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Curlinstones cannot cover other curlinstones in display order but they collision with each other.
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Add second stone to the map
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Ensure player has one movement with curlinstone and change turn to ai
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Change turn from player to computer when player pushed her curlingstone
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Change player to computer
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Ensure centerline cannot cover the texts in display order
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Ensure centerline is under the texts in the display order
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Ensure gamemodeasset is above centerline in display order
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Play crawl sound when the selected curling stone is moving
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Please fix the bug: 'ReferenceError: otherStone is not defined' in or related to this line: 'self.lastWasIntersecting = self.intersects(otherStone); // Update lastWasIntersecting after collision detection' Line Number: 55
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Add click event to the mobile phone by handling touch events
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Why cannot moving the stone? Repair this bug!
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Please fix the bug: 'ReferenceError: otherStone is not defined' in or related to this line: 'self.lastWasIntersecting = self.intersects(otherStone); // Update lastWasIntersecting after collision detection' Line Number: 55
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Hey! The stone is stopped moving! Fix this bug!
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Please fix the bug: 'ReferenceError: otherStone is not defined' in or related to this line: 'self.lastWasIntersecting = self.intersects(otherStone); // Update lastWasIntersecting after collision detection' Line Number: 55
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ADD COLLISION EVENT TO THE CURLING STONES
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Avoid removement of the selected curlingstone
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add computer controlled opponent to the map when the player selected stone stopped
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Please fix the bug: 'ReferenceError: otherStone is not defined' in or related to this line: 'self.lastWasIntersecting = self.intersects(otherStone); // Update lastWasIntersecting after collision detection' Line Number: 55
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Migrate the latest LK Engine
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remove the player start text from the map if the player has shot his stone
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update game logic
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remove the player start text from the map
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A player can only move his stone once in a turn. Next comes the opponent.
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The players turn is off when the her curling is stopped.
/**** * Classes ****/ // The assets will be automatically created and loaded by the LK engine // Create a class for the curling stone var CurlingStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneBlue', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change self.canMove = true; // Initialize canMove property to allow movement initially self.lastWasIntersecting = false; // Initialize lastWasIntersecting for collision detection self.touched = false; // Track if the stone has been touched self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; // Play crawl sound when the stone is moving if (self.speed > 0 && !self.crawlSoundPlaying) { LK.getSound('Crawl').play(); self.crawlSoundPlaying = true; } else if (self.speed <= 0 && self.crawlSoundPlaying) { LK.getSound('Crawl').stop(); self.crawlSoundPlaying = false; } // Check if the stone has crossed the red line if (self.lastY <= 2732 * 0.75 + 300 && self.y > 2732 * 0.75 + 300) { self.canMove = false; // Disable further movement // Check for intersections with other stones stones.forEach(function (otherStone) { if (otherStone !