User prompt
ENSURE IF PLAYER CLICKS THEN NO RETURN TowerBlock LOADINGS TO THE CENTER TOP
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AVOID THE RESTART LOADING FROM HE CENTER TOP
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DO IT
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ENSURE THAT LOADINGS NOT STARTS ONLY FROM THE CENTERTOP OF THE MAP
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REPAIR THIS BUG
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Please fix the bug: 'Foundation is not defined' in or related to this line: 'currentBlock = new Foundation();' Line Number: 73
User prompt
Please fix the bug: 'Foundation is not defined' in or related to this line: 'currentBlock = new Foundation();' Line Number: 73
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REMOVE Foundation FROM THE GAME
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REMOVE Foundation BOUNCING, JUMPING AND SHAKING
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REPAIR THIS BUG
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AVOID Replace the Foundation with a TowerBlock after the first block has been dropped
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avoid foundation from bouncing, jumping, and replace the place with TowerBlock. If foundation reach the bottom of the map, then stop foundation movement
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avoid bouncing bug
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repair all of them jumping, bouncing bugs
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Avoid that towerBlock stuck in the top of the map or middle od the map
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if one foundation asset falled down then load towerBlock assets to falling
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Please fix the bug: 'Foundation is not defined' in or related to this line: 'currentBlock = new Foundation();' Line Number: 67
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Ensure that first asset that you load to falling is foundation asset
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Repair this bug
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Avoid block bouncing
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Add collision to towerblock asset. If towerblock asset reach an other one they cannot stuck in each other, but stop it on the top of the previous
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Add collision event to the grass asset. It must stop the towerblock asset falling
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Add grass asset to the bottom of the map
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Add sky asset to background
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Remove game over from the game
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Class for Foundation var Foundation = Container.expand(function () { var self = Container.call(this); var foundationGraphics = self.attachAsset('foundation', { anchorX: 0.5, anchorY: 0.5 }); self.swayDirection = 1; self.swaySpeed = 1; self.update = function () { self.x += self.swaySpeed * self.swayDirection; if (self.x > 2048 - foundationGraphics.width / 2 || self.x < foundationGraphics.width / 2) { self.swayDirection *= -1; } // Stop the foundation movement when it reaches the bottom of the map if (self.y >= 2732 - foundationGraphics.height / 2) { self.swaySpeed = 0; self.y = 2732 - foundationGraphics.height / 2; // Ensure the foundation stays at the bottom } }; }); // Class for TowerBlock var TowerBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('towerBlock', { anchorX: 0.5, anchorY: 0.5 }); self.swayDirection = 1; self.swaySpeed = 1; self.update = function () { self.x += self.swaySpeed * self.swayDirection; if (self.x > 2048 - blockGraphics.width / 2 || self.x < blockGraphics.width / 2) { self.swayDirection *= -1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background }); /**** * Game Code ****/ var sky = game.addChild(LK.getAsset('sky', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); var grass = game.addChild(LK.getAsset('grass', { anchorX: 0, anchorY: 1, x: 0, y: 2732 })); // Initialize variables var towerBlocks = []; var baseY = 2500; // Base row position var currentBlock = null; // Function to drop the current block function dropBlock() { if (currentBlock) { currentBlock.swaySpeed = 0; // Stop swaying towerBlocks.push(currentBlock); currentBlock = null; } } // Create a new block at the top of the screen function createNewBlock() { if (towerBlocks.length === 0) { currentBlock = new Foundation(); } else { currentBlock = new TowerBlock(); } currentBlock.x = 2048 / 2; currentBlock.y = 100; game.addChild(currentBlock); } // Handle screen tap to drop the block game.down = function (x, y, obj) { dropBlock(); createNewBlock(); }; // Initialize the first block createNewBlock(); // Update function for the game game.update = function () { if (currentBlock) { currentBlock.update(); } // Update positions of all blocks for (var i = 0; i < towerBlocks.length; i++) { towerBlocks[i].y += 5; // Move blocks down // Check if the block has collided with the grass if (towerBlocks[i].intersects(grass)) { towerBlocks[i].y = grass.y - towerBlocks[i].height / 2; // Position the block on top of the grass towerBlocks[i].swaySpeed = 0; // Stop the block from moving } // Check if the block has collided with another block for (var j = 0; j < towerBlocks.length; j++) { if (i != j && towerBlocks[i].intersects(towerBlocks[j])) { towerBlocks[i].y = towerBlocks[j].y - towerBlocks[i].height; // Position the block on top of the other block towerBlocks[i].swaySpeed = 0; // Stop the block from moving break; // Prevent block from bouncing by breaking the loop once a collision is detected } } } };
===================================================================
--- original.js
+++ change.js
@@ -18,8 +18,9 @@
}
// Stop the foundation movement when it reaches the bottom of the map
if (self.y >= 2732 - foundationGraphics.height / 2) {
self.swaySpeed = 0;
+ self.y = 2732 - foundationGraphics.height / 2; // Ensure the foundation stays at the bottom
}
};
});
// Class for TowerBlock
@@ -77,9 +78,9 @@
function createNewBlock() {
if (towerBlocks.length === 0) {
currentBlock = new Foundation();
} else {
- currentBlock = new Foundation();
+ currentBlock = new TowerBlock();
}
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);