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Please fix the bug: 'self.checkMatches is not a function' in or related to this line: 'return self.checkMatches().length > 0;' Line Number: 48
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hala aynı
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oyunda hiçbir şey gözükmüyor
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candy crush benzeri oyun yap
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hataları düzelt
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Please fix the bug: 'self.reshuffleBoard is not a function' in or related to this line: 'self.reshuffleBoard();' Line Number: 37
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Please fix the bug: 'self.hasMatches is not a function' in or related to this line: 'while (self.hasMatches()) {' Line Number: 36
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Please fix the bug: 'PowerUp is not defined' in or related to this line: 'item = new PowerUp();' Line Number: 44
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Please fix the bug: 'Candy is not defined' in or related to this line: 'item = new Candy();' Line Number: 46
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Please fix the bug: 'TypeError: gameBoard.board[x][y].pop is not a function' in or related to this line: 'gameBoard.board[x][y].pop();' Line Number: 280
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Please fix the bug: 'Uncaught RangeError: Maximum call stack size exceeded' in or related to this line: 'candy1.x = candy2.x;' Line Number: 160
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Please fix the bug: 'Uncaught RangeError: Maximum call stack size exceeded' in or related to this line: 'candy1.x = candy2.x;' Line Number: 160
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mouse ile tıklanmaya başlanan şeker mousun kaydırılma yönüne hareket ederek diğer şeker ile yer değiştirsin
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Please fix the bug: 'Cannot set properties of undefined (setting 'swapCandies')' in or related to this line: 'self.swapCandies = function (candy1, candy2) {' Line Number: 166
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mouse ile tıklanmaya başlanan şeker mousun kaydırılma yönüne hareket ederek diğer şeker ile yer değiştirsin
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şeker resimlerini biraz küçült
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şimdi bu aralıklarla şekerlerin olduğu kısmı ekran genişliğine uydur
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aralığı biraz daha arttır
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biraz daha arttır ve alt üst ile sağ sol aralığı eşit olsun
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şekerler arasını biraz daha aç
/****
* Classes
****/
// Board class to represent the game board
var Board = Container.expand(function () {
var self = Container.call(this);
self.board = [];
self.boardWidth = 9;
self.boardHeight = 9;
self.candySize = (game.width - (self.boardWidth - 1) * 2) / self.boardWidth;
self.difficulty = 'easy'; // Default difficulty
// Initialize the board with candies
self.selectedCandy = null;
self.initializeBoard = function (difficulty) {
self.difficulty = difficulty; // Store difficulty level
for (var i = 0; i < self.boardWidth; i++) {
self.board[i] = [];
for (var j = 0; j < self.boardHeight; j++) {
var candy = new Candy();
candy.x = i * (self.candySize + 2) + self.candySize / 2;
candy.y = j * (self.candySize + 2) + self.candySize / 2;
self.board[i][j] = candy;
self.addChild(candy);
// Add power-ups and obstacles based on difficulty level
if (Math.random() < 0.1) {
var powerUp = new PowerUp();
powerUp.x = candy.x;
powerUp.y = candy.y;
self.board[i][j] = powerUp;
self.addChild(powerUp);
} else if (difficulty === 'medium' && Math.random() < 0.1) {
candy.locked = true; // Add a locked property to the candy
} else if (difficulty === 'hard' && Math.random() < 0.2) {
candy.locked = true;
candy.immovable = true; // Add an immovable property to the candy
}
}
}
};
// Check for matches on the board
self.checkMatches = function () {
// Implement match checking logic here
};
// Get the candy at a specific position
self.getCandyAtPosition = function (x, y) {
