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Fix bugs
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- 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.
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Can not see the game, fix it
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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
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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
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Please fix the bug: 'Uncaught ReferenceError: copyNextBlocksState is not defined' in or related to this line: 'return arr;' Line Number: 210
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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
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Fix the game
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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
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Reset game codes to its functional
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Fix errors
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Undo deleted asset
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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) {