Code edit (3 edits merged)
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Please fix the bug: 'levelNameLabel is not defined' in or related to this line: 'if (Math.random() < 0.12) {' Line Number: 403
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Please fix the bug: 'levelNameLabel is not defined' in or related to this line: 'levelNameLabel.setText(a.name, ' ', a.uid);' Line Number: 984
Code edit (9 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var n = source[0].length;' Line Number: 1219
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var m = source.length;' Line Number: 1218
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var gridSize = currentLevel.d.length;' Line Number: 1087
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'for (var j = 0; j < a.d[0].length; j++) {' Line Number: 965
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Please fix the bug: 'levels[currentLevelID].map is not a function' in or related to this line: 'for (var i = 0; i < a.d.length; i++) {' Line Number: 964
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Please fix the bug: 'levels[currentLevelID].map is not a function' in or related to this line: 'var currentLevel = levels[currentLevelID].map(function (arr) {' Line Number: 935
Code edit (1 edits merged)
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Code edit (5 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.boxGraphics.tint = 0x222222;' Line Number: 152
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.boxGraphics.tint = 0xffffff;' Line Number: 146
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Code edit (21 edits merged)
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Please fix the bug: 'instructions is not defined' in or related to this line: 'game.addChild(instructions);' Line Number: 761
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Please fix the bug: 'TypeError: particleGraphics.setScale is not a function' in or related to this line: 'particleGraphics.setScale(sc, sc);' Line Number: 314
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Code edit (13 edits merged)
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please make the particles move upwards in a wavy pattern instead of straight like now. Use individual amplitude for particles so they don't all move exactly the same.
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Please fix the bug: 'ReferenceError: particleGraphicsGraphics is not defined' in or related to this line: 'self.addChild(particleGraphicsGraphics);' Line Number: 313
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (self.particles.length < self.particlesMax) {' Line Number: 329
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -115,9 +115,9 @@
}
};
self.mouseover = function () {
if (!self.outlier) {
- self.width = self.height = tileSize * 1.1;
+ self.width = self.height = tileSize * 1.05;
}
};
self.mouseout = function () {
if (!self.outlier) {
@@ -139,9 +139,10 @@
onFinish: function onFinish() {
//console.log("Animation complete!");
//console.log('currentLevel:', currentLevel);
//console.log('levelContainer:', levelContainer);
- playerScore++;
+ //playerScore++;
+ playerScore += latestRemoveCount;
var t = new Star(levelContainer.x + self.x, levelContainer.y + self.y, 1900, 50, 0, colors[self.colorIndex]);
//console.log('startx and y:', t.x, t.y);
game.addChild(t);
stars.push(t);
@@ -212,12 +213,28 @@
});
}
});
};
+ self.enterBoard = function (destX, destY, delayFactor) {
+ numRunningTweens++;
+ tween(self, {
+ x: destX,
+ y: destY
+ }, {
+ duration: BASE_TWEEN_SPEED,
+ delay: delayFactor,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ numRunningTweens--;
+ //currentLevel[self.gridY][self.gridX] = self.colorIndex;
+ //self.outlier = false;
+ }
+ });
+ };
self.moveInPosition = function () {
var startX = -boardSize / 2;
var startY = -boardSize / 2;
- var boxSize = tileSize; //calculateTileSize();
+ var boxSize = tileSize;
var boxSpacing = boxSize * spacingRatio;
var offset = boxSize / 2 + boxSpacing;
var destX = offset + startX + self.gridX * (boxSize + boxSpacing);
var destY = offset + startY + self.gridY * (boxSize + boxSpacing);
@@ -354,35 +371,46 @@
var Star = Container.expand(function (startX, startY, endX, endY, delay, boxTint) {
var self = Container.call(this);
//GoldCoin.delayIncrement = 0;
//self.game = this;
- var starGraphics = self.attachAsset('star', {
+ /*var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
tint: boxTint
});
self.addChild(starGraphics);
+ */
+ var plusLabel = new Text2('+' + latestRemoveCount, {
+ size: 120,
+ fill: 0xFFFFFF,
+ align: 'center',
+ font: 'Georgia'
+ });
+ plusLabel.anchor.set(0.5, 0.5); // Anchor to the right
+ plusLabel.x = 0;
+ plusLabel.y = 0;
+ self.addChild(plusLabel);
self.x = startX;
self.y = startY;
self.isDead = false;
var distance = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
self.delayCounter = delay * 2;
- var duration = 30 + delay;
- //var vx = (endX - startX) / duration;
