User prompt
Fix it
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Repair it
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Fix counter bug
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Display the counter
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Add towerblock counter to the top left corner of the map. Ensure that counter is counting back from 20 one by one if player click.
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I written 20 not 19!!!
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'counterTxt.setText(towerBlockCounter.toString());' Line Number: 81
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Ensure that the counter counts backwards from 20 one at a time and counts each loaded item one at a time
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'counterTxt.setText(towerBlockCounter.toString());' Line Number: 81
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Add towerblock counter to the top left corner of the map. Ensure that player has 20 towerblock and no more load
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And remove from map if it fallen
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Ensure that an element that fell from the top of another falls breaks into pieces and disappears from the track
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {' Line Number: 127
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {' Line Number: 127
User prompt
Add an animated windstorm effect every 5 seconds to your game, which moves any elements off the map that don't fit at least 90% of the way underneath.
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Add a check to see if at 80 percent of the tower block fits on the underlying one, if not, slide it off
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If the elements do not fit together at least 70%, they will fall off each other
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How can you add real physics to the game so that towerblocks fall off each other if several elements don't fit together
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do not mirror but rotate slowly
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only just the sliding one
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slow the rotate half of the speed
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make the rotate half of the speed
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when the tower block slide it off from an other than rotate it by 180 degrees
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Please fix the bug: 'Timeout.tick error: towerBlocks[i] is undefined' in or related to this line: 'towerBlocks[i].y += 5;' Line Number: 112
User prompt
Please fix the bug: 'Timeout.tick error: towerBlocks[i] is undefined' in or related to this line: 'towerBlocks[i].y += 5;' Line Number: 111
/****
* Classes
****/
// Class for Counter
var Counter = Container.expand(function () {
var self = Container.call(this);
var counterText = new Text2('20', {
size: 150,
fill: 0xFFFFFF
});
self.addChild(counterText);
self.update = function () {
counterText.setText(this.text);
};
});
//<Assets used in the game will automatically appear here>
// 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;
counter.text = parseInt(counter.text) - 1;
}
}
// Create a new block at the top of the screen
function createNewBlock() {
// Create a new block at the top of the screen
function createNewBlock() {
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
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();
// Initialize the counter
var counter = new Counter();
counter.x = 50;
counter.y = 50;
game.addChild(counter);
// 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
// Initialize lastX for tracking changes on X
if (towerBlocks[i].lastX === undefined) {
towerBlocks[i].lastX = towerBlocks[i].x;
}
// Check if at least 90% of the tower block fits on the underlying one
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
// If not, slide it off animatedly
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
// Check if the block has fallen off completely
if (towerBlocks[i].lastX <= 0 && towerBlocks[i].x > 0) {
// Create an explosion effect
var explosion = LK.effects.explosion(towerBlocks[i].x, towerBlocks[i].y);
game.addChild(explosion);
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
} else if (towerBlocks[i].y > 2732) {
// Check if the block has fallen off the map
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
}
}
// Update last known states
towerBlocks[i].lastX = towerBlocks[i].x;
break; // Prevent block from bouncing by breaking the loop once a collision is detected
}
}
}
// Create a windstorm effect every 5 seconds
if (LK.ticks % 300 == 0) {
for (var i = 0; i < towerBlocks.length; i++) {
// If the block does not fit at least 90% of the way underneath, move it off the map
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,19 @@
/****
* Classes
****/
+// Class for Counter
+var Counter = Container.expand(function () {
+ var self = Container.call(this);
+ var counterText = new Text2('20', {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ self.addChild(counterText);
+ self.update = function () {
+ counterText.setText(this.text);
+ };
+});
//<Assets used in the game will automatically appear here>
// Class for TowerBlock
var TowerBlock = Container.expand(function () {
var self = Container.call(this);
@@ -42,19 +54,17 @@
y: 2732
}));
// Initialize variables
var towerBlocks = [];
-var towerBlockCounter = 20;
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;
- towerBlockCounter++;
- counterTxt.setText(towerBlockCounter.toString());
+ counter.text = parseInt(counter.text) - 1;
}
}
// Create a new block at the top of the screen
function createNewBlock() {
@@ -64,33 +74,25 @@
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
- if (towerBlockCounter > 1) {
- currentBlock = new TowerBlock();
- currentBlock.x = 2048 / 2;
- currentBlock.y = 100;
- game.addChild(currentBlock);
- towerBlockCounter--;
- if (counterTxt) {
- counterTxt.setText(towerBlockCounter.toString());
- }
- }
+ 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();
-// Display towerblock counter
-var counterTxt = new Text2(towerBlockCounter.toString(), {
- size: 50,
- fill: 0xFFFFFF
-});
-counterTxt.anchor.set(0, 0);
-LK.gui.topLeft.addChild(counterTxt);
+// Initialize the counter
+var counter = new Counter();
+counter.x = 50;
+counter.y = 50;
+game.addChild(counter);
// Update function for the game
game.update = function () {
if (currentBlock) {
currentBlock.update();