User prompt
When car leveled up throw continuous projectiles.
User prompt
When car leveled up throw projectiles.
User prompt
Make car faster.
User prompt
1-Add hp bar. 2-make car faster 3-car should be leveled up
User prompt
Make me high quality car racing game. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: tweenA is not defined' in or related to this line: 'tweenA.onComplete = function () {' Line Number: 78 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'var tweenA = tween.to(blockA, {' Line Number: 66 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reset codes
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'var tweenA = tween.to(blockA, {' Line Number: 61 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make Me a game like candy Crush saga.
User prompt
Make Me a game like candy Crush saga
User prompt
Pixel Drift: Retro Racer
Initial prompt
Make Me a cool pixel car racing game. Game has points, levels and coins.
/****
* Classes
****/
// Candy block class
var CandyBlock = Container.expand(function () {
var self = Container.call(this);
self.type = 0; // 0-5 for different candy types
self.row = 0;
self.col = 0;
self.selected = false;
// Attach a colored box as the candy (use different colors for types)
var colors = [0xff6666, 0x66ccff, 0x66ff66, 0xffcc66, 0xcc66ff, 0xffffff];
self.candyAsset = self.attachAsset('candy_' + self.type, {
width: 180,
height: 180,
color: colors[self.type],
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Set candy type and update color
self.setType = function (type) {
self.type = type;
self.candyAsset.color = colors[type];
};
// Select/deselect visual
self.setSelected = function (selected) {
self.selected = selected;
self.candyAsset.alpha = selected ? 0.7 : 1;
};
return self;
});
// Match-3 grid class
var CandyGrid = Container.expand(function () {
var self = Container.call(this);
self.rows = 9;
self.cols = 7;
self.cellSize = 200;
self.grid = [];
self.selectedBlock = null;
self.animating = false;
// Initialize grid with random candies
self.initGrid = function () {
for (var r = 0; r < self.rows; r++) {
self.grid[r] = [];
for (var c = 0; c < self.cols; c++) {
var block = new CandyBlock();
block.setType(Math.floor(Math.random() * 6));
block.row = r;
block.col = c;
block.x = c * self.cellSize + self.cellSize / 2;
block.y = r * self.cellSize + self.cellSize / 2;
self.addChild(block);
self.grid[r][c] = block;
}
}
};
// Swap two blocks
self.swapBlocks = function (blockA, blockB) {
var tempType = blockA.type;
blockA.setType(blockB.type);
blockB.setType(tempType);
};
// Check for matches and return array of matched blocks
self.findMatches = function () {
var matches = [];
// Horizontal
for (var r = 0; r < self.rows; r++) {
var count = 1;
for (var c = 1; c < self.cols; c++) {
if (self.grid[r][c].type === self.grid[r][c - 1].type) {
count++;
} else {
if (count >= 3) {
for (var k = 0; k < count; k++) {
matches.push(self.grid[r][c - 1 - k]);
}
}
count = 1;
}
}
if (count >= 3) {
for (var k = 0; k < count; k++) {
matches.push(self.grid[r][self.cols - 1 - k]);
}
}
}
// Vertical
for (var c = 0; c < self.cols; c++) {
var count = 1;
for (var r = 1; r < self.rows; r++) {
if (self.grid[r][c].type === self.grid[r - 1][c].type) {
count++;
} else {
if (count >= 3) {
for (var k = 0; k < count; k++) {
matches.push(self.grid[r - 1 - k][c]);
}
}
count = 1;
}
}
if (count >= 3) {
for (var k = 0; k < count; k++) {
matches.push(self.grid[self.rows - 1 - k][c]);
}
}
}
// Remove duplicates
var unique = [];
for (var i = 0; i < matches.length; i++) {
if (unique.indexOf(matches[i]) === -1) unique.push(matches[i]);
}
return unique;
};
// Remove matched blocks and drop above blocks
self.resolveMatches = function (matches) {
for (var i = 0; i < matches.length; i++) {
var block = matches[i];
// Drop above blocks
for (var r = block.row; r > 0; r--) {
self.grid[r][block.col].setType(self.grid[r - 1][block.col].type);
}
// New random at top
self.grid[0][block.col].setType(Math.floor(Math.random() * 6));
}
};
// Handle block selection and swapping
self.handleDown = function (x, y) {
if (self.animating) return;
var col = Math.floor(x / self.cellSize);
var row = Math.floor(y / self.cellSize);
if (row < 0 || row >= self.rows || col < 0 || col >= self.cols) return;
var block = self.grid[row][col];
if (!self.selectedBlock) {
self.selectedBlock = block;
block.setSelected(true);
} else if (block !== self.selectedBlock && Math.abs(block.row - self.selectedBlock.row) + Math.abs(block.col - self.selectedBlock.col) === 1) {
// Swap
self.swapBlocks(self.selectedBlock, block);
self.selectedBlock.setSelected(false);
self.selectedBlock = null;
// Check for matches
var matches = self.findMatches();
if (matches.length > 0) {
self.resolveMatches(matches);
}
} else {
self.selectedBlock.setSelected(false);
self.selectedBlock = block;
block.setSelected(true);
}
};
self.initGrid();
return self;
});
/****
* Initialize Game
****/
// Center the grid
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Center the grid
var grid = new CandyGrid();
grid.x = (2048 - grid.cols * grid.cellSize) / 2;