- //var vy = (endY - startY) / duration;
+ var duration = 40 + delay; //30 + delay;
self.alpha = 0;
//self.path = createQuadraticBezierArcPoints(startX, startY, endX, startY - 100, endX, endY, 60);
- self.path = createQuadraticBezierArcPoints(startX, startY, endX, startY + 200, endX, endY, 30);
+ //self.path = createQuadraticBezierArcPoints(startX, startY, endX, startY + 200, endX, endY, 30);
self._move_migrated = function () {
if (self.delayCounter > 0) {
self.delayCounter--;
} else {
self.alpha = 1;
+ self.y -= 4;
+ /*
self.rotation += 0.11;
if (self.path[duration]) {
- self.x = self.path[duration - self.delayCounter][0];
- self.y = self.path[duration - self.delayCounter][1];
- }
+ self.x = self.path[duration - self.delayCounter][0];
+ self.y = self.path[duration - self.delayCounter][1];
+ }*/
}
if (--duration <= 0) {
self.destroy();
self.isDead = true;
@@ -399,15 +427,17 @@
/****
* Game Code
****/
+//LK.init.music('backgroundMusic')
+//LK.init.sound('testmusic', {volume:1, start:0, end:0.995, id:'676c4b01fd1ad619bb4ea263'})
var lerp = function lerp(start, end, t) {
return start * (1 - t) + end * t;
};
// Play test music in a loop
-LK.playMusic('testmusic', {
+/*LK.playMusic('testmusic', {
loop: true
-});
+});*/
var createQuadraticBezierArcPoints = function createQuadraticBezierArcPoints(p0x, p0y, p1x, p1y, p2x, p2y, numberOfSteps) {
var points_along_axis = new Array(numberOfSteps).fill(null).map(function () {
return [0, 0];
});
@@ -563,9 +593,9 @@
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 300,
- tint: 0x22ddff
+ tint: 0x55eeff
});
game.addChild(gameLogo);
var helpButton = new HelpButton();
helpButton.x = 2048 - 150;
@@ -695,8 +725,9 @@
var currentLevel = levels[currentLevelID].map(function (arr) {
return Array.isArray(arr) ? arr.slice() : [];
});
var stars = [];
+var latestRemoveCount = 0;
var levelContainer = new Container();
levelContainer.x = 1024;
levelContainer.y = boardCenterY; //2732 / 2 + 200;
game.addChild(levelContainer);
@@ -723,12 +754,18 @@
for (var j = 0; j < a[0].length; j++) {
if (a[j][i] != 0) {
var cBox = levelContainer.addChild(new ColorBox(a[j][i]));
cBox.width = cBox.height = boxSize;
- cBox.x = offset + startX + i * (boxSize + boxSpacing);
- cBox.y = offset + startY + j * (boxSize + boxSpacing);
+ //cBox.x = offset + startX + i * (boxSize + boxSpacing);
+ //cBox.y = offset + startY + j * (boxSize + boxSpacing);
cBox.gridX = i;
cBox.gridY = j;
+ var destX = offset + startX + i * (boxSize + boxSpacing);
+ var destY = offset + startY + j * (boxSize + boxSpacing);
+ var delayFactor = 80 * i + j * 80;
+ cBox.x = -1500;
+ cBox.y = destY;
+ cBox.enterBoard(destX, destY, delayFactor);
}
}
}
}
@@ -821,8 +858,9 @@
console.log('colorbox clicked:', b);
// Find connected tiles with same color
var t = findConnectedSameColorTiles(b);
//console.log(t);
+ latestRemoveCount = t.length;
for (var i = 0; i < t.length; i++) {
//t[i].destroy();
t[i].remove(i * 30);
}
@@ -999,9 +1037,8 @@
}
}
//console.log(t, 'would move to position', newPos);
t.gridX = newPos;
- //t.moveInPosition();
} else if (t.gridX == 99) {
for (var j = 0; j < gridSize; j++) {
//console.log('j entry is', currentLevel[t.gridY][j]);
if (currentLevel[t.gridY][j] != 0) {
@@ -1009,9 +1046,8 @@
}
}
//console.log(t, 'would move to position', newPos);
t.gridX = newPos;
- //t.moveInPosition();
} else if (t.gridY == -1) {
for (var j = gridSize - 1; j >= 0; j--) {
//console.log('j entry is', currentLevel[j][t.gridX]);
if (currentLevel[j][t.gridX] != 0) {
@@ -1019,9 +1055,8 @@
}
}
//console.log(t, 'would move to position', newPos);
t.gridY = newPos;
- //t.moveInPosition();
} else if (t.gridY == 99) {
// do something, fix this
for (var j = 0; j < gridSize; j++) {
//console.log('j entry is', currentLevel[j][t.gridX]);
@@ -1029,11 +1064,10 @@
newPos = j + 1;
}
}
t.gridY = newPos;
- //t.moveInPosition();
}
- console.log(t, 'would move to position', newPos);
+ //console.log(t, 'would move to position', newPos);
if (newPos == -1 || newPos == gridSize) {
// Game Over, lost
var highScore = storage.highScore || 0;
if (playerScore > highScore) {
@@ -1042,9 +1076,9 @@
//console.log('highscore is now:', storage.highScore);
t.tint = 0xFF0000;
isGameOver = true;
t.blinkRed();
- /*
+ /*
tween(t, {
width: tileSize * 1.5,
height: tileSize * 1.5
}, {
A large calm background drawing for a puzzle game, in dark calm blueish colors and non-confusing content. High definition. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A quadratic polished dark blue marble slate. Front perspective with right angles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white question mark in a circle, like for a help button in a game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white X in a circle, like for a close window button in a game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white questionmark on a black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A green check mark on a dark background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.