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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.
===================================================================
--- original.js
+++ change.js
@@ -14,10 +14,11 @@
var self = Container.call(this);
var blockGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 1.0,
+ // Revert to original scale
+ scaleY: 1.0 // Revert to original scale
});
self.falling = false;
self.speed = 5;
self.update = function () {
@@ -35,9 +36,9 @@
anchorX: 0.5,
anchorY: 0.0
});
self.angle = 0;
- self.speed = 0.02;
+ self.speed = 0.01; // Reduced crane speed
self.direction = 1;
self.update = function () {
self.angle += self.speed * self.direction;
if (self.angle > 0.5 || self.angle < -0.5) {
@@ -99,33 +100,35 @@
blocks[i].falling = false;
blocks[i].y = blocks[j].y - blocks[j].height / 2 - blocks[i].height / 2;
// Calculate the difference in x position between the two blocks
var diff = blocks[i].x - blocks[j].x;
- // If the difference is greater than half the width of the block, truncate the block
- if (Math.abs(diff) > blocks[i].width / 2) {
- blocks[i].width -= Math.abs(diff);
- // If the block is to the right of the previous block, adjust the x position
- if (diff > 0) {
- blocks[i].x -= diff / 2;
- // Calculate the difference in x position between the two blocks
- var diff = blocks[i].x - blocks[j].x;
- // If the difference is greater than half the width of the block, truncate the block
- if (Math.abs(diff) > blocks[i].width / 2) {
- blocks[i].width -= Math.abs(diff);
- // If the block is to the right of the previous block, adjust the x position
- if (diff > 0) {
- blocks[i].x -= diff / 2;
- }
- // If the block is to the left of the previous block, adjust the x position
- else {
- blocks[i].x += diff / 2;
- }
+ // Calculate the overlap
+ var overlap = blocks[i].width / 2 + blocks[j].width / 2 - Math.abs(diff);
+ // If there is an overlap and it's not a perfect alignment
+ if (overlap > 0) {
+ // Calculate the amount to truncate
+ var truncateAmount = Math.abs(diff);
+ // If the falling block is wider than the overlap, truncate it
+ if (blocks[i].width > truncateAmount) {
+ var originalWidth = blocks[i].width;
+ blocks[i].width -= truncateAmount;
+ blocks[i].graphics.scaleX = blocks[i].width / originalWidth; // Update the visual width
+ // Adjust the x position to keep it centered on the previous block
+ if (diff > 0) {
+ // Falling block is to the right
+ blocks[i].x -= diff / 2;
+ } else {
+ // Falling block is to the left
+ blocks[i].x -= diff / 2;
}
+ } else {
+ // If the falling block is smaller than the misaligned part, it effectively disappears,
+ // You might want to handle this case differently, e.g., game over or just remove the block.
+ game.removeChild(blocks[i]);
+ blocks.splice(i, 1);
+ console.log("Block lost due to severe misalignment!");
+ return; // Exit the loop as the block is removed
}
- // If the block is to the left of the previous block, adjust the x position
- else {
- blocks[i].x += diff / 2;
- }
}
break;
}
}