User prompt
Avoid jump back to the center after dropping the tower block
User prompt
Do not jump back to the center after dropping the tower block
User prompt
Blocks never jumping back to the center after being loaded
User prompt
Repair the issue of blocks jumping back to the center after being loaded
User prompt
Avoid the issue of blocks jumping back to the center after being loaded
User prompt
Fix it
User prompt
Do
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Do not respawn the blocks load from the center top of the map
User prompt
Avoid loading the blocks at the top center of the map always. Ensure it countinously in vertical
User prompt
Change the initial position of the block to make it start from the top of the screen to countinously vertically
User prompt
Please fix the bug: 'blockGraphics is not defined' in or related to this line: 'currentBlock.y = blockGraphics.height / 2;' Line Number: 83
User prompt
Variable the load of tiwerblocks vertically
User prompt
ensure the block load horizontally across the screen
User prompt
Avoid loading blocks from only the middle of the top of the screen. Constantly move horizontally, this will make it more varied
User prompt
No you didn't do it well
User prompt
This makes it too easy to drop blocks from the same place in the middle. The way to make the game harder is not to jump back to the center before loading each block, but to keep moving horizontally and load blocks from there.
User prompt
Add functionality to break and remove a block that falls off another block
User prompt
Decrease the size of the text and number to the half
User prompt
Decrease the size of the text and number to the fifth
User prompt
Add text before counter number: 'Remaining Building Blocks:'
User prompt
Decrease the size of text and number to the quarter
User prompt
Decrease the size of text and number to the fifth
User prompt
Add text before counter number: 'Building blocks:'
User prompt
Fix it
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Set counter to zero after 1
/****
* Classes
****/
//<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;
var counter = 20; // Initialize counter
var counterTxt = new Text2(counter.toString(), {
size: 150,
fill: 0xFFFFFF
}); // Create counter text
counterTxt.anchor.set(0, 0); // Set anchor to top left
LK.gui.topLeft.addChild(counterTxt); // Add counter text to top left corner of the map
// 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() {
// 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();
if (counter > 1) {
// Check if counter is greater than one
createNewBlock();
counter--; // Decrease counter by one
counterTxt.setText(counter.toString()); // Update counter text
}
};
// Initialize the first block
createNewBlock();
// Update function for the game
game.update = function () {
if (currentBlock) {
currentBlock.update();
}
if (counter === 1) {
// Check if counter has reached one
counter = 0; // Set counter to zero
counterTxt.setText(counter.toString()); // Update counter text
}
// 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;
}
}
}
};