User prompt
Fix bugs
User prompt
- Players receive a random colored block to place on a 7x9 grid. - Drag and drop the block onto any empty cell. - When three or more adjacent blocks of the same color connect, they merge into a new color and clear, scoring points. - Merges can trigger chain reactions for bonus points. - The game ends when the grid is full and no moves remain. - Aim for high scores by planning merges and creating cascades.
User prompt
Can not see the game, fix it
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'grid')' in or related to this line: 'var bdata = prevState.grid[c] && prevState.grid[c][r] ? prevState.grid[c][r] : null;' Line Number: 252
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'grid')' in or related to this line: 'var bdata = prevState.grid[c][r];' Line Number: 249
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Fix the game
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
User prompt
Reset game codes to its functional
User prompt
Fix errors
User prompt
Undo deleted asset
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 209
User prompt
Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 209
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Block = Container.expand(function (color) { var self = Container.call(this); self.color = color || 'red'; self.gridX = -1; self.gridY = -1; self.isEmpty = false; // Color mapping var colorAssets = { 'red': 'face_red', 'blue': 'face_blue', 'green': 'face_green', 'yellow': 'face_yellow', 'white': 'face_white', 'rainbow': 'face_rainbow' }; var assetName = colorAssets[self.color] || 'face_red'; var blockGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.setColor = function (newColor) { self.color = newColor; self.removeChild(blockGraphics); var newAssetName = colorAssets[newColor] || 'face_red'; blockGraphics = self.attachAsset(newAssetName, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); var Grid = Container.expand(function () { var self = Container.call(this); self.gridWidth = 7; self.gridHeight = 9; self.cellSize = 80; self.cells = []; // Initialize empty grid for (var y = 0; y < self.gridHeight; y++) { self.cells[y] = []; for (var x = 0; x < self.gridWidth; x++) { self.cells[y][x] = null; } } // Draw grid background for (var y = 0; y < self.gridHeight; y++) { for (var x = 0; x < self.gridWidth; x++) { var cell = self.attachAsset('block_gray', { anchorX: 0.5, anchorY: 0.5, x: x * self.cellSize, y: y * self.cellSize, alpha: 0.3 }); } } self.isValidPosition = function (gridX, gridY) { return gridX >= 0 && gridX < self.gridWidth && gridY >= 0 && gridY < self.gridHeight; }; self.isEmpty = function (gridX, gridY) { if (!self.isValidPosition(gridX, gridY)) return false; return self.cells[gridY][gridX] === null; }; self.placeBlock = function (block, gridX, gridY) { if (!self.isEmpty(gridX, gridY)) return false; self.cells[gridY][gridX] = block; block.gridX = gridX; block.gridY = gridY; block.x = gridX * self.cellSize; block.y = gridY * self.cellSize; return true; }; self.removeBlock = function (gridX, gridY) { if (!self.isValidPosition(gridX, gridY)) return null; var block = self.cells[gridY][gridX]; if (block) { self.cells[gridY][gridX] = null; block.gridX = -1; block.gridY = -1; } return block; }; self.getBlock = function (gridX, gridY) { if (!self.isValidPosition(gridX, gridY)) return null; return self.cells[gridY][gridX]; }; self.worldToGrid = function (worldX, worldY) { var localPos = self.toLocal({ x: worldX, y: worldY }); var gridX = Math.floor((localPos.x + self.cellSize / 2) / self.cellSize); var gridY = Math.floor((localPos.y + self.cellSize / 2) / self.cellSize); return { x: gridX, y: gridY }; }; self.findConnectedBlocks = function (startX, startY, color, visited) { if (!visited) visited = []; var block = self.getBlock(startX, startY); if (!block || block.color !== color) return []; var key = startX + ',' + startY; if (visited.indexOf(key) !== -1) return []; visited.push(key); var connected = [{ x: startX, y: startY }]; // Check 4 directions var directions = [{ x: 0, y: -1 }, { x: 1, y: 0 }, { x: 0, y: 1 }, { x: -1, y: 0 }]; for (var i = 0; i < directions.length; i++) { var dir = directions[i]; var newX = startX + dir.x; var newY = startY + dir.y; var moreConnected = self.findConnectedBlocks(newX, newY, color, visited); connected = connected.concat(moreConnected); } return connected; }; self.checkForMerges = function () { var toMerge = []; var processed = []; for (var y = 0; y < self.gridHeight; y++) { for (var x = 0; x < self.gridWidth; x++) { var key = x + ',' + y; if (processed.indexOf(key) !