User prompt
add the win calculation function
User prompt
make a turn indicator that indicates the color of the player that is its turn
User prompt
add the function to check for a win
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'player')' in or related to this line: 'if (col <= 3 && color === self.cells[row][col + 1].player.color && color === self.cells[row][col + 2].player.color && color === self.cells[row][col + 3].player.color) {' Line Number: 50
User prompt
add the function to check when 4 boxes of the same color are in a row
User prompt
in the bottom left of the screen display the color of what color is its turn
User prompt
when a discs fails to place because the grid is full dont cycle to the next color again
User prompt
add the check win mechanics please
User prompt
move the disks window 250 pixels to the left
User prompt
adjust the clicking mechanism to the new sizes and coordinates
User prompt
revamp the clicking mechanism to check if it is withing the x range of a row and then place it in that row
User prompt
move the window for the discs down with 200 pixels and also move it 500 pixels to the right
User prompt
the size of the discs is now 200 by 200, adjust the spacing based on that
User prompt
please expand this game
Initial prompt
straight 4
/**** * Classes ****/ // Disc class for the game pieces var Disc = Container.expand(function (player) { var self = Container.call(this); self.player = player; var discGraphics = self.attachAsset(player.color, { anchorX: 0.5, anchorY: 0.5 }); }); // Grid class for the game board var Grid = Container.expand(function () { var self = Container.call(this); self.cells = []; for (var row = 0; row < 6; row++) { self.cells[row] = []; for (var col = 0; col < 7; col++) { self.cells[row][col] = null; // Initialize all cells as empty } } // Method to add a disc to the grid self.addDisc = function (col, player) { for (var row = 5; row >= 0; row--) { if (!self.cells[row][col]) { var disc = new Disc(player); disc.x = col * 220 + 360; // Calculate x position based on column disc.y = row * 220 + 310; // Calculate y position based on row self.cells[row][col] = disc; game.addChild(disc); return true; // Return true if a disc was successfully added } } return false; // Return false if the column is full }; self.checkWin = function () { for (var row = 0; row < 6; row++) { for (var col = 0; col < 7; col++) { if (self.cells[row][col]) { var player = self.cells[row][col].player; // Check horizontally if (col <= 3 && self.cells[row][col + 1] && self.cells[row][col + 1].player === player && self.cells[row][col + 2] && self.cells[row][col + 2].player === player && self.cells[row][col + 3] && self.cells[row][col + 3].player === player) { return player; } // Check vertically if (row <= 2 && self.cells[row + 1][col] && self.cells[row + 1][col].player === player && self.cells[row + 2][col] && self.cells[row + 2][col].player === player && self.cells[row + 3][col] && self.cells[row + 3][col].player === player) { return player; } // Check diagonally (bottom-left to top-right) if (row >= 3 && col <= 3 && self.cells[row - 1][col + 1] && self.cells[row - 1][col + 1].player === player && self.cells[row - 2][col + 2] && self.cells[row - 2][col + 2].player === player && self.cells[row - 3][col + 3] && self.cells[row - 3][col + 3].player === player) { return player; } // Check diagonally (top-left to bottom-right) if (row <= 2 && col <= 3 && self.cells[row + 1][col + 1] && self.cells[row + 1][col + 1].player === player && self.cells[row + 2][col + 2] && self.cells[row + 2][col + 2].player === player && self.cells[row + 3][col + 3] && self.cells[row + 3][col + 3].player === player) { return player; } } } } return null; }; }); var Player = Container.expand(function (color) { var self = Container.call(this); self.color = color; self.score = 0; self.addScore = function () { self.score++; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize the game board var grid = new Grid(); game.addChild(grid); // Create the players var players = [new Player('redDisc'), new Player('yellowDisc')]; // Current player's turn: 0 for red, 1 for yellow var currentPlayer = 0; // Handle touch events to add discs to the grid game.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); var col = Math.floor((pos.x - 305) / 220); // Calculate column based on touch position if (col >= 0 && col < 7) { if (grid.addDisc(col, players[currentPlayer])) { currentPlayer = (currentPlayer + 1) % 2; // Switch player only if a disc was successfully added } } }); // Main game loop LK.on('tick', function () { // Game logic updates, such as checking for win conditions, go here grid.checkWin(); });
===================================================================
--- original.js
+++ change.js
@@ -33,28 +33,28 @@
}
}
return false; // Return false if the column is full
};
- // Method to check for a win condition
self.checkWin = function () {
for (var row = 0; row < 6; row++) {
for (var col = 0; col < 7; col++) {
if (self.cells[row][col]) {
- var color = self.cells[row][col].player.color;
+ var player = self.cells[row][col].player;
// Check horizontally
- if (col <= 3 && self.cells[row][col + 1] && self.cells[row][col + 2] && self.cells[row][col + 3] && color === self.cells[row][col + 1].player.color && color === self.cells[row][col + 2].player.color && color === self.cells[row][col + 3].player.color) {
- return color;
+ if (col <= 3 && self.cells[row][col + 1] && self.cells[row][col + 1].player === player && self.cells[row][col + 2] && self.cells[row][col + 2].player === player && self.cells[row][col + 3] && self.cells[row][col + 3].player === player) {
+ return player;
}
// Check vertically
- if (row <= 2 && color === self.cells[row + 1][col].player.color && color === self.cells[row + 2][col].player.color && color === self.cells[row + 3][col].player.color) {
- return color;
+ if (row <= 2 && self.cells[row + 1][col] && self.cells[row + 1][col].player === player && self.cells[row + 2][col] && self.cells[row + 2][col].player === player && self.cells[row + 3][col] && self.cells[row + 3][col].player === player) {
+ return player;
}
- // Check diagonally
- if (col <= 3 && row <= 2 && color === self.cells[row + 1][col + 1].player.color && color === self.cells[row + 2][col + 2].player.color && color === self.cells[row + 3][col + 3].player.color) {
- return color;
+ // Check diagonally (bottom-left to top-right)
+ if (row >= 3 && col <= 3 && self.cells[row - 1][col + 1] && self.cells[row - 1][col + 1].player === player && self.cells[row - 2][col + 2] && self.cells[row - 2][col + 2].player === player && self.cells[row - 3][col + 3] && self.cells[row - 3][col + 3].player === player) {
+ return player;
}
- if (col >= 3 && row <= 2 && color === self.cells[row + 1][col - 1].player.color && color === self.cells[row + 2][col - 2].player.color && color === self.cells[row + 3][col - 3].player.color) {
- return color;
+ // Check diagonally (top-left to bottom-right)
+ if (row <= 2 && col <= 3 && self.cells[row + 1][col + 1] && self.cells[row + 1][col + 1].player === player && self.cells[row + 2][col + 2] && self.cells[row + 2][col + 2].player === player && self.cells[row + 3][col + 3] && self.cells[row + 3][col + 3].player === player) {
+ return player;
}
}
}
}