== self && self.lastWasIntersecting === false && self.intersects(otherStone)) { // Calculate the angle of collision var angle = Math.atan2(self.y - otherStone.y, self.x - otherStone.x); // Calculate new direction for both stones var selfNewDirection = angle + Math.PI; var otherStoneNewDirection = angle; // Swap speeds for a simple elastic collision effect var tempSpeed = self.speed; self.speed = otherStone.speed; otherStone.speed = tempSpeed; // Set new directions self.direction = selfNewDirection; otherStone.direction = otherStoneNewDirection; } self.lastWasIntersecting = self.intersects(otherStone); // Update lastWasIntersecting after collision detection }); } self.lastX = self.x; // Update lastX after position change // Define VALUE and VALUE2 for X and Y coordinate checks var VALUE = 2048 / 2; // Center of the screen for X coordinate check var VALUE2 = 2732 * 0.25; // Target line for Y coordinate check // Check if we reached the X position (VALUE) right now as we were not there before if (self.lastX <= VALUE && self.x > VALUE) { console.log("Reached the center X position!"); // Additional logic for when the stone reaches the center X position } self.lastY = self.y; // Update lastY after position change // Check if we reached the X (VALUE2) and Y (VALUE) position right at this frame, and not the frame before if (self.lastY <= VALUE && self.y > VALUE && self.x <= VALUE2 && self.x > VALUE2) { console.log("Reached the target X and Y position!"); // Additional logic for when the stone reaches the target X and Y position } // Check if we reached the Y position (VALUE) right at this frame now as we were not there before (last update tick) if (self.lastY <= VALUE && self.y > VALUE) { console.log("Reached the target line!"); // Additional logic for when the stone reaches the target line } // Check for intersections with other stones stones.forEach(function (otherStone) { if (otherStone !== self && self.lastWasIntersecting === false && self.intersects(otherStone)) { // Calculate the angle of collision var angle = Math.atan2(self.y - otherStone.y, self.x - otherStone.x); // Calculate new direction for both stones var selfNewDirection = angle + Math.PI; var otherStoneNewDirection = angle; // Swap speeds for a simple elastic collision effect var tempSpeed = self.speed; self.speed = otherStone.speed; otherStone.speed = tempSpeed; // Set new directions self.direction = selfNewDirection; otherStone.direction = otherStoneNewDirection; } }); self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; if (self.touched) { if (gameMode === 'playerVsAI') { isPlayerTurn = !isPlayerTurn; // Toggle turn if (!isPlayerTurn) { aiTakeTurn(); // Trigger AI's turn } } else if (gameMode === 'playerVsPlayer') { isPlayerTurn = !isPlayerTurn; // Toggle turn currentPlayer = isPlayerTurn ? 1 : 2; // Switch between player 1 and player 2 } self.touched = false; // Reset touched state after turn ends } } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); // Create a class for the game mode selection pop-up var GameModePopup = Container.expand(function () { var self = Container.call(this); // Create background for the pop-up // Removed the duplicated whiteCenter asset from the map // Create text for the pop-up var text = new Text2('Choose Game Mode', { size: 150, fill: 0x000000 }); text.anchor.set(0.5, 0.5); text.x = 2048 / 2; text.y = 2732 / 2; self.addChild(text); // Create text for choosing curling stone var chooseStoneText = new Text2('Choose Curling Stone', { size: 120, fill: 0x000000 }); chooseStoneText.anchor.set(0.5, 0.5); chooseStoneText.x = 2048 / 2; chooseStoneText.y = 2732 / 2 + 600; self.addChild(chooseStoneText); }); var GreenStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneGreen', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var NeonStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneNeon', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var OrangeStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneOrange', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var PinkStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stonePink', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var PurpleStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stonePurple', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var RedStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneRed', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var YellowStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneYellow', { anchorX: 0.5, anchorY: 0.5 }); self.lastX = self.x; // Initialize lastX for tracking previous X position self.lastY = self.y; // Initialize lastY for tracking previous Y position self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.lastX = self.x; // Update lastX after position change