q: base[i].q, r: base[i].r, color: color }); } return arr; } /**** * Game Board Setup ****/ // Board size var boardRadius = 5; // 5 rings from center (total diameter 11) var boardHexSize = 60; // px, for board tiles var pieceHexSize = 60; // px, for piece tiles // Board center in pixels var boardCenterX = 2048 / 2; var boardCenterY = 1200; // Board data: array of {q, r, tile} var boardTiles = []; // Build board: all hexes with |q|+|r|+|s| <= boardRadius*2 for (var q = -boardRadius; q <= boardRadius; ++q) { for (var r = -boardRadius; r <= boardRadius; ++r) { var s = -q - r; if (Math.abs(q) <= boardRadius && Math.abs(r) <= boardRadius && Math.abs(s) <= boardRadius) { // Create tile var tile = new HexTile(); tile.gridQ = q; tile.gridR = r; tile.setEmpty(); var pos = axialToPixel(q, r, boardHexSize); tile.x = boardCenterX + pos.x; tile.y = boardCenterY + pos.y; boardTiles.push({ q: q, r: r, tile: tile }); } } } // Helper: find tile at q,r function getTile(q, r) { for (var i = 0; i < boardTiles.length; ++i) { if (boardTiles[i].q === q && boardTiles[i].r === r) return boardTiles[i].tile; } return null; } var cloud1 = LK.getAsset('cloud1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 300, y: 400, alpha: 0.18 }); var cloud2 = LK.getAsset('cloud2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 250, y: 600, alpha: 0.13 }); var cloud3 = LK.getAsset('cloud3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 200, y: 900, alpha: 0.10 }); game.addChild(cloud1); game.addChild(cloud2); game.addChild(cloud3); // --- Add board tiles to game --- for (var i = 0; i < boardTiles.length; ++i) { game.addChild(boardTiles[i].tile); } // --- Score display --- var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Piece tray (bottom center) --- var trayY = 2732 - 350; var trayX = 2048 / 2; var traySpacing = 320; var trayPieces = [null, null, null]; // 3 pieces at a time // --- Generate new pieces in tray --- function refillTray() { for (var i = 0; i < 3; ++i) { if (trayPieces[i]) { trayPieces[i].destroy(); trayPieces[i] = null; } var piece = new Piece(); piece.setShape(randomPieceShape()); piece.x = trayX + (i - 1) * traySpacing; piece.y = trayY; trayPieces[i] = piece; game.addChild(piece); } } refillTray(); // --- Drag and drop logic --- var draggingPiece = null; var dragOffsetX = 0; var dragOffsetY = 0; var dragStartX = 0; var dragStartY = 0; // Helper: get board position under a pixel function getBoardPosUnder(x, y) { // Convert to board-local var px = x - boardCenterX; var py = y - boardCenterY; var axial = pixelToAxial(px, py, boardHexSize); return axial; } // Helper: can place piece at board q,r function canPlacePiece(piece, q, r) { for (var i = 0; i < piece.shape.length; ++i) { var dq = piece.shape[i].q; var dr = piece.shape[i].r; var tile = getTile(q + dq, r + dr); if (!tile || tile.occupied) return false; } return true; } // Helper: place piece at board q,r function placePiece(piece, q, r) { for (var i = 0; i < piece.shape.length; ++i) { var dq = piece.shape[i].q; var dr = piece.shape[i].r; var color = piece.shape[i].color; var tile = getTile(q + dq, r + dr); if (tile) tile.setFilled(color); } } // Helper: remove piece from tray function removePieceFromTray(piece) { for (var i = 0; i < 3; ++i) { if (trayPieces[i] === piece) { trayPieces[i].destroy(); trayPieces[i] = null; } } } // --- Game move events --- game.down = function (x, y, obj) { // Check if a piece in tray is touched for (var i = 0; i < 3; ++i) { var piece = trayPieces[i]; if (!piece) continue; var local = piece.toLocal(game.toGlobal({ x: x, y: y })); // Check if touch is within piece bounds for (var j = 0; j < piece.hexes.length; ++j) { var hx = piece.hexes[j].x; var hy = piece.hexes[j].y; var dx = local.x - hx; var dy = local.y - hy; if (dx * dx + dy * dy < pieceHexSize * pieceHexSize * 0.4) { draggingPiece = piece; dragStartX = piece.x; dragStartY = piece.y; dragOffsetX = x - piece.x; dragOffsetY = y - piece.y; piece.dragging = true; piece.setValid(true); // Bring to front game.addChild(piece); return; } } } }; game.move = function (x, y, obj) { if (!draggingPiece) return; // Move piece draggingPiece.x = x - dragOffsetX; draggingPiece.y = y - dragOffsetY; // Snap to board if close var pos = getBoardPosUnder(draggingPiece.x, draggingPiece.y); var canPlace = canPlacePiece(draggingPiece, pos.q, pos.r); draggingPiece.setValid(canPlace); }; game.up = function (x, y, obj) { if (!draggingPiece) return; // Try to place var pos = getBoardPosUnder(draggingPiece.x, draggingPiece.y); if (canPlacePiece(draggingPiece, pos.q, pos.r)) { // Place placePiece(draggingPiece, pos.q, pos.r); removePieceFromTray(draggingPiece); draggingPiece.destroy(); draggingPiece = null; // Check for matches and refill tray if all used checkAndPopMatches(); if (trayPieces.every(function (p) { return !p; })) { refillTray(); } // Check for game over if (!canAnyPieceBePlaced()) { LK.showGameOver(); } } else { // Return to tray tween(draggingPiece, { x: dragStartX, y: dragStartY }, { duration: 200, easing: tween.easeOut }); draggingPiece.setValid(true); draggingPiece.dragging = false; draggingPiece = null; } }; // --- Matching and popping logic --- // Find all groups of 3+ connected same-color tiles, pop them, and chain function checkAndPopMatches() { var popped = false; var visited = {}; var combos = 0; for (var i = 0; i < boardTiles.length; ++i) { var tile = boardTiles[i].tile; if (!tile.occupied) continue; var key = tile.gridQ + ',' + tile.gridR; if (visited[key]) continue; // BFS for connected same-color var group = []; var queue = [{ q: tile.gridQ, r: tile.gridR }]; while (queue.length) { var cur = queue.pop(); var ckey = cur.q + ',' + cur.r; if (visited[ckey]) continue; var ctile = getTile(cur.q, cur.r); if (!ctile || !ctile.occupied || ctile.color !== tile.color) continue; visited[ckey] = true; group.push(ctile); // 6 neighbors var dirs = [[1, 0], [0, 1], [-1, 1], [-1, 0], [0, -1], [1, -1]]; for (var d = 0; d < 6; ++d) { var nq = cur.q + dirs[d][0]; var nr = cur.r + dirs[d][1]; queue.push({ q: nq, r: nr }); } } if (group.length >= 3) { // Pop group for (var j = 0; j < group.length; ++j) { group[j].pop(); } score += group.length; popped = true; combos++; } } if (popped) { scoreTxt.setText(score); if (combos > 1) { LK.getSound('combo').play(); } // Chain: after pop, check again after short delay LK.setTimeout(checkAndPopMatches, 400); } } // --- Can any piece be placed? --- function canAnyPieceBePlaced() { for (var i = 0; i < 3; ++i) { var piece = trayPieces[i]; if (!piece) continue; // Try all board positions for (var j = 0; j < boardTiles.length; ++j) { var q = boardTiles[j].q; var r = boardTiles[j].r; if (canPlacePiece(piece, q, r)) return true; } } return false; } // --- Game update (not used for now) --- game.update = function () { // No per-frame logic needed };
===================================================================
--- original.js
+++ change.js
@@ -63,10 +63,9 @@
child.destroy();
}
}
}
- // Ensure _popFx is not set to a non-array value in dynamicAssets
- // (No assignment to dynamicAssets here, just local _popFx)
+ // Only create a new pop effect after all previous pop assets are destroyed
var popFx = self.attachAsset('pop', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
cloud. In-Game asset. 2d. High contrast. No shadows
cloud pink. In-Game asset. 2d. High contrast. No shadows
cloud orange. In-Game asset. 2d. High contrast. No shadows
cloud green. In-Game asset. 2d. High contrast. No shadows
cloud purple. In-Game asset. 2d. High contrast. No shadows
cloud yellow. In-Game asset. 2d. High contrast. No shadows
Background for relaxing puzzle game. In-Game asset. 2d. High contrast. No shadows
linear features cute face frameless. In-Game asset. 2d. High contrast. No shadows
White square with tight round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. In-Game asset. 2d. High contrast. No shadows
White hexagon with tight round corners, flat shaded, hyper casual game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. In-Game asset. 2d. High contrast. No shadows