User prompt
Please fix the bug: 'board is not defined' in or related to this line: 'board[i] = [];' Line Number: 139
User prompt
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)
Please save this source code
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][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.
User prompt
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
User prompt
eğer yer değişikliği ile eşleme yapılabilir bir hamle kalmadıysa oyunu bitir
User prompt
oyunda sadece en başta spawn olan renkler olsun orta kısımlardan yok edilenlerin yeri üst kısımdakilerde dolsun fakat yeni renkler spawn edilmesin.
User prompt
yok edilen renklerin üstüne yukarıdan renkler bloak halinde gelmeye devam etsin. fakat en üstte oluşan boşluklara yeni renkler eklenmesin. boşluk olarak kalsın
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught RangeError: Maximum call stack size exceeded' in or related to this line: 'candy1.x = candy2.x;' Line Number: 160
User prompt
Please fix the bug: 'self.checkMatches is not a function' in or related to this line: 'return self.checkMatches().length > 0;' Line Number: 48
User prompt
Please fix the bug: 'self.checkMatches is not a function' in or related to this line: 'return self.checkMatches().length > 0;' Line Number: 48
Code edit (1 edits merged)
Please save this source code
User prompt
hala aynı
User prompt
oyunda hiçbir şey gözükmüyor
User prompt
candy crush benzeri oyun yap
User prompt
hataları düzelt
User prompt
Please fix the bug: 'self.reshuffleBoard is not a function' in or related to this line: 'self.reshuffleBoard();' Line Number: 37
User prompt
Please fix the bug: 'self.hasMatches is not a function' in or related to this line: 'while (self.hasMatches()) {' Line Number: 36
User prompt
Please fix the bug: 'PowerUp is not defined' in or related to this line: 'item = new PowerUp();' Line Number: 44
User prompt
Please fix the bug: 'Candy is not defined' in or related to this line: 'item = new Candy();' Line Number: 46
Code edit (1 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
/**** * 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) { // 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; // Check if the swap created any matches if (!self.hasMatches()) { // Swap back if no matches were created self.swapCandies(candy1, candy2); 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
@@ -11,9 +11,8 @@
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;
@@ -23,8 +22,9 @@
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();
}
};
@@ -49,25 +49,106 @@
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) {
- if (!candy1 || !candy2 || candy1 === candy2) {
- return false;
- }
+ // 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;
}
- var tempX = candy1.x,
- tempY = candy1.y;
- var tempBX = candy1.boardX,
- tempBY = candy1.boardY;
+ // 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;
@@ -76,92 +157,63 @@
candy2.boardX = tempBX;
candy2.boardY = tempBY;
self.board[candy1.boardX][candy1.boardY] = candy1;
self.board[candy2.boardX][candy2.boardY] = candy2;
- if (self.checkMatchAt(candy1.boardX, candy1.boardY) || self.checkMatchAt(candy2.boardX, candy2.boardY)) {
- self.board[candy1.boardX][candy1.boardY].pop();
- self.board[candy2.boardX][candy2.boardY].pop();
- score += 10; // Increase score by 10 for each candy popped
- scoreTxt.setText('Score: ' + score);
+ // Check if the swap created any matches
+ if (!self.hasMatches()) {
+ // Swap back if no matches were created
+ self.swapCandies(candy1, candy2);
+ return false;
}
return true;
};
- // Check for matches on the board
- self.hasMatches = function () {
- for (var i = 0; i < self.boardWidth; i++) {
- for (var j = 0; j < self.boardHeight; j++) {
- if (self.checkMatchAt(i, j)) {
- return true;
- }
- }
- }
- return false;
- };
- // Check for a match at a specific position
- self.checkMatchAt = function (i, j) {
- var candy = self.board[i][j];
- if (!candy) {
- return false;
- }
- // Check horizontal match