self.lastY = self.y; // Update lastY after position change self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF // Init game with white background }); /**** * Game Code ****/ function aiTakeTurn() { // AI selects a stone of a different color var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; var aiSelectedStone = null; do { aiSelectedStone = stones[Math.floor(Math.random() * stones.length)]; } while (aiSelectedStone === selectedStone || aiSelectedStone.touched || aiSelectedStone.speed > 0 || aiSelectedStone === null); // AI throws the stone with a random speed and direction if (aiSelectedStone) { var speed = Math.random() * 5 + 1; // Random speed between 1 and 6 var direction = Math.random() * Math.PI * 2; // Random direction aiSelectedStone["throw"](speed, direction); aiSelectedStone.touched = true; // Mark the stone as touched // Add AI's stone to the map if (!aiSelectedStone.parent) { game.addChild(aiSelectedStone); } } // Toggle back to player's turn isPlayerTurn = true; // Switch back to player's turn after AI's turn } function isExactlyOneStoneBelowRedLine() { var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; var count = 0; stones.forEach(function (stone) { if (stone.y > 2732 * 0.75 + 300) { // Removed game over condition when stone intersects target if (!startButton) { // Check if startButton is null, indicating it has disappeared // Logic to start the match console.log("Match has started!"); } count++; } }); return count === 1; } // Initialize stones array to track all stones var stones = [new CurlingStone(), new RedStone(), new YellowStone(), new GreenStone(), new OrangeStone(), new PinkStone(), new PurpleStone(), new NeonStone()]; stones.forEach(function (stone) { game.addChild(stone); // Ensure each stone is added to the game in the correct order }); stones.forEach(function (stone) { stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone }); var anotherObject = whiteCenter; // Define anotherObject for intersection checks // Initialize startButton variable var startButton = null; // Function to check the visibility of the start button function checkStartButtonVisibility() { if (gameMode !== null && selectedStone !== null && selectedStone.y > 2732 * 0.75 + 300 && (selectAsset.visible || selectGreenAsset.visible)) { // Logic to display the start button startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); startButton.visible = true; startButton.interactive = true; startButton.on('down', startButtonClickHandler); game.addChild(startButton); } else { if (startButton) { startButton.visible = false; } } } // Initialize playerStartText variable var playerStartText = null; // Initialize game mode variable var gameMode = null; var selectedStone = null; // Track selected stone // Display the game mode selection pop-up var gameModePopup = new GameModePopup(); game.addChild(gameModePopup); // Add first game mode asset to the map var gameModeAsset1 = LK.getAsset('gameModeAsset', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(gameModeAsset1); // Add second game mode asset to the map var gameModeAsset2 = LK.getAsset('gameModeAsset', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 600 // Adjusted position for the second asset }); game.addChild(gameModeAsset2); // Add left button to the center of the map var leftButton = LK.getAsset('leftButton', { anchorX: 1.0, // Align right edge anchorY: 0.0, x: 2048 / 2, y: gameModeAsset1.y + gameModeAsset1.height / 2 }); leftButton.interactive = true; leftButton.on('down', function () { selectPlayerVsPlayerMode(); isPlayerTurn = true; // Set to player 1's turn gameMode = 'playerVsPlayer'; // Ensure game mode is set to player vs player }); game.addChild(leftButton); // Add playervsplayer asset to the map var playervsplayerAsset = LK.getAsset('playervsplayer', { anchorX: 0.5, anchorY: 0.5, x: leftButton.x - leftButton.width / 2, y: leftButton.y + leftButton.height / 2 }); game.addChild(playervsplayerAsset); // Add select asset to indicate selection var selectAsset = LK.getAsset('select', { anchorX: 0.5, anchorY: 0.5, x: leftButton.x - leftButton.width / 2, y: leftButton.y + leftButton.height / 2 }); selectAsset.visible = false; // Initially hidden game.addChild(selectAsset); // Add right button to the center of the map var rightButton = LK.getAsset('rightButton', { anchorX: 0.0, // Align left edge anchorY: 0.0, x: 2048 / 2, y: gameModeAsset1.y + gameModeAsset1.height / 2 }); rightButton.interactive = true; rightButton.on('down', function () { selectPlayerVsAIMode(); isPlayerTurn = false; // Set opponent to computer gameMode = 'playerVsAI'; // Ensure game mode is set to