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during drag, highlight target tile by making it bigger, restore its size when moving out from it
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in Tiles setValue(), enclose operation in a LK.setTimeout with delay proportional to depth
Code edit (11 edits merged)
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in propagateOperation, keep track of the propagation depth and pass it as and additional argument to currentTile.setValue()
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Please fix the bug: 'Timeout.tick error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(tileGraphics, {' Line Number: 122
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Please fix the bug: 'Timeout.tick error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(tileGraphics, {' Line Number: 122
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Please fix the bug: 'Timeout.tick error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(tileGraphics, {' Line Number: 122
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Please fix the bug: 'Timeout.tick error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(tileGraphics, {' Line Number: 122
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 304
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when calling ``` // Apply operation currentTile.setValue(currentTile.value + parseInt(operation.type)); log("Applied operation. New value:", currentTile.value); currentTile.playOperationEffect(); ``` delay the calls depending on the propagation depth to create a progressive propagation effect
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when a tile value become 0, animate its shrink to a 0 size
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when tile value is 0 don't display "0" but ""
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Please fix the bug: 'self.fillTilesNeighbors is not a function' in or related to this line: 'break;' Line Number: 486
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Please fix the bug: 'self.fillTilesNeighbors is not a function' in or related to this line: 'self.fillTilesNeighbors();' Line Number: 210
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create a new function in puzzle manager to fill tiles neighbors. call it in loadLevel after createBoard()
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after creating the board, fill tiles neighbors
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add detailed log (with log()) in propagateOperation
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When updating a tile value after a drop, also update the tile color with anim
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'destroy')' in or related to this line: 'dragNode.destroy();' Line Number: 569
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BackgroundImage class to represent the background image var BackgroundImage = Container.expand(function () { var self = Container.call(this); // Asset Attachments var backgroundGraphics = self.attachAsset('gradientBackground', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY }); return self; }); /***********************************************************************************************/ /******************************************* ASSETS CLASSES ************************************/ /***********************************************************************************************/ // HexTile class to represent each tile on the board var HexTile = Container.expand(function (value, col, row, levelData, levelBoardOffsetX, levelBoardOffsetY) { var self = Container.call(this); // Constants var interTileOffsetX = -2; var interTileOffsetY = -0; // relative to interTileOffsetX var tileSize = LK.getAsset('hexTile', {}).width + interTileOffsetX; var tileOffsetX = tileSize; var tileOffsetY = tileSize * 0.75 - interTileOffsetY; // Properties self.value = value; self.originalValue = value; self.col = col; self.row = row; self.neighbors = []; var tileX = col * tileOffsetX - (levelData ? levelData.tiles.length : 0) * (tileSize / 2) + (row % 2 === 1 ? -tileSize / 2 : 0); var tileY = row * tileOffsetY - (levelData ? levelData.tiles.length : 0) * (tileSize / 2); self.x = levelBoardOffsetX + tileX; self.y = levelBoardOffsetY + tileY; // Asset Attachments var tileGraphicsShadow = self.attachAsset('hexTile', { anchorX: 0.5, anchorY: 0.5, x: 7, y: 5, tint: 0x000000, alpha: 0.70 }); var tileGraphics = self.attachAsset('hexTile', { anchorX: 0.5, anchorY: 0.5, x: 0, //levelBoardOffsetX + tileX, y: 0, //levelBoardOffsetY + tileY, tint: tileColors[self.value], alpha: 0.9 }); // Value text shadow var valueTextShadow = new Text2(self.value.toString(), { size: tileSize * 0.5, fill: 0x000000, //fill: tileColors[self.value], weight: 1000 }); valueTextShadow.anchor.set(0.5, 0.5); valueTextShadow.alpha = 0.1; valueTextShadow.x = tileGraphics.x + 12; valueTextShadow.y = tileGraphics.y - tileSize * 0.01 + 12; self.valueTextShadow = self.addChild(valueTextShadow); // Value Text var valueText = new Text2(self.value.toString(), { size: tileSize * 0.5, fill: 0xEAEEE8, dropShadow: false }); valueText.anchor.set(0.5, 0.5); valueText.x = tileGraphics.x; valueText.y = tileGraphics.y - tileSize * 0.01; self.valueText = self.addChild(valueText); // Functions self.playOperationEffect = function () { // Play operation animation }; self.setValue = function (newValue) { self.value = newValue; self.valueText.setText(self.value.toString()); self.valueTextShadow.setText(self.value.toString()); // Animate color change tween(tileGraphics, { tint: tileColors[self.value] }, { duration: 500, easing: tween.easeOut }); }; 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; self.baseX = 0; // Initialize baseX to store initial x position self.baseY = 0; // Initialize baseY to store initial y position var buttonSize = LK.getAsset('operationButton', {}).width; // Asset Attachments var buttonGraphicsShadow = self.attachAsset('operationButton', { anchorX: 0.5, anchorY: 0.5, x: 10, y: 10, tint: 0x000000, alpha: 0.7 }); var buttonGraphics = self.attachAsset('operationButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Value Text var valueText = new Text2(self.type, { size: buttonSize * 0.45, fill: tileColors[1], dropShadow: false, weight: 1000 }); valueText.anchor.set(0.5, 0.5); valueText.x = buttonGraphics.x; valueText.y = buttonGraphics.y; self.valueText = self.addChild(valueText); // Functions self.setBasePosition = function (x, y) { self.x = x; self.y = y; self.baseX = x; self.baseY = y; }; self.updateUses = function () { // Update the display or logic related to remaining uses log("Remaining uses updated: ", self.remainingUses); }; 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 // Set game background to black }); /**** * Game Code ****/ /************************************* GAME OBJECTS CLASSES ************************************/ /***********************************************************************************************/ function PuzzleManager(game) { var self = this; // Properties self.game = game; self.levelBoardOffsetX = 0; // Initialize levelBoardOffsetX self.levelBoardOffsetY = 0; // Initialize levelBoardOffsetY self.currentLevel = 1; 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 = levelConfigs[levelNumber] || { tiles: [], operations: [] }; self.createBoard(); self.createOperations(); }; self.createBoard = function () { self.board = []; // Update levelBoardOffsets depending on level self.levelBoardOffsetX = 100; self.levelBoardOffsetY = 100; for (var row = 0; row < self.levelData.tiles.length; row++) { for (var col = 0; col < self.levelData.tiles[row].length; col++) { var value = self.levelData.tiles[row][col]; if (value !== "") { var tile = new HexTile(value, col, row, self.levelData, self.levelBoardOffsetX, self.levelBoardOffsetY); self.board.push(tile); boardContainer.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); operation.setBasePosition(centerX + 600 + (i - (self.levelData.operations.length - 1) / 2) * 250, 2600); // Space buttons evenly and position near the bottom 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 = []; var toProcess = [startTile]; var targetValue = startTile.value; while (toProcess.length > 0) { var currentTile = toProcess.pop(); if (visited.includes(currentTile)) { continue; } visited.push(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.includes(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; if (debug) { changeGameState(GAME_STATE.NEW_ROUND); } } 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"); startButton.visible = false; } function initNewRoundState() { // Initialize the game state for NEW_ROUND log("Initializing NEW_ROUND State"); puzzleManager.initPuzzle(); if (debug) { changeGameState(GAME_STATE.PLAYING); } } 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) { switch (currentState) { case GAME_STATE.MENU: handleMenuStateDown(x, y, obj); break; case GAME_STATE.PLAYING: handlePlayingStateDown(x, y, obj); break; case GAME_STATE.SCORE: handleScoreStateDown(x, y, obj); break; default: log("Unknown state:", currentState); } }; game.move = function (x, y, obj) { switch (currentState) { case GAME_STATE.MENU: handleMenuStateMove(x, y, obj); break; case GAME_STATE.PLAYING: handlePlayingStateMove(x, y, obj); break; case GAME_STATE.SCORE: handleScoreStateMove(x, y, obj); break; default: log("Unknown state:", currentState); } }; game.up = function (x, y, obj) { switch (currentState) { case GAME_STATE.MENU: handleMenuStateUp(x, y, obj); break; case GAME_STATE.PLAYING: handlePlayingStateUp(x, y, obj); break; case GAME_STATE.SCORE: handleScoreStateUp(x, y, obj); break; default: log("Unknown state:", currentState); } }; // Menu State Handlers function handleMenuStateDown(x, y, obj) { // Implement logic for handling down event in MENU state log("Handling down