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Please fix the bug: 'board is not defined' in or related to this line: 'board[i] = [];' Line Number: 139
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Please fix the bug: 'boardSize is not defined' in or related to this line: 'for (var i = 0; i < boardSize; i++) {' Line Number: 137
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diyelim ki [i][j] ve [i][j+1] de aynı renk bulunsun muhtemel eşleşme için kontrol edilmesi gereken konumlar şunlar [i-1][j-1], [i][j-2], [i+1][j-1], [i-1][j+2], [i][j+2], [i+1][j+2] buna göre yapılabilir hamle kalıp kalmadığını kontrol et ve kalmadıysa oyun sonlansın.
User prompt
diyelim ki [i][j] ve [i][j+1] de aynı renk bulunsun muhtemel eşleşme için kontrol edilmesi gereken konumlar şunlar [i-1][j-1], [i+1][j-1], [i-1][j+2]i [i+1][j+2] buna göre yapılabilir hamle kalıp kalmadığını kontrol et ve kalmadıysa oyun sonlansın.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'candyType')' in or related to this line: 'candy1.candyType = candy2.candyType;' Line Number: 103
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eğer yer değişikliği ile eşleme yapılabilir bir hamle kalmadıysa oyunu bitir
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oyunda sadece en başta spawn olan renkler olsun orta kısımlardan yok edilenlerin yeri üst kısımdakilerde dolsun fakat yeni renkler spawn edilmesin.
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yok edilen renklerin üstüne yukarıdan renkler bloak halinde gelmeye devam etsin. fakat en üstte oluşan boşluklara yeni renkler eklenmesin. boşluk olarak kalsın
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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: 'self.checkMatches is not a function' in or related to this line: 'return self.checkMatches().length > 0;' Line Number: 48
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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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/**** * 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] instanceof Candy) { 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
@@ -266,9 +266,9 @@
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]) {
+ if (gameBoard.board[x][y] instanceof Candy) {
gameBoard.board[x][y].pop();
gameBoard.board[x][y] = null;
}
}