player vs AI }); game.addChild(rightButton); // Add selectgreen asset to the map var selectGreenAsset = LK.getAsset('selectgreen', { anchorX: 0.5, anchorY: 0.5, x: rightButton.x + rightButton.width / 2, y: rightButton.y + rightButton.height / 2 }); selectGreenAsset.visible = false; // Initially hidden game.addChild(selectGreenAsset); // Function to handle player vs ai mode selection function selectPlayerVsAIMode() { gameMode = 'playerVsAI'; isPlayerTurn = false; // Set opponent to computer selectGreenAsset.visible = !selectGreenAsset.visible; if (selectGreenAsset.visible) { selectAsset.visible = false; } selectGreenAsset.x = rightButton.x + rightButton.width / 2; selectGreenAsset.y = rightButton.y + rightButton.height / 2; checkStartButtonVisibility(); } // Function to handle player vs player mode selection function selectPlayerVsPlayerMode() { gameMode = 'playerVsPlayer'; selectAsset.visible = !selectAsset.visible; if (selectAsset.visible) { selectGreenAsset.visible = false; } selectAsset.x = leftButton.x - leftButton.width / 2; selectAsset.y = leftButton.y + leftButton.height / 2; checkStartButtonVisibility(); } // Add interaction to playervsplayerAsset playervsplayerAsset.interactive = true; playervsplayerAsset.on('down', selectPlayerVsPlayerMode); // Add playervsai asset to the map var playervsaiAsset = LK.getAsset('playervsai', { anchorX: 0.5, anchorY: 0.5, x: rightButton.x + rightButton.width / 2, y: rightButton.y + rightButton.height / 2 }); playervsaiAsset.interactive = true; playervsaiAsset.on('down', selectPlayerVsAIMode); game.addChild(playervsaiAsset); // Add center line to the game var centerLine = LK.getAsset('centerLine', { anchorX: 0.5, anchorY: 0.0, x: 2048 / 2, y: 0 }); // Add left lane to the game var leftLane = LK.getAsset('leftLane', { anchorX: 0.5, anchorY: 0.0, x: 50, y: 0 }); game.addChild(leftLane); // Add right lane to the game var rightLane = LK.getAsset('rightLane', { anchorX: 0.5, anchorY: 0.0, x: 2048 - 50, y: 0 }); game.addChild(rightLane); // Add red horizontal line to the lower quarter of the map var redLine = LK.getAsset('redLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.75 + 300 }); // Add grey horizontal target line to the upper quadrant of the map var targetLine = LK.getAsset('targetLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); var whiteRing = LK.getAsset('whiteRing', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); var redRing = LK.getAsset('redRing', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); var blueRing = LK.getAsset('blueRing', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); game.addChild(blueRing); game.addChild(whiteRing); game.addChild(redRing); // Add whiteCenter to the center of the redRing var whiteCenter = LK.getAsset('whiteCenter', { anchorX: 0.5, anchorY: 0.5, x: redRing.x, y: redRing.y }); game.addChild(whiteCenter); game.addChild(gameModeAsset1); game.addChild(gameModeAsset2); game.addChild(centerLine); game.addChild(redLine); game.addChild(targetLine); var stoneSpacing = 200; var totalStones = 8; var startX = 2048 / 2 - stoneSpacing * (totalStones - 1) / 2; var stone = game.addChild(new CurlingStone()); stone.x = startX; stone.y = 2732 * 0.75 + 500 - 350; stone.interactive = true; stone.on('down', function () { if (selectedStone && selectedStone !== stone) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position selectedStone.touched = false; // Reset touched state } if (startButton && startButton.visible === false) { stone.y = stone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; } else { stone.y = stone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; // Allow movement above redline } selectedStone = stone; checkStartButtonVisibility(); }); stone.on('select', function () { // Logic for when stoneBlue is selected console.log("stoneBlue selected"); }); var stoneRed = game.addChild(new RedStone()); stoneRed.x = startX + stoneSpacing; stoneRed.y = 2732 * 0.75 + 500 - 350; stoneRed.interactive = true; stoneRed.on('down', function () { if (selectedStone && selectedStone !== stoneRed) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneRed.y = stoneRed.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneRed; checkStartButtonVisibility(); }); var stoneYellow = game.addChild(new YellowStone()); stoneYellow.x = startX + stoneSpacing * 2; stoneYellow.y = 2732 * 0.75 + 500 - 350; stoneYellow.interactive = true; stoneYellow.on('down', function () { if (selectedStone && selectedStone !== stoneYellow) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneYellow.y = stoneYellow.