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i created asset named rope. now implement it please
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Please fix the bug: 'TypeError: game.camera is undefined' in or related to this line: 'game.camera.y += (targetY - game.camera.y) * cameraFollowSpeed;' Line Number: 141
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then just make infinite
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okay so red block for crane shouldnt on the screen visible so put it way back on top and make rope longer
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make swinging slower and increase the range
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okay good but when i release the block the momentum from swing is not effecting where block is going to land.fix it
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there is no way for me to loose even though crane and the block attached to crane moves it always stack perfectly. to fix that you should wiggle crane wider so there would be a chance that when i drop the block it wouldnt have landed on any previous block and i would loose. crane block should be connected to block attached with a rope or something so it wiggles and has big range.
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not enough range. the crane as you put it should not stay in its place. think of that crane like a you know rope of the crane.
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there is no way for me to loose even though crane and the block attached to crane moves it always stack perfectly. to fix that you should wiggle crane wider so there would be a chance that when i drop the block it wouldnt have landed on any previous block and i would loose
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Please fix the bug: 'TypeError: blocks[i].graphics is undefined' in or related to this line: 'blocks[i].graphics.scaleX = blocks[i].width / originalWidth; // Update the visual width' Line Number: 120
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i dont see any difference with blocks. they are not truncated. you should cut the parts wheere it doesnt align with previous block. please fix it
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okay so crane is wiggling way too fast. make it slower. and there is no way for me to loose even though crane and the block attached to crane moves it always stack perfectly. to fix that you should do something like this: truncate part of the block where it doesnt align with previous block.
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okay so block on the crane doesnt move synced with crane itself. fix that also make all blocks little bigger
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okay now it falls after but there is another problem. it goes through other blocks instead of stacking.
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okay so issue persists. when first block makes contact with the base block other blocks i drop are just stuck with the crane. also it looks like game is paused or something because other falling blocks stop when first block makes contact with base block.
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after first blocks makes contact with the base block on bottom other blocks are not falling.
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when a block reaches to bottom the game kind of stops. i mean when i drop other blocks they are not falling they are just stuck on crane. you can fix it by adding a base block where player stacks the blocks onto. oh and when you are adding that make sure they dont go through themselves and stack
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when a block reaches bottom the game stops and i cant release any more blocks. fix that.
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the block i dropped from crane goes through basis block. it should stack instead.
/****
* Classes
****/
// Class for the blocks
var Block = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
self.falling = false;
self.speed = 5;
self.update = function () {
if (self.falling) {
self.y += self.speed;
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for the swinging crane
var Crane = Container.expand(function () {
var self = Container.call(this);
var craneGraphics = self.attachAsset('crane', {
anchorX: 0.5,
anchorY: 0.0
});
self.angle = 0;
self.speed = 0.05;
self.direction = 1;
self.update = function () {
self.angle += self.speed * self.direction;
if (self.angle > 0.5 || self.angle < -0.5) {
self.direction *= -1;
}
self.rotation = self.angle;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Initialize variables
var crane = game.addChild(new Crane());
crane.x = 2048 / 2;
crane.y = 200;
var blocks = [];
var currentBlock = null;
var towerHeight = 0;
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Add a basis block to the game
var basisBlock = new Block();
basisBlock.x = 2048 / 2;
basisBlock.y = 2732 - 100;
basisBlock.falling = false;
game.addChild(basisBlock);
blocks.push(basisBlock);
towerHeight++;
// Function to drop a block
function dropBlock() {
if (currentBlock) {
currentBlock.falling = true;
blocks.push(currentBlock);
currentBlock = null;
}
}
// Function to check for collisions and update score
function checkCollisions() {
for (var i = blocks.length - 1; i >= 0; i--) {
if (blocks[i].y > 2732 - towerHeight * 100) {
blocks[i].falling = false;
towerHeight++;
LK.setScore(towerHeight);
scoreTxt.setText(LK.getScore());
}
}
}
// Game update loop
game.update = function () {
crane.update();
if (!currentBlock) {
currentBlock = new Block();
game.addChild(currentBlock);
}
if (!currentBlock.falling) {
currentBlock.x = crane.x;
currentBlock.y = crane.y + 100;
}
currentBlock.update();
checkCollisions();
// Check if the falling block intersects with the basis block
if (currentBlock.falling && currentBlock.intersects(basisBlock)) {
currentBlock.falling = false;
}
};
// Event listener for dropping blocks
game.down = function (x, y, obj) {
dropBlock();
};