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remove valueText
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move operations buttons to the bottom center of the screen
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'initialTiles')' in or related to this line: 'var tileGraphics = self.attachAsset('hexTile', {' Line Number: 26
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'initialTiles')' in or related to this line: 'var tileGraphics = self.attachAsset('hexTile', {' Line Number: 26
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center the board and the tiles
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add the boadContainer in middleLayer and add tiles to the boardContainer
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create a container for the board. Respect code style and convention: globals declaration under global variables section, initialization in initialazeGame function...
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create a container for the board. Respect current code style and convention.
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create a container for the board
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in cleanMenuState, remove the start button
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on tap in menu state switch to new round state
Code edit (1 edits merged)
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for each case in event handlers create a corresponding function. ie: for case GAME_STATE.MENU in game.down create and call handleMenuStateDown()
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in each event handler, add a switch on currentState for Menu, Playing and Score
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add 2 globals for centerX and centerY and use them
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center start button
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Initialization of globals shoud come in initialzeGame
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add 3 global containers layers for background, middle and foreground
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add 3 global containers layers
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move puzzleManager.initPuzzle(); in initNewRound
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Please fix the bug: 'startButton is not defined' in or related to this line: 'startButton.visible = true;' Line Number: 146
/**** * Classes ****/ /***********************************************************************************************/ /******************************************* ASSETS 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; }); // StartButton class to represent the start button var StartButton = Container.expand(function () { var self = Container.call(this); // Asset Attachments var buttonGraphics = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ /***********************************************************************************************/ /************************************* GAME OBJECTS CLASSES ************************************/ /***********************************************************************************************/ 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 }; } /***********************************************************************************************/ /************************************* UTILITY FUNCTIONS ************************************/ /***********************************************************************************************/ function log() { if (debug) { console.log.apply(console, arguments); } } 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 MANAGEMENT ************************************/ /***********************************************************************************************/ function initMenuState() { // Initialize the game state for MENU log("Initializing MENU State"); startButton.visible = true; } 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"); puzzleManager.initPuzzle(); } 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"); } 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); } } /***********************************************************************************************/ /****************************************** 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> /***********************************************************************************************/ /****************************************** 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; var puzzleManager; var startButton; /***********************************************************************************************/ /***************************************** GAME INITIALISATION *********************************/ /***********************************************************************************************/ function initializeGame() { puzzleManager = new PuzzleManager(game); startButton = new StartButton(); game.addChild(startButton); startButton.visible = false; // Transition to menu state changeGameState(GAME_STATE.MENU); } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -212,50 +212,8 @@
self.playVictoryAnimation = function () {
// Play level complete animation
};
}
-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 FUNCTIONS ************************************/
/***********************************************************************************************/
function log() {
@@ -347,8 +305,9 @@
}
function initNewRoundState() {
// Initialize the game state for NEW_ROUND
log("Initializing NEW_ROUND State");
+ puzzleManager.initPuzzle();
}
function handleNewRoundLoop() {
// Handle the game loop for NEW_ROUND state
log("Handling NEW_ROUND Loop");
@@ -380,8 +339,50 @@
function cleanScoreState() {
// Clean up the game state for SCORE
log("Cleaning SCORE State");
}
+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);
+ }
+}
/***********************************************************************************************/
/****************************************** EVENT HANDLERS *************************************/
/***********************************************************************************************/
game.down = function (x, y, obj) {
@@ -415,9 +416,8 @@
/***************************************** GAME INITIALISATION *********************************/
/***********************************************************************************************/
function initializeGame() {
puzzleManager = new PuzzleManager(game);
- puzzleManager.initPuzzle();
startButton = new StartButton();
game.addChild(startButton);
startButton.visible = false;
// Transition to menu state
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