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MazZero
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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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add initializeGame function and move all elements initialzation inside
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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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remove duplicate
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move event handlers out of inifunction under a cmment /**** * Event Handlers ****/
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for each game state create 3 functions:initXXXState, handleXXXLoop and cleanXXXState
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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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replace console.log by log() except in log() funciton ;)
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fix initXXXState, handleXXXLoop and cleanXXXState naming by using camel case (ie: initMenuState not initMENUState, ...)
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add and implement changeGameState(newState) (add detailed logs using log())
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in initializeGame call // Transition to menu state changeGameState(GAME_STATE.MENU);
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add global isPlaying = false
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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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Please fix the bug: 'startButton is not defined' in or related to this line: 'startButton.visible = true;' Line Number: 146
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move puzzleManager.initPuzzle(); in initNewRound
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add 3 global containers layers
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add 3 global containers layers for background, middle and foreground
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Initialization of globals shoud come in initialzeGame
/****
* 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 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
for (var neighbor of currentTile.neighbors) {
if (neighbor.value === targetValue && !visited.has(neighbor)) {
toProcess.push(neighbor);
}
}
}
};
self.checkWinCondition = function () {
for (var tile of self.board) {
if (tile.value !== 0) return false;
}
self.playVictoryAnimation();
return true;
};
// Animation Functions
self.playVictoryAnimation = function () {
// Play level complete animation
};
}
var 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
};
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