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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
Code edit (1 edits merged)
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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; self.draggingCandy = null; // 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); } } 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; }; // Swap two candies on the board self.swapCandies = function (candy1, candy2) { if (!candy1 || !candy2 || candy1 === candy2) { return false; } if (candy1.locked || candy2.locked || candy1.immovable || candy2.immovable) { return false; } var dx = Math.abs(candy1.boardX - candy2.boardX); var dy = Math.abs(candy1.boardY - candy2.boardY); if (dx + dy !== 1) { return false; } var tempX = candy1.x, tempY = candy1.y; var tempBX = candy1.boardX, 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; return true; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var gameBoard = new Board(); game.addChild(gameBoard); gameBoard.initializeBoard('easy'); 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.draggingCandy = gameBoard.getCandyAtPosition(x, y); }; game.up = function (x, y, obj) { if (gameBoard.draggingCandy) { var candyAtMouse = gameBoard.getCandyAtPosition(x, y); gameBoard.swapCandies(gameBoard.draggingCandy, candyAtMouse); } gameBoard.draggingCandy = null; }; game.move = function (x, y, obj) { if (gameBoard.draggingCandy) { var candyAtMouse = gameBoard.getCandyAtPosition(x, y); if (candyAtMouse && gameBoard.draggingCandy !== candyAtMouse) { if (gameBoard.swapCandies(gameBoard.draggingCandy, candyAtMouse)) { gameBoard.draggingCandy = null; } } } };
===================================================================
--- original.js
+++ change.js
@@ -11,8 +11,9 @@
self.difficulty = 'easy';
self.selectedCandy = null;
self.moves = 0;
self.time = 0;
+ self.draggingCandy = null;
// Initialize the board with candies
self.initializeBoard = function (difficulty) {
self.difficulty = difficulty;
self.moves = difficulty === 'medium' ? 30 : 0;
@@ -22,9 +23,8 @@
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();
}
};
@@ -49,108 +49,25 @@
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
+ self.swapCandies = function (candy1, candy2) {
+ if (!candy1 || !candy2 || candy1 === candy2) {
+ return false;
+ }
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;
+ var tempX = candy1.x,
+ tempY = candy1.y;
+ var tempBX = candy1.boardX,
+ tempBY = candy1.boardY;
candy1.x = candy2.x;
candy1.y = candy2.y;
candy1.boardX = candy2.boardX;
candy1.boardY = candy2.boardY;
@@ -159,65 +76,12 @@
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
****/
@@ -230,54 +94,27 @@
****/
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;
- }
+ gameBoard.draggingCandy = gameBoard.getCandyAtPosition(x, y);
};
game.up = function (x, y, obj) {
- var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
- if (gameBoard.selectedCandy && candyAtMouse && gameBoard.selectedCandy !== candyAtMouse) {
- gameBoard.swapCandies(gameBoard.selectedCandy, candyAtMouse);
+ if (gameBoard.draggingCandy) {
+ var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
+ gameBoard.swapCandies(gameBoard.draggingCandy, candyAtMouse);
}
- gameBoard.selectedCandy = null;
+ gameBoard.draggingCandy = null;
};
game.move = function (x, y, obj) {
- if (gameBoard.selectedCandy) {
+ if (gameBoard.draggingCandy) {
var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
- if (candyAtMouse && gameBoard.selectedCandy !== candyAtMouse) {
- if (gameBoard.swapCandies(gameBoard.selectedCandy, candyAtMouse)) {
- gameBoard.selectedCandy = null;
+ if (candyAtMouse && gameBoard.draggingCandy !== candyAtMouse) {
+ if (gameBoard.swapCandies(gameBoard.draggingCandy, candyAtMouse)) {
+ gameBoard.draggingCandy = 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);
- }
};
\ No newline at end of file