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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
****/
// Global debug variable
var debug = true;
// Utility log function
function log() {
if (debug) {
console.log.apply(console, arguments);
}
}
function initINITState() {
// Initialize the game state for INIT
log("Initializing INIT State");
}
function handleINITLoop() {
// Handle the game loop for INIT state
log("Handling INIT Loop");
}
function cleanINITState() {
// Clean up the game state for INIT
log("Cleaning INIT State");
}
function initMENUState() {
// Initialize the game state for MENU
log("Initializing MENU State");
}
function handleMENULoop() {
// Handle the game loop for MENU state
log("Handling MENU Loop");
}
function cleanMENUState() {
// Clean up the game state for MENU
log("Cleaning MENU State");
}
function initNEW_ROUNDState() {
// Initialize the game state for NEW_ROUND
log("Initializing NEW_ROUND State");
}
function handleNEW_ROUNDLoop() {
// Handle the game loop for NEW_ROUND state
log("Handling NEW_ROUND Loop");
}
function cleanNEW_ROUNDState() {
// Clean up the game state for NEW_ROUND
log("Cleaning NEW_ROUND State");
}
function initPLAYINGState() {
// Initialize the game state for PLAYING
log("Initializing PLAYING State");
}
function handlePLAYINGLoop() {
// Handle the game loop for PLAYING state
log("Handling PLAYING Loop");
}
function cleanPLAYINGState() {
// Clean up the game state for PLAYING
log("Cleaning PLAYING State");
}
function initSCOREState() {
// Initialize the game state for SCORE
log("Initializing SCORE State");
}
function handleSCORELoop() {
// Handle the game loop for SCORE state
log("Handling SCORE Loop");
}
function cleanSCOREState() {
// Clean up the game state for SCORE
log("Cleaning SCORE State");
}
/****
* Event Handlers
****/
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
};
// 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;
function initializeGame() {
puzzleManager = new PuzzleManager(game);
puzzleManager.initPuzzle();
// Event Listeners
}
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -80,65 +80,65 @@
}
}
function initINITState() {
// Initialize the game state for INIT
- console.log("Initializing INIT State");
+ log("Initializing INIT State");
}
function handleINITLoop() {
// Handle the game loop for INIT state
- console.log("Handling INIT Loop");
+ log("Handling INIT Loop");
}
function cleanINITState() {
// Clean up the game state for INIT
- console.log("Cleaning INIT State");
+ log("Cleaning INIT State");
}
function initMENUState() {
// Initialize the game state for MENU
- console.log("Initializing MENU State");
+ log("Initializing MENU State");
}
function handleMENULoop() {
// Handle the game loop for MENU state
- console.log("Handling MENU Loop");
+ log("Handling MENU Loop");
}
function cleanMENUState() {
// Clean up the game state for MENU
- console.log("Cleaning MENU State");
+ log("Cleaning MENU State");
}
function initNEW_ROUNDState() {
// Initialize the game state for NEW_ROUND
- console.log("Initializing NEW_ROUND State");
+ log("Initializing NEW_ROUND State");
}
function handleNEW_ROUNDLoop() {
// Handle the game loop for NEW_ROUND state
- console.log("Handling NEW_ROUND Loop");
+ log("Handling NEW_ROUND Loop");
}
function cleanNEW_ROUNDState() {
// Clean up the game state for NEW_ROUND
- console.log("Cleaning NEW_ROUND State");
+ log("Cleaning NEW_ROUND State");
}
function initPLAYINGState() {
// Initialize the game state for PLAYING
- console.log("Initializing PLAYING State");
+ log("Initializing PLAYING State");
}
function handlePLAYINGLoop() {
// Handle the game loop for PLAYING state
- console.log("Handling PLAYING Loop");
+ log("Handling PLAYING Loop");
}
function cleanPLAYINGState() {
// Clean up the game state for PLAYING
- console.log("Cleaning PLAYING State");
+ log("Cleaning PLAYING State");
}
function initSCOREState() {
// Initialize the game state for SCORE
- console.log("Initializing SCORE State");
+ log("Initializing SCORE State");
}
function handleSCORELoop() {
// Handle the game loop for SCORE state
- console.log("Handling SCORE Loop");
+ log("Handling SCORE Loop");
}
function cleanSCOREState() {
// Clean up the game state for SCORE
- console.log("Cleaning SCORE State");
+ log("Cleaning SCORE State");
}
/****
* Event Handlers
****/
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