== -1) continue; var block = self.getBlock(x, y); if (!block) continue; var connected = self.findConnectedBlocks(x, y, block.color, []); for (var i = 0; i < connected.length; i++) { var pos = connected[i]; processed.push(pos.x + ',' + pos.y); } if (connected.length >= 3) { toMerge.push(connected); } } } return toMerge; }; self.performMerges = function (mergeGroups) { var totalScore = 0; for (var i = 0; i < mergeGroups.length; i++) { var group = mergeGroups[i]; var score = group.length * 10; totalScore += score; // Find center position for new block var centerX = 0, centerY = 0; for (var j = 0; j < group.length; j++) { centerX += group[j].x; centerY += group[j].y; } centerX = Math.floor(centerX / group.length); centerY = Math.floor(centerY / group.length); // Get color before removing blocks var firstBlock = self.getBlock(group[0].x, group[0].y); var currentColor = firstBlock ? firstBlock.color : 'red'; var nextColor = self.getNextColor(currentColor); // Remove all blocks in group for (var j = 0; j < group.length; j++) { var pos = group[j]; var block = self.removeBlock(pos.x, pos.y); if (block) { block.destroy(); } } if (self.isEmpty(centerX, centerY)) { var newBlock = new Block(nextColor); game.addChild(newBlock); self.placeBlock(newBlock, centerX, centerY); } } return totalScore; }; self.getNextColor = function (color) { var colorSequence = ['red', 'blue', 'green', 'yellow', 'white', 'rainbow']; var index = colorSequence.indexOf(color); if (index === -1 || index === colorSequence.length - 1) { return 'red'; } return colorSequence[index + 1]; }; self.isFull = function () { for (var y = 0; y < self.gridHeight; y++) { for (var x = 0; x < self.gridWidth; x++) { if (self.isEmpty(x, y)) return false; } } return true; }; return self; }); /**** * Initialize Game ****/ // Game state variables var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state variables var gameGrid; var currentBlock; var draggedBlock = null; var colors = ['red', 'blue', 'green', 'yellow']; var isProcessingMerges = false; // UI elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var nextBlockTxt = new Text2('Next Block:', { size: 40, fill: 0xFFFFFF }); nextBlockTxt.anchor.set(0, 0); nextBlockTxt.x = 50; nextBlockTxt.y = 150; LK.gui.topLeft.addChild(nextBlockTxt); // Initialize grid gameGrid = new Grid(); gameGrid.x = (2048 - (gameGrid.gridWidth - 1) * gameGrid.cellSize) / 2; gameGrid.y = (2732 - (gameGrid.gridHeight - 1) * gameGrid.cellSize) / 2; game.addChild(gameGrid); // Create first block function createNewBlock() { if (currentBlock) { currentBlock.destroy(); } var randomColor = colors[Math.floor(Math.random() * colors.length)]; currentBlock = new Block(randomColor); currentBlock.x = 2048 / 2; currentBlock.y = 150; game.addChild(currentBlock); // Check if game is over if (gameGrid.isFull()) { LK.showGameOver(); } } // Game input handling game.down = function (x, y, obj) { if (isProcessingMerges) return; // Simple distance-based check for touching the current block if (currentBlock) { var dx = x - currentBlock.x; var dy = y - currentBlock.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 50) { // Touch radius draggedBlock = currentBlock; } } }; game.move = function (x, y, obj) { if (draggedBlock && !isProcessingMerges) { draggedBlock.x = x; draggedBlock.y = y; } }; game.up = function (x, y, obj) { if (draggedBlock && !isProcessingMerges) { var gridPos = gameGrid.worldToGrid(x, y); if (gameGrid.isEmpty(gridPos.x, gridPos.y)) { // Place block on grid if (gameGrid.placeBlock(draggedBlock, gridPos.x, gridPos.y)) { draggedBlock = null; currentBlock = null; // Check for merges processMerges(); } else { // Return block to original position draggedBlock.x = 2048 / 2; draggedBlock.y = 150; } } else { // Return block to original position draggedBlock.x = 2048 / 2; draggedBlock.y = 150; } } draggedBlock = null; }; function processMerges() { isProcessingMerges = true; function checkMerges() { var mergeGroups = gameGrid.checkForMerges(); if (mergeGroups.length > 0) { var score = gameGrid.performMerges(mergeGroups); LK.setScore(LK.getScore() + score); scoreTxt.setText('Score: ' + LK.getScore()); // Flash screen for satisfying feedback LK.effects.flashScreen(0x00ff00, 300); // Check for more merges after a short delay LK.setTimeout(checkMerges, 500); } else { // No more merges, create new block isProcessingMerges = false; createNewBlock(); } } checkMerges(); } // Update score display scoreTxt.setText('Score: ' + LK.getScore()); // Create initial block createNewBlock();
===================================================================
--- original.js
+++ change.js
@@ -173,20 +173,20 @@
centerY += group[j].y;
}
centerX = Math.floor(centerX / group.length);
centerY = Math.floor(centerY / group.length);
+ // Get color before removing blocks
+ var firstBlock = self.getBlock(group[0].x, group[0].y);
+ var currentColor = firstBlock ? firstBlock.color : 'red';
+ var nextColor = self.getNextColor(currentColor);
// Remove all blocks in group
for (var j = 0; j < group.length; j++) {
var pos = group[j];
var block = self.removeBlock(pos.x, pos.y);
if (block) {
block.destroy();
}
}
- // Create new block with next color
- var firstBlock = self.getBlock(group[0].x, group[0].y);
- var currentColor = firstBlock ? firstBlock.color : 'red';
- var nextColor = self.getNextColor(currentColor);
if (self.isEmpty(centerX, centerY)) {
var newBlock = new Block(nextColor);
game.addChild(newBlock);
self.placeBlock(newBlock, centerX, centerY);
@@ -267,15 +267,17 @@
}
// Game input handling
game.down = function (x, y, obj) {
if (isProcessingMerges) return;
- if (currentBlock && currentBlock.intersects({
- x: x,
- y: y,
- width: 1,
- height: 1
- })) {
- draggedBlock = currentBlock;
+ // Simple distance-based check for touching the current block
+ if (currentBlock) {
+ var dx = x - currentBlock.x;
+ var dy = y - currentBlock.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 50) {
+ // Touch radius
+ draggedBlock = currentBlock;
+ }
}
};
game.move = function (x, y, obj) {
if (draggedBlock && !isProcessingMerges) {