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when i pass first level level 2 is do not interact with my input
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after changing level game is unplayable
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level 2 is unpassable
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level dont change after complete
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create 5 level
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tw.to({' Line Number: 207 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(cube).to({' Line Number: 206
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i want to move the cube which i tap with arrow direction
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objects dont move
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objects not move
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blue wont move
Code edit (1 edits merged)
Please save this source code
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Arrow Slide Grid
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i want to create game where cubes placed on grid and each cube has arrow to indicade which way can move if path is empty they can go if not they wont. if path empty cube slide all the way out of the screen. win state is clear all grids
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cubes move until out of screen and diseapper if all grid empty level complete
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i want to create game where cubes placed on grid and each cube has arrow to indicade which way can move if path is empty they can go if not they wont.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Cube class var Cube = Container.expand(function () { var self = Container.call(this); // Cube base var cubeGfx = self.attachAsset('cube', { anchorX: 0.5, anchorY: 0.5 }); // Arrow overlay self.arrowGfx = null; // Grid position self.gridX = 0; self.gridY = 0; // Direction index (0:up, 1:down, 2:left, 3:right) self.dir = 0; // Is this cube currently animating? self.isSliding = false; // Set direction and update arrow self.setDirection = function (dirIdx) { self.dir = dirIdx; if (self.arrowGfx) self.removeChild(self.arrowGfx); var dir = DIRS[dirIdx]; self.arrowGfx = self.attachAsset(dir.arrow, { anchorX: 0.5, anchorY: 0.5 }); // For left/right, rotate arrow to point correctly if (dir.name === 'left') { self.arrowGfx.rotation = Math.PI; } else if (dir.name === 'up') { self.arrowGfx.rotation = -Math.PI / 2; } else if (dir.name === 'down') { self.arrowGfx.rotation = Math.PI / 2; } else { self.arrowGfx.rotation = 0; } }; // Called when tapped self.down = function (x, y, obj) { if (self.isSliding) return; if (game.isAnimating) return; game.trySlideCube(self); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222831 }); /**** * Game Code ****/ // Cube directions // Tween for sliding animation // Arrow assets: 120x60, colored arrows for each direction // Cube asset: 200x200, white box // Grid config var DIRS = [{ name: 'up', dx: 0, dy: -1, arrow: 'arrow_up', rot: 0 }, { name: 'down', dx: 0, dy: 1, arrow: 'arrow_down', rot: 0 }, { name: 'left', dx: -1, dy: 0, arrow: 'arrow_left', rot: 0 }, { name: 'right', dx: 1, dy: 0, arrow: 'arrow_right', rot: 0 }]; var GRID_SIZE = 4; var CELL_SIZE = 260; // 200px cube + 60px gap var GRID_ORIGIN_X = Math.floor((2048 - GRID_SIZE * CELL_SIZE) / 2) + CELL_SIZE / 2; var GRID_ORIGIN_Y = Math.floor((2732 - GRID_SIZE * CELL_SIZE) / 2) + CELL_SIZE / 2; // Game state var cubes = []; // 2D array [y][x] of Cube or null var cubeList = []; // Flat list of all Cube objects var isAnimating = false; // Score text var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: get grid cell center position function gridToPos(gx, gy) { return { x: GRID_ORIGIN_X + gx * CELL_SIZE, y: GRID_ORIGIN_Y + gy * CELL_SIZE }; } // Helper: check if (gx,gy) is inside grid function inGrid(gx, gy) { return gx >= 0 && gx < GRID_SIZE && gy >= 0 && gy < GRID_SIZE; } // Helper: update score display function updateScore() { var left = 0; for (var y = 0; y < GRID_SIZE; ++y) { for (var x = 0; x < GRID_SIZE; ++x) { if (cubes[y][x]) left++; } } scoreTxt.setText(left + ""); } // Try to slide a cube in its direction game.trySlideCube = function (cube) { // All movement disabled return; }; // Build initial puzzle function buildLevel() { // Clear previous for (var i = 0; i < cubeList.length; ++i) { cubeList[i].destroy(); } cubeList = []; cubes = []; for (var y = 0; y < GRID_SIZE; ++y) { var row = []; for (var x = 0; x < GRID_SIZE; ++x) row.push(null); cubes.push(row); } // Example level: 6 cubes, hand-crafted for solvability // (Can be randomized in future) var levelCubes = [{ x: 0, y: 0, dir: 3 }, // right { x: 1, y: 0, dir: 1 }, // down { x: 2, y: 1, dir: 2 }, // left { x: 3, y: 2, dir: 0 }, // up { x: 1, y: 3, dir: 3 }, // right { x: 2, y: 2, dir: 1 } // down ]; for (var i = 0; i < levelCubes.length; ++i) { var c = levelCubes[i]; var cube = new Cube(); cube.gridX = c.x; cube.gridY = c.y; cube.setDirection(c.dir); var pos = gridToPos(c.x, c.y); cube.x = pos.x; cube.y = pos.y; cubes[c.y][c.x] = cube; cubeList.push(cube); game.addChild(cube); } updateScore(); } // Prevent accidental drag game.move = function (x, y, obj) {}; // No drag game.down = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // No per-tick logic needed game.update = function () {}; // Start game buildLevel();
===================================================================
--- original.js
+++ change.js
@@ -129,67 +129,10 @@
scoreTxt.setText(left + "");
}
// Try to slide a cube in its direction
game.trySlideCube = function (cube) {
- if (isAnimating) return;
- // Prevent blue (up arrow) cubes from moving
- if (cube.dir === 0) return;
- var dir = DIRS[cube.dir];
- var gx = cube.gridX;
- var gy = cube.gridY;
- var nx = gx;
- var ny = gy;
- // Move in direction until out of grid or blocked
- while (true) {
- var tx = nx + dir.dx;
- var ty = ny + dir.dy;
- if (!inGrid(tx, ty)) {
- // Can slide off grid
- break;
- }
- if (cubes[ty][tx]) {
- // Blocked
- return;
- }
- nx = tx;
- ny = ty;
- }
- // Animate slide
- isAnimating = true;
- cube.isSliding = true;
- cubes[cube.gridY][cube.gridX] = null;
- var targetPos = gridToPos(nx, ny);
- // If sliding off grid, move further in direction
- if (!inGrid(nx + dir.dx, ny + dir.dy)) {
- targetPos.x += dir.dx * CELL_SIZE;
- targetPos.y += dir.dy * CELL_SIZE;
- }
- tween(cube, {
- x: targetPos.x,
- y: targetPos.y
- }, {
- duration: 250 + 80 * (Math.abs(nx - cube.gridX) + Math.abs(ny - cube.gridY)),
- easing: tween.cubicOut,
- onFinish: function onFinish() {
- // If off grid, remove
- if (!inGrid(nx, ny)) {
- cube.destroy();
- var idx = cubeList.indexOf(cube);
- if (idx !== -1) cubeList.splice(idx, 1);
- } else {
- cubes[ny][nx] = cube;
- cube.gridX = nx;
- cube.gridY = ny;
- }
- cube.isSliding = false;
- isAnimating = false;
- updateScore();
- // Win check
- if (cubeList.length === 0) {
- LK.showYouWin();
- }
- }
- });
+ // All movement disabled
+ return;
};
// Build initial puzzle
function buildLevel() {
// Clear previous