Code edit (5 edits merged)
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Please fix the bug: 'TypeError: originalGameDownHandler is not a function' in or related to this line: 'originalGameDownHandler(obj);' Line Number: 66
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'var originalGameDownHandler = game._events['down'][0];' Line Number: 63
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'var originalGameDownHandler = game._events.down[0];' Line Number: 63
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Please fix the bug: 'Uncaught TypeError: game.listeners is not a function' in or related to this line: 'var originalGameDownHandler = game.listeners('down')[0];' Line Number: 63
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Add how to play text below the hexes only in the first level. Should dissapear after olayer first touch
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On level 1 do not start coundwon until player touches the screeb
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Add a start screen to the game. This start screen will be shown on top of the current game and will be hidden when player click on start game
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Please fix the bug: 'Uncaught TypeError: LK.Container is not a constructor' in or related to this line: 'var startScreen = new LK.Container();' Line Number: 53
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Create a game menu start screen before the game starts and before the countdown starts
Code edit (1 edits merged)
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If hexTile is selected = true, then player shouldn't be able to toggle it again.
Code edit (1 edits merged)
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Do not allow to touch the same tile twice in a row
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once a tile has been toggled if the player touches on it again, it should not toggle again.
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During the game, when a hex is toggled please make sure the number is displayed as long as it is toggled.
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when selected tiles toggleselect then make number visible
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when a hex tile alpha is = 0.5 then also make number visible
Code edit (1 edits merged)
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Code edit (1 edits merged)
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make lilac color just a little bit lighter
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on level change, make lk.game update background color
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change soft lilac to regular lilac in background color
/**** * Classes ****/ // HexTile class for the hexagon tiles var HexTile = Container.expand(function (id, colorIndex) { var self = Container.call(this); self.id = id; var hexGraphics = self.attachAsset('hexTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); var numberText = new Text2('', { size: 100, fill: '#333333' // Slightly lighter black }); numberText.anchor.set(0.5, 0.5); self.addChild(numberText); self.setNumber = function (number) { self.number = number; numberText.setText(number.toString()); }; self.isSelected = false; self.toggleSelect = function () { self.isSelected = !self.isSelected; hexGraphics.alpha = self.isSelected ? 0.5 : 1; if (self.isSelected) { numberText.setText(self.number.toString()); } else { numberText.setText(''); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: [0xADD8E6, 0xFAD7A5, 0xFFB6C1, 0xFFA07A, 0xB39BDB, 0x90EE90][Math.floor(Math.random() * 6)] // Randomly choose from soft light blue, soft light orange, soft pink, soft light red, soft light yellow, soft light green }); /**** * Game Code ****/ // Hexagon tile for matching var howToPlayText = new Text2('Touch two hexes that add up to the goal number', { size: 75, fill: '#ffffff', alpha: 1 }); howToPlayText.anchor.set(0.5, 0); howToPlayText.y += 1600; LK.gui.top.addChild(howToPlayText); // Modify game's 'down' event listener to hide howToPlayText after first touch var originalGameDownHandler = game._events && game._events['down'] ? game._events['down'][0] : function () {}; function newGameDownHandler(obj) { howToPlayText.alpha = 0; originalGameDownHandler(obj); } game.off('down', originalGameDownHandler); game.on('down', newGameDownHandler); game.on('down', function (obj) { playerTouchedScreen = true; }); var playerTouchedScreen = false; function resetGameForNextLevel() { // Reset hexTiles numbers for (var i = 0; i < hexTiles.length; i++) { // Number generation and assignment removed from here to be handled inside initializeHexTiles function. } // Reset goal var randomTile1 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; var randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; while (randomTile1 === randomTile2) { randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; } goalNumber = randomTile1.number + randomTile2.number; goalText.setText(goalNumber); // Reset combinations correctCombinations = 0; for (var i = 0; i < hexTiles.length; i++) { for (var j = i + 1; j < hexTiles.length; j++) { if (hexTiles[i].number + hexTiles[j].number === goalNumber) { correctCombinations++; } } } combinationsText.setText(correctGuess + '/' + correctCombinations); } var level = 1; var levelText = new Text2('Level ' + level, { size: 75, fill: '#ffffff' }); levelText.anchor.set(1, 0); LK.gui.topRight.addChild(levelText); correctGuess = 0; var correctGuess = 0; var lives = 3; var lifeIcons = []; for (var i = 0; i < lives; i++) { var lifeIcon = LK.getAsset('lifeIcon', { anchorX: 1, anchorY: 0, x: -i * 90, y: 100 }); LK.gui.topRight.addChild(lifeIcon); lifeIcons.push(lifeIcon); } var countdown = 15; if (hexTiles) { for (var i = 0; i < hexTiles.length; i++) { hexTiles[i].interactive = false; } } var countdownText = new Text2(countdown, { size: 300, fill: '#ffffff' }); countdownText.anchor.set(0.5, 1); LK.gui.top.addChild(countdownText); var countdownInterval = LK.setInterval(function () { if (playerTouchedScreen) { countdown--; if (countdown <= 0) { for (var i = 0; i < hexTiles.length; i++) { hexTiles[i].interactive = true; } countdownText.alpha = 0; goalText.visible = true; combinationsText.visible = true; LK.clearInterval(countdownInterval); for (var i = 0; i < hexTiles.length; i++) { hexTiles[i].getChildAt(1).setText(''); } } else { countdownText.setText(countdown); } } }, 1000); countdownText.y += 550; //var scoreText = new Text2('Score: 0', { // size: 75, // fill: '#ffffff' //}); //scoreText.anchor.set(0.5, 0); //LK.gui.top.addChild(scoreText); // Create goal number and display it below the score if (hexTiles && hexTiles.length > 1) { sumOfNeighbours = hexTiles[hexTiles.length - 2].number + hexTiles[hexTiles.length - 1].number; } // sumText initialization moved to after hexTiles initialization var sumOfNeighbours = 0; var hexTiles = []; var selectedTiles = []; var guessedPairs = {}; var gridRows = []; function initializeHexTiles() { function initializeHexTiles() { // Define gridRows based on the current game level var gridRows; if (level <= 2) { gridRows = [2, 3, 2]; } else if (level === 3) { gridRows = [3, 4, 3]; } else if (level === 4) { gridRows = [4, 5, 4]; } else { // Default to the highest defined grid for levels beyond those explicitly defined gridRows = [3, 4, 5, 4, 3]; } var tileSpacingX = 250; var tileSpacingY = 210; var startX = (2048 - Math.max.apply(Math, gridRows) * tileSpacingX) / 2 + tileSpacingX / 2; var startY = (2732 - gridRows.length * tileSpacingY) / 2 + tileSpacingY / 2; // Initialize hex tiles for (var i = 0; i < gridRows.length; i++) { for (var j = 0; j < gridRows[i]; j++) { var hexTile = new HexTile(i * gridRows.length + j); var numberRange; if (level <= 2) { numberRange = 3; } else if (level <= 5) { numberRange = 9; } else { numberRange = 12; } hexTile.setNumber(Math.floor(Math.random() * numberRange) + 1); hexTile.x = startX + j * tileSpacingX + (Math.max.apply(Math, gridRows) - gridRows[i]) * tileSpacingX / 2; hexTile.y = startY + i * tileSpacingY; game.addChild(hexTile); hexTiles.push(hexTile); (function (hexTile) { hexTile.on('down', function (obj) { if (countdown > 0) { return; } if (selectedTiles.length < 2) { hexTile.toggleSelect(); if (hexTile.isSelected) { selectedTiles.push(hexTile); if (selectedTiles.length == 2) { if (selectedTiles[0].number + selectedTiles[1].number === goalNumber) { var pairId = [selectedTiles[0].id, selectedTiles[1].id].sort().join('-'); if (!guessedPairs[pairId]) { LK.setScore(LK.getScore() + 1); // Removed undefined reference to scoreText // scoreText.setText('Score: ' + LK.getScore()); guessedPairs[pairId] = true; correctGuess++; combinationsText.setText(correctGuess + '/' + correctCombinations); } LK.setTimeout(function () { if (selectedTiles.length > 0) { selectedTiles[0].toggleSelect(); } if (selectedTiles.length > 1) { selectedTiles[1].toggleSelect(); } selectedTiles = []; }, 300); if (correctGuess === correctCombinations) { level++; correctGuess = 0; guessedPairs = {}; combinationsText.setText(correctGuess + '/' + correctCombinations); levelText.setText('Level ' + level); countdown = 15; goalText.visible = false; combinationsText.visible = false; countdownText.alpha = 1; countdownText.setText(countdown); LK.clearInterval(countdownInterval); countdownInterval = LK.setInterval(function () { countdown--; if (countdown <= 0) { countdownText.alpha = 0; goalText.visible = true; combinationsText.visible = true; LK.clearInterval(countdownInterval); for (var i = 0; i < hexTiles.length; i++) { hexTiles[i].getChildAt(1).setText(''); } } else { countdownText.setText(countdown); } }, 1000); LK.effects.flashScreen(0x90EE90, 500); // Remove previous hex tiles for (var i = 0; i < hexTiles.length; i++) { hexTiles[i].destroy(); } hexTiles = []; initializeHexTiles(); // Update goal and guesses with new numbers on the new grid // Ensure a different random background color is chosen when the level changes, different from the previous one. var previousBackgroundColor = game.backgroundColor; var newColors = [0xADD8E6, 0xFAD7A5, 0xFFB6C1, 0xFFA07A, 0xB39BDB, 0x90EE90].filter(function (color) { return color !== previousBackgroundColor; }); game.setBackgroundColor(newColors[Math.floor(Math.random() * newColors.length)]); var randomTile1 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; var randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; while (randomTile1 === randomTile2) { randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; } goalNumber = randomTile1.number + randomTile2.number; goalText.setText(goalNumber); // Reset combinations correctCombinations = 0; for (var i = 0; i < hexTiles.length; i++) { for (var j = i + 1; j < hexTiles.length; j++) { if (hexTiles[i].number + hexTiles[j].number === goalNumber) { correctCombinations++; } } } combinationsText.setText(correctGuess + '/' + correctCombinations); } } else { lives--; lifeIcons[lives].destroy(); if (lives <= 0) { LK.showGameOver(); } else { LK.effects.flashScreen(0xFFA07A, 500); } LK.setTimeout(function () { if (selectedTiles.length > 0) { selectedTiles[0].toggleSelect(); } if (selectedTiles.length > 1) { selectedTiles[1].toggleSelect(); } selectedTiles = []; }, 300); } } } else { var index = selectedTiles.indexOf(hexTile); if (index > -1) { selectedTiles.splice(index, 1); } } } }); })(hexTile); } } } initializeHexTiles(); } initializeHexTiles(); var randomTile1 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; var randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; while (randomTile1 === randomTile2) { randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)]; } var goalNumber = randomTile1.number + randomTile2.number; var goalText = new Text2(goalNumber, { size: 300, fill: '#ffffff', alpha: 0 // Make invisible initially }); goalText.visible = false; goalText.anchor.set(0.5, 1); goalText.y += 550; LK.gui.top.addChild(goalText); // Calculate the number of unique correct combinations var correctCombinations = 0; for (var i = 0; i < hexTiles.length; i++) { for (var j = i + 1; j < hexTiles.length; j++) { if (hexTiles[i].number + hexTiles[j].number === goalNumber) { correctCombinations++; } } } // Display the number of unique correct combinations below the goal var combinationsText = new Text2(correctGuess + '/' + correctCombinations, { size: 200, fill: '#ffffff', alpha: 1 // Make visible }); combinationsText.visible = false; combinationsText.anchor.set(0.5, 0); combinationsText.y += 1400; LK.gui.top.addChild(combinationsText); // Game tick function LK.on('tick', function () { // Game logic that needs to be executed every frame });
===================================================================
--- original.js
+++ change.js
@@ -52,9 +52,9 @@
howToPlayText.anchor.set(0.5, 0);
howToPlayText.y += 1600;
LK.gui.top.addChild(howToPlayText);
// Modify game's 'down' event listener to hide howToPlayText after first touch
-var originalGameDownHandler = game._events && game._events['down'] ? game._events['down'][0] : null;
+var originalGameDownHandler = game._events && game._events['down'] ? game._events['down'][0] : function () {};
function newGameDownHandler(obj) {
howToPlayText.alpha = 0;
originalGameDownHandler(obj);
}