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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';
self.selectedCandy = null;
self.moves = 0;
self.time = 0;
// Initialize the board with candies
self.initializeBoard = function (difficulty) {
self.difficulty = difficulty;
self.moves = difficulty === 'medium' ? 30 : 0;
self.time = difficulty === 'hard' ? 60 : 0;
for (var i = 0; i < self.boardWidth; i++) {
self.board[i] = [];
for (var j = 0; j < self.boardHeight; j++) {
self.createCandyAt(i, j);
}
}
// Initial check for matches to prevent starting with matches
while (self.hasMatches()) {
self.reshuffleBoard();
}
};
// Create a candy at specific position
self.createCandyAt = function (i, j) {
var item;
if (Math.random() < 0.1) {
item = new PowerUp();
} else {
item = new Candy();
if (self.difficulty === 'medium' && Math.random() < 0.1) {
item.locked = true;
} else if (self.difficulty === 'hard' && Math.random() < 0.2) {
item.locked = true;
item.immovable = true;
}
}
item.x = i * (self.candySize + 2) + self.candySize / 2;
item.y = j * (self.candySize + 2) + self.candySize / 2;
item.boardX = i;
item.boardY = j;
self.board[i][j] = item;
self.addChild(item);
return item;
};
// Check for matches on the board
self.checkMatches = function () {
var matches = [];
// Check horizontal matches
for (var j = 0; j < self.boardHeight; j++) {
var count = 1;
var type = null;
for (var i = 0; i < self.boardWidth; i++) {
var candy = self.board[i][j];
if (candy && candy.type) {
if (type === candy.type) {
count++;
if (count >= 3) {
matches.push({
x: i - 2,
y: j,
length: count,
direction: 'horizontal'
});
}
} else {
count = 1;
type = candy.type;
}
}
}
}
// Check vertical matches
for (var i = 0; i < self.boardWidth; i++) {
var count = 1;
var type = null;
for (var j = 0; j < self.boardHeight; j++) {
var candy = self.board[i][j];
if (candy && candy.type) {
if (type === candy.type) {
count++;
if (count >= 3) {
matches.push({
x: i,
y: j - 2,
length: count,
direction: 'vertical'
});
}
} else {
count = 1;
type = candy.type;
}
}
}
}
return matches;
};
// Check if there are any matches on the board
self.hasMatches = function () {
return self.checkMatches().length > 0;
};
// Reshuffle the board when no moves are possible
self.reshuffleBoard = function () {
for (var i = 0; i < self.boardWidth; i++) {
for (var j = 0; j < self.boardHeight; j++) {
if (self.board[i][j]) {
self.removeChild(self.board[i][j]);
}
}
}
for (var i = 0; i < self.boardWidth; i++) {
for (var j = 0; j < self.boardHeight; j++) {
self.createCandyAt(i, j);
}
}
};
// Get the candy at a specific position
self.getCandyAtPosition = function (x, y) {
var i = Math.floor((x - self.x) / (self.candySize + 2));
var j = Math.floor((y - self.y) / (self.candySize + 2));
if (i >= 0 && i < self.boardWidth && j >= 0 && j < self.boardHeight) {
return self.board[i][j];
}
return null;
};
// Swap two candies on the board
self.swapCandies = function (candy1, candy2, checkMatches) {
// Default checkMatches to true if not specified
checkMatches = checkMatches !== undefined ? checkMatches : true;
// Check if either candy is locked or immovable
if (candy1.locked || candy2.locked || candy1.immovable || candy2.immovable) {
return false;
}
// Check if candies are adjacent
var dx = Math.abs(candy1.boardX - candy2.boardX);
var dy = Math.abs(candy1.boardY - candy2.boardY);
if (dx + dy !== 1) {
return false;
}
// Perform the swap
var tempX = candy1.x;
var tempY = candy1.y;
var tempBX = candy1.boardX;
var tempBY = candy1.boardY;
candy1.x = candy2.x;
candy1.y = candy2.y;
candy1.boardX = candy2.boardX;
candy1.boardY = candy2.boardY;
candy2.x = tempX;
candy2.y = tempY;
candy2.boardX = tempBX;
candy2.boardY = tempBY;
self.board[candy1.boardX][candy1.boardY] = candy1;
self.board[candy2.boardX][candy2.boardY] = candy2;
// Only check for matches if requested
if (checkMatches && !self.hasMatches()) {
// Swap back if no matches were created, but don't check for matches again
self.swapCandies(candy1, candy2, false);