event in MENU state"); changeGameState(GAME_STATE.NEW_ROUND); } function handleMenuStateMove(x, y, obj) { // Implement logic for handling move event in MENU state //log("Handling move event in MENU state"); } function handleMenuStateUp(x, y, obj) { // Implement logic for handling up event in MENU state log("Handling up event in MENU state"); } // Playing State Handlers function handlePlayingStateDown(x, y, obj) { // Implement logic for handling down event in PLAYING state log("Handling down event in PLAYING state", obj); puzzleManager.operations.forEach(function (operation) { if (x >= operation.x - operation.width / 2 && x <= operation.x + operation.width / 2 && y >= operation.y - operation.height / 2 && y <= operation.y + operation.height / 2) { dragNode = operation; return; } }); } function handlePlayingStateMove(x, y, obj) { //log("Handling move event in PLAYING state", dragNode); if (dragNode) { dragNode.x = x; dragNode.y = y; } //log("Handling move event in PLAYING state"); } function handlePlayingStateUp(x, y, obj) { // Implement logic for handling up event in PLAYING state log("Handling up event in PLAYING state"); if (dragNode) { // Check if the operation button is above a tile var tileFound = false; log("Operation dropped at ", x, y); log("boardContainer at ", boardContainer.x, boardContainer.y); puzzleManager.board.forEach(function (tile) { log("Checking tile at position:", tile.x, tile.y); // Log tile position if (x >= boardContainer.x + tile.x - tile.width / 2 && x <= boardContainer.x + tile.x + tile.width / 2 && y >= boardContainer.y + tile.y - tile.height / 2 && y <= boardContainer.y + tile.y + tile.height / 2) { log("Operation button is above tile at position:", tile.x, tile.y); // Log when operation button is above a tile puzzleManager.applyOperation(dragNode, tile); tileFound = true; tween(dragNode, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { if (dragNode) { dragNode.destroy(); } } }); } else { log("Operation button is NOT above tile at position:", tile.x, tile.y); // Log when operation button is not above a tile } }); if (!tileFound) { log("Operation button not above any tile"); tween(dragNode, { x: dragNode.baseX, y: dragNode.baseY }, { duration: 500, easing: tween.easeOut }); } dragNode = null; } } // Score State Handlers function handleScoreStateDown(x, y, obj) { // Implement logic for handling down event in SCORE state log("Handling down event in SCORE state"); } function handleScoreStateMove(x, y, obj) { // Implement logic for handling move event in SCORE state //log("Handling move event in SCORE state"); } function handleScoreStateUp(x, y, obj) { // Implement logic for handling up event in SCORE state log("Handling up event in SCORE state"); } // 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 boardContainer; var puzzleManager; var startButton; var backgroundLayer; var middleLayer; var foregroundLayer; var backgroundImage; var centerX = 1024; var centerY = 1366; var dragNode = null; var tileColors = { 0: 0x16C47F, // Bright Green 1: 0xF93827, // Bright Yellow 2: 0x1E90FF, // Bright Orange 3: 0xFFD65A, // Bright Red 4: 0xFF9D23 // Bright Blue }; var levelConfigs = { 1: { tiles: [[1, 1, 1], ["", 2, 2], ["", 1, ""]], operations: [{ type: '+1', uses: 3 }, { type: '-1', uses: 2 }] }, 2: { tiles: [[2, 2, 2], ["", 3, 3], ["", 2, ""]], operations: [{ type: '+1', uses: 2 }, { type: '-1', uses: 3 }] } }; // Example configuration for two levels /***********************************************************************************************/ /***************************************** GAME INITIALISATION *********************************/ /***********************************************************************************************/ function initializeGame() { backgroundLayer = new Container(); middleLayer = new Container(); foregroundLayer = new Container(); backgroundImage = new BackgroundImage(); backgroundLayer.addChild(backgroundImage); game.addChild(backgroundLayer); game.addChild(middleLayer); game.addChild(foregroundLayer); boardContainer = new Container(); middleLayer.addChild(boardContainer); boardContainer.x = centerX; boardContainer.y = centerY; puzzleManager = new PuzzleManager(game); startButton = new StartButton(); startButton.x = centerX; // Center horizontally startButton.y = centerY; // Center vertically game.addChild(startButton); startButton.visible = false; // Transition to menu state changeGameState(GAME_STATE.MENU); } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -88,8 +88,15 @@
self.setValue = function (newValue) {
self.value = newValue;
self.valueText.setText(self.value.toString());
self.valueTextShadow.setText(self.value.toString());
+ // Animate color change
+ tween(tileGraphics, {
+ tint: tileColors[self.value]
+ }, {
+ duration: 500,
+ easing: tween.easeOut
+ });
};
return self;
});
// OperationButton class to represent each operation button
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