Code edit (25 edits merged)
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Code edit (14 edits merged)
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remove usesText asset and its references
Code edit (6 edits merged)
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Please fix the bug: 'tileSize is not defined' in or related to this line: 'var valueText = new Text2(self.type.toString(), {' Line Number: 103
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Please fix the bug: 'tileGraphics is not defined' in or related to this line: 'valueText.x = tileGraphics.x;' Line Number: 109
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'valueText.x = self.tileGraphics.x;' Line Number: 80
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'valueText.x = self.tileGraphics.x;' Line Number: 80
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Please fix the bug: 'tileGraphics is not defined' in or related to this line: 'valueText.x = tileGraphics.x;' Line Number: 109
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Please fix the bug: 'tileSize is not defined' in or related to this line: 'var valueText = new Text2(self.type.toString(), {' Line Number: 103
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Please fix the bug: 'tileGraphics is not defined' in or related to this line: 'valueText.x = tileGraphics.x;' Line Number: 109
Code edit (8 edits merged)
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make operation buttons draggable
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in playing state handlers, make operation buttons draggable
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code if (obj && obj.parent instanceof OperationButton) { dragNode = obj.parent; } doesn't work. drageNode stay null when tapping operationButtons
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drageNode stay null when tapping operationButtons Fix drag code code if (obj && obj.parent instanceof OperationButton) { dragNode = obj.parent; } doesn't work: unsing parent or parent.parent is not the way to detect objects classes.
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``` if (obj && obj.parent && obj.parent.constructor.name === 'OperationButton') { dragNode = obj.parent; } ``` Analyze more deeply, you'll find that obj is an event from game.down handler, it contains a target property.
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Still drag doesn't work. Still dragNode is null. Please refer to game.down documentation to determine how to use the object properly
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ok, obj.target parameter isn't useful: it's only the main game object. Only use x and y parameters to dertermine if an operation button was tapped
Code edit (1 edits merged)
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Ok, try to make operation buttons move smoother ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (5 edits merged)
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make drag anim duration depend on target x,y distance
Code edit (4 edits merged)
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/****
* 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 = 0;
var interTileOffsetY = 0; // relative to interTileOffsetX
var tileSize = LK.getAsset('hexTile', {}).width + interTileOffsetX;
var tileOffsetX = tileSize;
var tileOffsetY = tileSize * 0.7 - 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);
// Asset Attachments
var tileGraphicsShadow = self.attachAsset('hexTile', {
anchorX: 0.5,
anchorY: 0.5,
x: levelBoardOffsetX + tileX + 5,
y: levelBoardOffsetY + tileY + 5,
tint: 0x000000,
alpha: 0.70
});
var tileGraphics = self.attachAsset('hexTile', {
anchorX: 0.5,
anchorY: 0.5,
x: levelBoardOffsetX + tileX,
y: 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.addChild(valueTextShadow);
// Value Text
valueText = new Text2(self.value.toString(), {
size: tileSize * 0.5,
fill: 0xFFFFFF,
dropShadow: false
});
valueText.anchor.set(0.5, 0.5);
valueText.x = tileGraphics.x;
valueText.y = tileGraphics.y - tileSize * 0.01;
self.addChild(valueText);
// Functions
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 // 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.x = centerX + (i - (self.levelData.operations.length - 1) / 2) * 120; // Space buttons evenly
operation.y = 2500; // Position near the bottom of the screen
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;
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();
}
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);
}
};
function handleScoreStateUp(x, y, obj) {
// Implement logic for handling up event in SCORE state
log("Handling up event in SCORE state");
}
function handlePlayingStateUp(x, y, obj) {
// Implement logic for handling up event in PLAYING state
log("Handling up event in PLAYING state");
}
function handleMenuStateUp(x, y, obj) {
// Implement logic for handling up event in MENU state
log("Handling up event in MENU state");
}
function handleScoreStateMove(x, y, obj) {
// Implement logic for handling move event in SCORE state
//log("Handling move event in SCORE state");
}
function handlePlayingStateMove(x, y, obj) {
// Implement logic for handling move event in PLAYING state
//log("Handling move event in PLAYING state");
}
function handleMenuStateMove(x, y, obj) {
// Implement logic for handling move event in MENU state
//log("Handling move event in MENU state");
}
function handleScoreStateDown(x, y, obj) {
// Implement logic for handling down event in SCORE state
log("Handling down event in SCORE state");
}
function handlePlayingStateDown(x, y, obj) {
// Implement logic for handling down event in PLAYING state
log("Handling down event in PLAYING state");
}
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);
}
// 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 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();
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