var i = Math.floor(x / self.candySize);
var j = Math.floor(y / self.candySize);
if (i >= 0 && i < self.boardWidth && j >= 0 && j < self.boardHeight) {
return self.board[i][j];
}
return null;
};
});
// Candy class to represent each candy on the board
var Candy = Container.expand(function () {
var self = Container.call(this);
var candyTypes = ['candy1', 'candy2', 'candy3', 'candy4', 'candy5'];
var randomCandy = candyTypes[Math.floor(Math.random() * candyTypes.length)];
self.attachAsset(randomCandy, {
anchorX: 0.5,
anchorY: 0.5,
width: gameBoard.candySize * 0.8,
height: gameBoard.candySize * 0.8
});
self.type = randomCandy;
self.pop = function () {
self.destroy();
};
});
// Extras class to represent the extras in the game
var Extras = Container.expand(function () {
var self = Container.call(this);
var extrasTypes = ['extra1', 'extra2', 'extra3', 'extra4', 'extra5', 'bonusMove'];
var randomExtra = extrasTypes[Math.floor(Math.random() * extrasTypes.length)];
self.attachAsset(randomExtra, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = randomExtra;
self.use = function () {
if (self.type === 'bonusMove') {
gameBoard.moves += 5; // Add 5 extra moves
}
};
// Get the candy at a specific position
self.getCandyAtPosition = function (x, y) {
var i = Math.floor(x / self.candySize);
var j = Math.floor(y / self.candySize);
if (i >= 0 && i < self.boardWidth && j >= 0 && j < self.boardHeight) {
return self.board[i][j];
}
return null;
};
});
// PowerUp class to represent the power-ups in the game
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpTypes = ['bomb', 'colorChanger', 'lightning', 'megaBomb'];
var randomPowerUp = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
self.attachAsset(randomPowerUp, {
anchorX: 0.5,
anchorY: 0.5,
width: gameBoard.candySize,
height: gameBoard.candySize
});
self.type = randomPowerUp;
self.use = function () {
// Add power-up logic here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize the game board
var gameBoard = new Board();
game.addChild(gameBoard);
gameBoard.initializeBoard('easy');
gameBoard.y = (game.height - gameBoard.candySize * gameBoard.boardHeight - 2 * (gameBoard.boardHeight - 1)) / 2; // Center the game board vertically
gameBoard.x = (game.width - gameBoard.candySize * gameBoard.boardWidth - 2 * (gameBoard.boardWidth - 1)) / 2; // Center the game board horizontally
// Initialize the extras
var extras = new Extras();
game.addChild(extras);
extras.x = 0;
extras.y = game.height - extras.height - gameBoard.candySize; // Move the extras up by the size of a candy
// Handle swipe events to swap candies
game.down = function (x, y, obj) {
gameBoard.selectedCandy = gameBoard.getCandyAtPosition(x, y);
var selectedItem = gameBoard.selectedCandy;
var selectedExtra = extras.getCandyAtPosition(x, y);
if (selectedItem) {
if (selectedItem instanceof PowerUp) {
selectedItem.use();
} else {
// Handle swipe logic to swap candies
}
} else if (selectedExtra) {
selectedExtra.use();
}
};
// Update function called every game tick
game.update = function () {
gameBoard.checkMatches();
if (gameBoard.difficulty === 'medium') {
gameBoard.moves = (gameBoard.moves || 30) - 0.5;
} else if (gameBoard.difficulty === 'hard') {
gameBoard.time = (gameBoard.time || 60) - 1;
}
};
// Swap two candies on the board
self.swapCandies = function (candy1, candy2) {
var temp = self.board[candy1.x][candy1.y];
self.board[candy1.x][candy1.y] = self.board[candy2.x][candy2.y];
self.board[candy2.x][candy2.y] = temp;
var tempX = candy1.x;
var tempY = candy1.y;
candy1.x = candy2.x;
candy1.y = candy2.y;
candy2.x = tempX;
candy2.y = tempY;
};
game.up = function (x, y, obj) {
var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
if (gameBoard.selectedCandy && candyAtMouse) {
gameBoard.swapCandies(gameBoard.selectedCandy, candyAtMouse);
}
gameBoard.selectedCandy = null;
}; ===================================================================
--- original.js
+++ change.js
@@ -153,8 +153,9 @@
} else if (gameBoard.difficulty === 'hard') {
gameBoard.time = (gameBoard.time || 60) - 1;
}
};
+// Swap two candies on the board
self.swapCandies = function (candy1, candy2) {
var temp = self.board[candy1.x][candy1.y];
self.board[candy1.x][candy1.y] = self.board[candy2.x][candy2.y];
self.board[candy2.x][candy2.y] = temp;