grid.y = (2732 - grid.rows * grid.cellSize) / 2;
game.addChild(grid);
// Handle touch/click input
game.down = function (x, y, obj) {
// Convert to grid-local coordinates
var localX = x - grid.x;
var localY = y - grid.y;
grid.handleDown(localX, localY);
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,180 @@
-/****
+/****
+* Classes
+****/
+// Candy block class
+var CandyBlock = Container.expand(function () {
+ var self = Container.call(this);
+ self.type = 0; // 0-5 for different candy types
+ self.row = 0;
+ self.col = 0;
+ self.selected = false;
+ // Attach a colored box as the candy (use different colors for types)
+ var colors = [0xff6666, 0x66ccff, 0x66ff66, 0xffcc66, 0xcc66ff, 0xffffff];
+ self.candyAsset = self.attachAsset('candy_' + self.type, {
+ width: 180,
+ height: 180,
+ color: colors[self.type],
+ shape: 'box',
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set candy type and update color
+ self.setType = function (type) {
+ self.type = type;
+ self.candyAsset.color = colors[type];
+ };
+ // Select/deselect visual
+ self.setSelected = function (selected) {
+ self.selected = selected;
+ self.candyAsset.alpha = selected ? 0.7 : 1;
+ };
+ return self;
+});
+// Match-3 grid class
+var CandyGrid = Container.expand(function () {
+ var self = Container.call(this);
+ self.rows = 9;
+ self.cols = 7;
+ self.cellSize = 200;
+ self.grid = [];
+ self.selectedBlock = null;
+ self.animating = false;
+ // Initialize grid with random candies
+ self.initGrid = function () {
+ for (var r = 0; r < self.rows; r++) {
+ self.grid[r] = [];
+ for (var c = 0; c < self.cols; c++) {
+ var block = new CandyBlock();
+ block.setType(Math.floor(Math.random() * 6));
+ block.row = r;
+ block.col = c;
+ block.x = c * self.cellSize + self.cellSize / 2;
+ block.y = r * self.cellSize + self.cellSize / 2;
+ self.addChild(block);
+ self.grid[r][c] = block;
+ }
+ }
+ };
+ // Swap two blocks
+ self.swapBlocks = function (blockA, blockB) {
+ var tempType = blockA.type;
+ blockA.setType(blockB.type);
+ blockB.setType(tempType);
+ };
+ // Check for matches and return array of matched blocks
+ self.findMatches = function () {
+ var matches = [];
+ // Horizontal
+ for (var r = 0; r < self.rows; r++) {
+ var count = 1;
+ for (var c = 1; c < self.cols; c++) {
+ if (self.grid[r][c].type === self.grid[r][c - 1].type) {
+ count++;
+ } else {
+ if (count >= 3) {
+ for (var k = 0; k < count; k++) {
+ matches.push(self.grid[r][c - 1 - k]);
+ }
+ }
+ count = 1;
+ }
+ }
+ if (count >= 3) {
+ for (var k = 0; k < count; k++) {
+ matches.push(self.grid[r][self.cols - 1 - k]);
+ }
+ }
+ }
+ // Vertical
+ for (var c = 0; c < self.cols; c++) {
+ var count = 1;
+ for (var r = 1; r < self.rows; r++) {
+ if (self.grid[r][c].type === self.grid[r - 1][c].type) {
+ count++;
+ } else {
+ if (count >= 3) {
+ for (var k = 0; k < count; k++) {
+ matches.push(self.grid[r - 1 - k][c]);
+ }
+ }
+ count = 1;
+ }
+ }
+ if (count >= 3) {
+ for (var k = 0; k < count; k++) {
+ matches.push(self.grid[self.rows - 1 - k][c]);
+ }
+ }
+ }
+ // Remove duplicates
+ var unique = [];
+ for (var i = 0; i < matches.length; i++) {
+ if (unique.indexOf(matches[i]) === -1) unique.push(matches[i]);
+ }
+ return unique;
+ };
+ // Remove matched blocks and drop above blocks
+ self.resolveMatches = function (matches) {
+ for (var i = 0; i < matches.length; i++) {
+ var block = matches[i];
+ // Drop above blocks
+ for (var r = block.row; r > 0; r--) {
+ self.grid[r][block.col].setType(self.grid[r - 1][block.col].type);
+ }
+ // New random at top
+ self.grid[0][block.col].setType(Math.floor(Math.random() * 6));
+ }
+ };
+ // Handle block selection and swapping
+ self.handleDown = function (x, y) {
+ if (self.animating) return;
+ var col = Math.floor(x / self.cellSize);
+ var row = Math.floor(y / self.cellSize);
+ if (row < 0 || row >= self.rows || col < 0 || col >= self.cols) return;
+ var block = self.grid[row][col];
+ if (!self.selectedBlock) {
+ self.selectedBlock = block;
+ block.setSelected(true);
+ } else if (block !== self.selectedBlock && Math.abs(block.row - self.selectedBlock.row) + Math.abs(block.col - self.selectedBlock.col) === 1) {
+ // Swap
+ self.swapBlocks(self.selectedBlock, block);
+ self.selectedBlock.setSelected(false);
+ self.selectedBlock = null;
+ // Check for matches
+ var matches = self.findMatches();
+ if (matches.length > 0) {
+ self.resolveMatches(matches);
+ }
+ } else {
+ self.selectedBlock.setSelected(false);
+ self.selectedBlock = block;
+ block.setSelected(true);
+ }
+ };
+ self.initGrid();
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
+// Center the grid
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Center the grid
+var grid = new CandyGrid();
+grid.x = (2048 - grid.cols * grid.cellSize) / 2;
+grid.y = (2732 - grid.rows * grid.cellSize) / 2;
+game.addChild(grid);
+// Handle touch/click input
+game.down = function (x, y, obj) {
+ // Convert to grid-local coordinates
+ var localX = x - grid.x;
+ var localY = y - grid.y;
+ grid.handleDown(localX, localY);
+};
\ No newline at end of file