- if (i < self.boardWidth - 2 && self.board[i + 1][j] && self.board[i + 2][j] && self.board[i + 1][j].constructor === candy.constructor && self.board[i + 2][j].constructor === candy.constructor) {
- return true;
- }
- // Check vertical match
- if (j < self.boardHeight - 2 && self.board[i][j + 1] && self.board[i][j + 2] && self.board[i][j + 1].constructor === candy.constructor && self.board[i][j + 2].constructor === candy.constructor) {
- return true;
- }
- return false;
- };
- // Reshuffle the board to ensure no initial matches
- self.reshuffleBoard = function () {
- for (var i = 0; i < self.boardWidth; i++) {
- for (var j = 0; j < self.boardHeight; j++) {
- var randomI = Math.floor(Math.random() * self.boardWidth);
- var randomJ = Math.floor(Math.random() * self.boardHeight);
- var temp = self.board[i][j];
- self.board[i][j] = self.board[randomI][randomJ];
- self.board[randomI][randomJ] = temp;
- }
- }
- };
- self.getCandyAtPosition = function (x, y) {
- var boardX = Math.floor((x - self.x) / (self.candySize + 2));
- var boardY = Math.floor((y - self.y) / (self.candySize + 2));
- if (boardX >= 0 && boardX < self.boardWidth && boardY >= 0 && boardY < self.boardHeight) {
- return self.board[boardX][boardY];
- }
- return null;
- };
- self.update = function () {
- // Check for game over condition
- if (!self.hasMatches()) {
- LK.showGameOver();
- }
- };
return self;
});
-// Candy class to represent individual candy pieces
+// Candy class to represent each candy on the board
var Candy = Container.expand(function () {
var self = Container.call(this);
- // Attach a random candy asset to the candy object
- var candyGraphics = self.attachAsset('candy' + (Math.floor(Math.random() * 5) + 1), {
+ 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
+ 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 special power-up pieces
+// PowerUp class to represent the power-ups in the game
var PowerUp = Container.expand(function () {
var self = Container.call(this);
- // Attach a random candy asset to the power-up object
- var powerUpGraphics = self.attachAsset('candy' + (Math.floor(Math.random() * 5) + 1), {
+ 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
+ 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;
});
/****
@@ -176,38 +228,54 @@
****/
var gameBoard = new Board();
game.addChild(gameBoard);
gameBoard.initializeBoard('easy');
-gameBoard.x = (2048 - gameBoard.candySize * gameBoard.boardWidth - 2 * (gameBoard.boardWidth - 1)) / 2;
-gameBoard.y = (2732 - gameBoard.candySize * gameBoard.boardHeight - 2 * (gameBoard.boardHeight - 1)) / 2;
-// Update game logic
-game.update = function () {
- gameBoard.update();
-};
-var score = 0;
-var scoreTxt = new Text2('Score: 0', {
- size: 100,
- fill: 0xFFFFFF
-});
-scoreTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreTxt);
+// 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.draggingCandy = gameBoard.getCandyAtPosition(x, y);
+ gameBoard.selectedCandy = gameBoard.getCandyAtPosition(x, y);
+ if (gameBoard.selectedCandy instanceof PowerUp) {
+ gameBoard.selectedCandy.use();
+ gameBoard.selectedCandy = null;
+ }
};
game.up = function (x, y, obj) {
- if (gameBoard.draggingCandy) {
- var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
- gameBoard.swapCandies(gameBoard.draggingCandy, candyAtMouse);
+ var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
+ if (gameBoard.selectedCandy && candyAtMouse && gameBoard.selectedCandy !== candyAtMouse) {
+ gameBoard.swapCandies(gameBoard.selectedCandy, candyAtMouse);
}
- gameBoard.draggingCandy = null;
+ gameBoard.selectedCandy = null;
};
game.move = function (x, y, obj) {
- if (gameBoard.draggingCandy) {
+ if (gameBoard.selectedCandy) {
var candyAtMouse = gameBoard.getCandyAtPosition(x, y);
- if (candyAtMouse && gameBoard.draggingCandy !== candyAtMouse) {
- if (gameBoard.swapCandies(gameBoard.draggingCandy, candyAtMouse)) {
- gameBoard.draggingCandy = null;
+ 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);
+ }
};
\ No newline at end of file