return false;
}
return true;
};
return self;
});
// 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'];
self.type = candyTypes[Math.floor(Math.random() * candyTypes.length)];
self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5,
width: gameBoard.candySize * 0.8,
height: gameBoard.candySize * 0.8
});
self.locked = false;
self.immovable = false;
self.pop = function () {
self.destroy();
};
return self;
});
// 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'];
self.type = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5,
width: gameBoard.candySize,
height: gameBoard.candySize
});
self.use = function () {
switch (self.type) {
case 'bomb':
// Destroy candies in a 3x3 area
break;
case 'colorChanger':
// Change all candies of one color to another
break;
case 'lightning':
// Destroy all candies in a row or column
break;
case 'megaBomb':
// Destroy candies in a 5x5 area
break;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var gameBoard = new Board();
game.addChild(gameBoard);
gameBoard.initializeBoard('easy');
// Center the game board
gameBoard.y = (game.height - gameBoard.candySize * gameBoard.boardHeight - 2 * (gameBoard.boardHeight - 1)) / 2;
gameBoard.x = (game.width - gameBoard.candySize * gameBoard.boardWidth - 2 * (gameBoard.boardWidth - 1)) / 2;
// Handle input events
game.down = function (x, y, obj) {
gameBoard.selectedCandy = gameBoard.getCandyAtPosition(x, y);
if (gameBoard.selectedCandy instanceof PowerUp) {
gameBoard.selectedCandy.use();
gameBoard.selectedCandy = null;
}
};
game.up = function (x, y, obj) {
var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
if (gameBoard.selectedCandy && candyAtMouse && gameBoard.selectedCandy !== candyAtMouse) {
gameBoard.swapCandies(gameBoard.selectedCandy, candyAtMouse);
}
gameBoard.selectedCandy = null;
};
game.move = function (x, y, obj) {
if (gameBoard.selectedCandy) {
var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
if (candyAtMouse && gameBoard.selectedCandy !== candyAtMouse) {
if (gameBoard.swapCandies(gameBoard.selectedCandy, candyAtMouse)) {
gameBoard.selectedCandy = null;
}
}
}
};
// Update function called every game tick
game.update = function () {
var matches = gameBoard.checkMatches();
if (matches.length > 0) {
matches.forEach(function (match) {
for (var i = 0; i < match.length; i++) {
var x = match.direction === 'horizontal' ? match.x + i : match.x;
var y = match.direction === 'vertical' ? match.y + i : match.y;
if (gameBoard.board[x][y]) {
gameBoard.board[x][y].pop();
gameBoard.board[x][y] = null;
}
}
});
}
// Update game state based on difficulty
if (gameBoard.difficulty === 'medium') {
gameBoard.moves = Math.max(0, gameBoard.moves - 0.016); // Assuming 60 FPS
} else if (gameBoard.difficulty === 'hard') {
gameBoard.time = Math.max(0, gameBoard.time - 0.016);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -131,10 +131,11 @@
}
return null;
};
// Swap two candies on the board
- self.swapCandies = function (candy1, candy2) {
- var isRevert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
+ self.swapCandies = function (candy1, candy2, checkMatches) {
+ // Default checkMatches to true if not specified
+ checkMatches = checkMatches !== undefined ? checkMatches : true;
// Check if either candy is locked or immovable
if (candy1.locked || candy2.locked || candy1.immovable || candy2.immovable) {
return false;
}
@@ -158,14 +159,12 @@
candy2.boardX = tempBX;
candy2.boardY = tempBY;
self.board[candy1.boardX][candy1.boardY] = candy1;
self.board[candy2.boardX][candy2.boardY] = candy2;
- // Check if the swap created any matches
- if (!self.hasMatches()) {
- // Swap back if no matches were created
- if (!isRevert) {
- self.swapCandies(candy1, candy2, true);
- }
+ // Only check for matches if requested
+ if (checkMatches && !self.hasMatches()) {
+ // Swap back if no matches were created, but don't check for matches again
+ self.swapCandies(candy1, candy2, false);
return false;
}
return true;
};