Initial prompt
Bubble Shooter
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Add a bubble lesson to the bubble class.
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In the grid class set the X of the grid to half the width of the game
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Write the getConnectedBubbles function for the grid. It should return the list of unique bubbles of the same type passed to the method such that you get a list of all connected bubbles. Note that the grid is hexagonal in nature, the method should handle that.
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Please fix the bug: 'Script error.' in or related to this line: 'var visited = new Set();' Line Number: 50
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Please fix the bug: 'Script error.' in or related to this line: 'var neighbors = self.getNeighbors(currentBubble);' Line Number: 56
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In the grid class, implement the getNeighbors method
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implement //Method that removes an array of bubbles from the rows array. self.removeBubbles = function (bubbels) {};
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In the method //Method that removes an array of bubbles from the rows array. self.removeBubbles = function (bubbles) { for (var i = 0; i < bubbles.length; i++) { var bubble = bubbles[i]; var bubbleIndex = this.findBubbleIndex(bubble); if (bubbleIndex) { rows[bubbleIndex.row].splice(bubbleIndex.col, 1); bubble.destroy(); } } }; The array indexes must be maintained. When removing a bubble from rows, the index should simply be set to null
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Please fix the bug: 'Script error.' in or related to this line: 'self.removeBubbles(bubbels);' Line Number: 45
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Please fix the bug: 'Script error.' in or related to this line: 'if (neighbor.type === bubble.type) {' Line Number: 74
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Write this method //Method that gets all bubbles which are not, or do not have a recursive neighbour that is connected to the top row of bubblels self.getDetachedBubbles = function () {};
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Implement this //Get a list of bubbles that are not connected to the top row, or to a chain of bubbles connected to the top row. self.getDetachedBubbles = function () {}; Note that all unconnected bubbles must be detected
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getDetachedBubbles does not seem to detect all unconnected bubbles, please fix this
===================================================================
--- original.js
+++ change.js
@@ -1,84 +1,21 @@
-/****
+/****
* Classes
-****/
-// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
-// Bubble class for the game bubbles
+****/
var Bubble = Container.expand(function () {
- var self = Container.call(this);
- var bubbleGraphics = self.attachAsset('bubble', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.pop = function () {
- // Placeholder for bubble pop logic
- LK.effects.flashObject(self, 0xFFFFFF, 300);
- self.destroy();
- };
- self.update = function () {
- // Placeholder for bubble movement or other update logic
- };
+ var self = Container.call(this);
});
-// Shooter class for the bubble shooter
-var Shooter = Container.expand(function () {
- var self = Container.call(this);
- var shooterGraphics = self.attachAsset('shooter', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.shoot = function () {
- // Placeholder for shooting logic
- var bubble = new Bubble();
- bubble.x = self.x;
- bubble.y = self.y;
- game.addChild(bubble);
- };
+var Grid = Container.expand(function () {
+ var self = Container.call(this);
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Light blue background to represent the sky
+ backgroundColor: 0x000000
});
-/****
+/****
* Game Code
-****/
-// Initialize shooter
-var shooter = game.addChild(new Shooter());
-shooter.x = game.width / 2;
-shooter.y = game.height - 100; // Position shooter at the bottom center of the screen
-// Initialize bubbles array
-var bubbles = [];
-// Function to create bubbles at random positions
-function createBubbles() {
- for (var i = 0; i < 10; i++) {
- var bubble = new Bubble();
- bubble.x = Math.random() * game.width;
- bubble.y = Math.random() * (game.height / 2); // Position bubbles in the upper half of the screen
- game.addChild(bubble);
- bubbles.push(bubble);
- }
-}
-createBubbles(); // Call function to create initial bubbles
-// Game update function
-game.update = function () {
- // Check for bubble and shooter interactions or other game logic
-};
-// Touch event to shoot bubbles
-game.down = function (x, y, obj) {
- shooter.shoot();
-};
-// Example of handling bubble popping
-game.up = function (x, y, obj) {
- bubbles.forEach(function (bubble, index) {
- if (bubble.intersects(obj)) {
- bubble.pop();
- bubbles.splice(index, 1);
- }
- });
- if (bubbles.length === 0) {
- // All bubbles popped, create new bubbles
- createBubbles();
- }
-};
\ No newline at end of file
+****/
+var grid = game.addChild(new Grid());
\ No newline at end of file
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