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Avoid start from right when the loading movement is head to left
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Repair this right direction moving from logic and head In the direction you were heading before the throw
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Repair this left direction bug
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Repair the first point
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Fix it
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no change the load way to right If player clicks
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 80
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 82
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 82
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Loading direction is countinous between left and right side edges. Do not change the load to left when load a new a towerblock
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = Math.max(towerBlocks[towerBlocks.length - 1].x, currentBlock.x); // Maintain x position of the last block or current block, whichever is greater' Line Number: 80
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Loading direction is countinous between left and right side edges. Do not change the load to left when drop a towerblock
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block' Line Number: 80
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Avoid jump to the left when dropping the tower block
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Set the x position of the new block to the x position of the last block in the towerBlocks array' Line Number: 80
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Avoid jump left loading to the center after dropping the tower block
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Avoid change the direction of loading to right after dropping the tower block
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Do it
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Then do it
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How could you Avoid switch the direction of loading to right after dropping the tower block
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Avoid jump back loading to the right direction after dropping the tower block
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Stop the block from swaying after it has been dropped
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Do not switch the direction to right after drop a block
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Why the loading move always the direction right when it loaded a block? You should ensure the load direction is countinous without break at right.
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Avoid jump back loading to the center after dropping the tower block
/**** * Classes ****/ // Class for Explosion var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { explosionGraphics.alpha -= 0.01; // Fade out the explosion if (explosionGraphics.alpha <= 0) { self.destroy(); // Destroy the explosion when it's fully faded out } }; }); // 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; } else if (self.x < blockGraphics.width / 2) { self.x = 2048 - blockGraphics.width / 2; } }; }); /**** * 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('Remaining Building Blocks: ' + counter.toString(), { size: 37.5, 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 if (towerBlocks.length > 0) { currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Maintain x position of the last block } 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 > 0) { // Check if counter is greater than zero createNewBlock(); currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Set the x position of the new block to the x position of the last block in the towerBlocks array counter--; // Decrease counter by one counterTxt.setText('Remaining Building Blocks: ' + counter.toString()); // Update counter text } }; // 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 // 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 = new Explosion(); explosion.x = towerBlocks[i].x; explosion.y = towerBlocks[i].y; game.addChild(explosion); 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 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