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Please fix the bug: 'startButton is not defined' in or related to this line: 'startButton.visible = true;' Line Number: 146
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add a new startButton asset and class; initialze it in game initialze and but show it only in menu state
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add global isPlaying = false
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in initializeGame call // Transition to menu state changeGameState(GAME_STATE.MENU);
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add and implement changeGameState(newState) (add detailed logs using log())
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fix initXXXState, handleXXXLoop and cleanXXXState naming by using camel case (ie: initMenuState not initMENUState, ...)
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replace console.log by log() except in log() funciton ;)
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add a new global debug = true and a new utility function function log() { if (debug) { console.log.apply(console, arguments); } }
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for each game state create 3 functions:initXXXState, handleXXXLoop and cleanXXXState
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move event handlers out of inifunction under a cmment /**** * Event Handlers ****/
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remove duplicate
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add initializeGame function and move all elements initialzation inside. all elements should be kept as global vairables. no locals in initializeGame
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add initializeGame function and move all elements initialzation inside
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Add these globals : // Game state variables var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var currentState = GAME_STATE.INIT;
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MazZero
/**** * Classes ****/ // HexTile class to represent each tile on the board var HexTile = Container.expand(function (value, col, row) { var self = Container.call(this); // Properties self.value = value; self.originalValue = value; self.col = col; self.row = row; self.neighbors = []; // Asset Attachments var tileGraphics = self.attachAsset('hexTile', { anchorX: 0.5, anchorY: 0.5, x: col * 100, y: row * 100 }); var valueText = self.attachAsset('valueText', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, text: value.toString() }); // Functions self.setValue = function (newValue) { self.value = newValue; valueText.setText(newValue.toString()); }; self.playOperationEffect = function () { // Play operation animation }; return self; }); // OperationButton class to represent each operation button var OperationButton = Container.expand(function (type, uses) { var self = Container.call(this); // Properties self.type = type; self.remainingUses = uses; // Asset Attachments var buttonGraphics = self.attachAsset('operationButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var usesText = self.attachAsset('usesText', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 30, text: uses.toString() }); // Functions self.updateUses = function () { usesText.setText(self.remainingUses.toString()); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize PuzzleManager //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // PuzzleManager class to manage the game logic function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } // Game state variables var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var currentState = GAME_STATE.INIT; function PuzzleManager(game) { var self = this; // Properties self.game = game; self.currentLevel = 0; self.board = []; self.operations = []; self.isAnimating = false; self.selectedOperation = null; self.moveCount = 0; self.levelData = null; // Core Functions self.initPuzzle = function () { self.loadLevel(self.currentLevel); }; self.reset = function () { self.loadLevel(self.currentLevel); }; self.loadLevel = function (levelNumber) { // Load level configuration self.levelData = { initialTiles: [{ value: 3, col: 0, row: 0 }, { value: -2, col: 1, row: 0 }, { value: 1, col: 0, row: 1 }], operations: [{ type: '+1', uses: 3 }, { type: '-1', uses: 2 }] }; self.createBoard(); self.createOperations(); }; self.createBoard = function () { self.board = []; for (var i = 0; i < self.levelData.initialTiles.length; i++) { var tileData = self.levelData.initialTiles[i]; var tile = new HexTile(tileData.value, tileData.col, tileData.row); self.board.push(tile); self.game.addChild(tile); } }; self.createOperations = function () { self.operations = []; for (var i = 0; i < self.levelData.operations.length; i++) { var opData = self.levelData.operations[i]; var operation = new OperationButton(opData.type, opData.uses); self.operations.push(operation); self.game.addChild(operation); } }; self.applyOperation = function (operation, tile) { if (operation.remainingUses > 0) { self.propagateOperation(operation, tile); operation.remainingUses--; operation.updateUses(); self.checkWinCondition(); } }; self.propagateOperation = function (operation, startTile) { var visited = new Set(); var toProcess = [startTile]; var targetValue = startTile.value; while (toProcess.length > 0) { var currentTile = toProcess.pop(); if (visited.has(currentTile)) { continue; } visited.add(currentTile); // Apply operation currentTile.setValue(currentTile.value + parseInt(operation.type)); currentTile.playOperationEffect(); // Check neighbors var _iterator = _createForOfIteratorHelper(currentTile.neighbors), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var neighbor = _step.value; if (neighbor.value === targetValue && !visited.has(neighbor)) { toProcess.push(neighbor); } } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } } }; self.checkWinCondition = function () { var _iterator2 = _createForOfIteratorHelper(self.board), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var tile = _step2.value; if (tile.value !== 0) { return false; } } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } self.playVictoryAnimation(); return true; }; // Animation Functions self.playVictoryAnimation = function () { // Play level complete animation }; } // Global variables var puzzleManager; var game; function initializeGame() { puzzleManager = new PuzzleManager(game); puzzleManager.initPuzzle(); // Event Listeners game.down = function (x, y, obj) { // Handle operation button drag start }; game.move = function (x, y, obj) { // Handle operation button drag movement }; game.up = function (x, y, obj) { // Handle operation button drag end }; } initializeGame();
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--- original.js
+++ change.js
@@ -70,12 +70,12 @@
/****
* Game Code
****/
-// PuzzleManager class to manage the game logic
-//<Write imports for supported plugins here>
-//<Assets used in the game will automatically appear here>
// Initialize PuzzleManager
+//<Assets used in the game will automatically appear here>
+//<Write imports for supported plugins here>
+// PuzzleManager class to manage the game logic
function _createForOfIteratorHelper(r, e) {
var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (!t) {
if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) {
@@ -273,10 +273,13 @@
self.playVictoryAnimation = function () {
// Play level complete animation
};
}
+// Global variables
+var puzzleManager;
+var game;
function initializeGame() {
- var puzzleManager = new PuzzleManager(game);
+ puzzleManager = new PuzzleManager(game);
puzzleManager.initPuzzle();
// Event Listeners
game.down = function (x, y, obj) {
// Handle operation button drag start
tick
Sound effect
tileEntrance
Sound effect
tileRemove
Sound effect
operationSelect
Sound effect
operationCancel
Sound effect
tileChangeValue
Sound effect
resetSound
Sound effect
levelFailed
Sound effect
menuLevelSelect
Sound effect
menuCellEnter
Sound effect
applause
Sound effect
bgMusic
Music
tada
Sound effect