Code edit (3 edits merged)
Please save this source code
User prompt
for the effect of continuity remove 1 block from bottom of the stack when stacked blocks exceed 5. when you remove the block remove it witha slide animation. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
stacked blocks are going up instead of going down.
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'LK.Container is not a constructor' in or related to this line: 'var gameContainer = new LK.Container(); // Container to hold all game elements that move' Line Number: 71
User prompt
Please fix the bug: 'LK.Container is not a constructor' in or related to this line: 'var gameContainer = new LK.Container(); // Container to hold all game elements that move' Line Number: 71
User prompt
Please fix the bug: 'LK.Game.Container is not a constructor' in or related to this line: 'var gameContainer = new LK.Game.Container(); // Container to hold all game elements that move' Line Number: 71
User prompt
Please fix the bug: 'LK.Container is not a constructor' in or related to this line: 'var gameContainer = new LK.Container(); // Container to hold all game elements that move' Line Number: 71
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: rope is undefined' in or related to this line: 'rope.scaleY = Math.sqrt(Math.pow(currentBlock.x - crane.x, 2) + Math.pow(currentBlock.y - crane.y, 2)) / 100;' Line Number: 148
User prompt
Please fix the bug: 'TypeError: rope is undefined' in or related to this line: 'rope.scaleY = Math.sqrt(Math.pow(currentBlock.x - crane.x, 2) + Math.pow(currentBlock.y - crane.y, 2)) / 100;' Line Number: 147
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: rope is undefined' in or related to this line: 'rope.scaleY = Math.sqrt(Math.pow(currentBlock.x - crane.x, 2) + Math.pow(currentBlock.y - crane.y, 2)) / 100;' Line Number: 148
User prompt
Please fix the bug: 'TypeError: rope is undefined' in or related to this line: 'rope.scaleY = Math.sqrt(Math.pow(currentBlock.x - crane.x, 2) + Math.pow(currentBlock.y - crane.y, 2)) / 100;' Line Number: 147
User prompt
there should be only 1 rope but there are too many ropes and rope is not connected to the block. fix that please
User prompt
rope between the block and crane is not visible. can you add something visual for that? i added asset image named rope
User prompt
i created asset named rope. now implement it please
Code edit (1 edits merged)
Please save this source code
User prompt
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
Code edit (2 edits merged)
Please save this source code
User prompt
then just make infinite
User prompt
okay so red block for crane shouldnt on the screen visible so put it way back on top and make rope longer
User prompt
make swinging slower and increase the range
Code edit (2 edits merged)
Please save this source code
/****
* Classes
****/
// Class for the base block
var BaseBlock = Container.expand(function () {
var self = Container.call(this);
var baseBlockGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
});
// 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,
scaleX: 2,
scaleY: 2
});
self.falling = false;
self.speed = 5;
self.update = function () {
if (self.falling) {
self.y += self.speed;
self.x += self.momentum;
}
};
});
//<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 > 1 || self.angle < -1) {
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());
var baseBlock = game.addChild(new BaseBlock());
baseBlock.x = 2048 / 2;
baseBlock.y = 2732 - baseBlock.height / 2;
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);
// Function to drop a block
function dropBlock() {
if (currentBlock && !currentBlock.falling) {
currentBlock.falling = true;
// Define the radius based on the block's attachment point
var radius = crane.width / 2 + currentBlock.width / 2 + 100;
// Calculate the linear speed, considering the direction of rotation
var linearSpeed = crane.speed * radius * crane.direction;
// Calculate momentum
currentBlock.momentum = Math.sin(crane.rotation) * linearSpeed * 50;
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].falling) {
continue;
}
if (blocks[i].intersects(baseBlock)) {
blocks[i].falling = false;
blocks[i].y = baseBlock.y - baseBlock.height / 2 - blocks[i].height / 2 - towerHeight * 100;
towerHeight++;
LK.setScore(towerHeight);
scoreTxt.setText(LK.getScore());
} else {
for (var j = 0; j < blocks.length; j++) {
if (i !== j && blocks[i].falling && blocks[j].y < 2732 && !blocks[j].falling && blocks[i].intersects(blocks[j])) {
blocks[i].falling = false;
blocks[i].y = blocks[j].y - blocks[j].height / 2 - blocks[i].height / 2;
break;
}
}
if (blocks[i].falling && blocks[i].y > 2732) {
game.removeChild(blocks[i]);
blocks.splice(i, 1);
console.log("Block lost!");
}
}
}
}
// Game update loop
game.update = function () {
crane.update();
if (!currentBlock) {
currentBlock = new Block();
// Position the new block directly attached to the crane's end
currentBlock.x = crane.x + Math.sin(crane.rotation) * (crane.width / 2 + currentBlock.width / 2 + 100);
currentBlock.y = crane.y + Math.cos(crane.rotation) * (crane.height / 2 + currentBlock.height / 2 + 100);
game.addChild(currentBlock);
} else if (!currentBlock.falling) {
// Update the block's position to stay synced with the crane
currentBlock.x = crane.x + Math.sin(crane.rotation) * (crane.width / 2 + currentBlock.width / 2 + 100);
currentBlock.y = crane.y + Math.cos(crane.rotation) * (crane.height / 2 + currentBlock.height / 2 + 100);
}
if (currentBlock) {
currentBlock.update();
}
checkCollisions();
};
// Event listener for dropping blocks
game.down = function (x, y, obj) {
dropBlock();
};