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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 ****/ function changeGameState(newState) { log("Changing game state from", currentState, "to", newState); // Clean up the current state switch (currentState) { case GAME_STATE.INIT: // Do nothing break; case GAME_STATE.MENU: cleanMenuState(); break; case GAME_STATE.NEW_ROUND: cleanNewRoundState(); break; case GAME_STATE.PLAYING: cleanPlayingState(); break; case GAME_STATE.SCORE: cleanScoreState(); break; default: log("Unknown state:", currentState); } // Set the new state currentState = newState; // Initialize the new state switch (newState) { case GAME_STATE.MENU: initMenuState(); break; case GAME_STATE.NEW_ROUND: initNewRoundState(); break; case GAME_STATE.PLAYING: initPlayingState(); break; case GAME_STATE.SCORE: initScoreState(); break; default: log("Unknown state:", newState); } } // Utility log function function log() { if (debug) { console.log.apply(console, arguments); } } 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 initNewRoundState() { // Initialize the game state for NEW_ROUND log("Initializing NEW_ROUND State"); } function handleNewRoundLoop() { // Handle the game loop for NEW_ROUND state log("Handling NEW_ROUND Loop"); } function cleanNewRoundState() { // 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; } /***********************************************************************************************/ /****************************************** GLOBAL VARIABLES ***********************************/ /***********************************************************************************************/ var debug = true; var isPlaying = false; 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(); // Transition to menu state changeGameState(GAME_STATE.MENU); } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -112,12 +112,8 @@
default:
log("Unknown state:", newState);
}
}
-// Global debug variable
-var debug = true;
-// Global isPlaying variable
-var isPlaying = false;
// Utility log function
function log() {
if (debug) {
console.log.apply(console, arguments);
@@ -252,9 +248,13 @@
n[e] = r[e];
}
return n;
}
-// Game state variables
+/***********************************************************************************************/
+/****************************************** GLOBAL VARIABLES ***********************************/
+/***********************************************************************************************/
+var debug = true;
+var isPlaying = false;
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
NEW_ROUND: 'NEW_ROUND',
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