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneYellow; checkStartButtonVisibility(); }); var stoneGreen = game.addChild(new GreenStone()); stoneGreen.x = startX + stoneSpacing * 3; stoneGreen.y = 2732 * 0.75 + 500 - 350; stoneGreen.interactive = true; stoneGreen.on('down', function () { if (selectedStone && selectedStone !== stoneGreen) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneGreen.y = stoneGreen.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneGreen; checkStartButtonVisibility(); }); var stoneOrange = game.addChild(new OrangeStone()); stoneOrange.x = startX + stoneSpacing * 4; stoneOrange.y = 2732 * 0.75 + 500 - 350; stoneOrange.interactive = true; stoneOrange.on('down', function () { if (selectedStone && selectedStone !== stoneOrange) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneOrange.y = stoneOrange.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneOrange; checkStartButtonVisibility(); }); var stonePink = game.addChild(new PinkStone()); stonePink.x = startX + stoneSpacing * 5; stonePink.y = 2732 * 0.75 + 500 - 350; stonePink.interactive = true; stonePink.on('down', function () { if (selectedStone && selectedStone !== stonePink) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stonePink.y = stonePink.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stonePink; checkStartButtonVisibility(); }); var stonePurple = game.addChild(new PurpleStone()); stonePurple.x = startX + stoneSpacing * 6; stonePurple.y = 2732 * 0.75 + 500 - 350; stonePurple.interactive = true; stonePurple.on('down', function () { if (selectedStone && selectedStone !== stonePurple) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stonePurple.y = stonePurple.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stonePurple; checkStartButtonVisibility(); }); var stoneNeon = game.addChild(new NeonStone()); stoneNeon.x = startX + stoneSpacing * 7; stoneNeon.y = 2732 * 0.75 + 500 - 350; stoneNeon.interactive = true; stoneNeon.on('down', function () { if (selectedStone && selectedStone !== stoneNeon) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneNeon.y = stoneNeon.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneNeon; checkStartButtonVisibility(); }); // Initialize the game state var throwing = false; var throwStart = null; var isPlayerTurn = true; // Track whose turn it is, starting with player 1 var currentPlayer = 1; // Track the current player (1 or 2) in player vs player mode var player1Stones = []; var player2Stones = []; // Handle touch events game.down = function (x, y, obj) { if (selectedStone) { // Hide 'PLAYER START' text if it exists if (playerStartText) { playerStartText.visible = false; } // Hide 'PLAYER START' text if it exists if (playerStartText) { playerStartText.visible = false; } if (selectedStone.canMove && !selectedStone.touched && y > 2732 * 0.75 + 300 && y < 2732 && selectedStone.lastY <= 2732 * 0.75 + 300 && selectedStone.y <= 2732 * 0.75 + 300) { selectedStone.touched = true; // Mark the stone as touched selectedStone.lastX = selectedStone.x; // Update lastX before position change selectedStone.lastY = selectedStone.y; // Update lastY before position change selectedStone.x = x; selectedStone.y = y; selectedStone.interactive = false; // Disable interaction for dragging if (gameMode === 'playerVsPlayer' && isPlayerTurn) { // Switch to the second player's stone var secondPlayerStone = stones.find(function (stone) { return !stone.touched && stone.speed === 0; }); if (secondPlayerStone) { selectedStone = secondPlayerStone; } } else if (gameMode === 'playerVsPlayer' && !isPlayerTurn) {} // Switch to the first player's stone var firstPlayerStone = stones.find(function (stone) { return stone.touched && stone.speed === 0; }); if (firstPlayerStone) { selectedStone = firstPlayerStone; } } throwing = true; } throwStart = { x: x, y: y }; }; game.up = function (x, y, obj) { if (throwing && selectedStone) { // Hide 'PLAYER START' text if it exists if (playerStartText) { playerStartText.visible = false; playerStartText.destroy(); // Remove the text from the game playerStartText = null; // Clear the reference } var dx = x - throwStart.x; // Calculate the difference in x var dy = y - throwStart.y; // Calculate the difference in y var speed = Math.sqrt(dx * dx + dy * dy) / 50; // Adjust speed calculation for push var direction = Math.atan2(dy, dx); // Calculate direction selectedStone["throw"](speed, direction); // Apply throw with calculated speed and direction throwing = false; // Toggle turns between player and AI if (gameMode === 'playerVsPlayer') { isPlayerTurn = !isPlayerTurn; currentPlayer = isPlayerTurn ? 1 : 2; // Switch between player 1 and player 2 if (isPlayerTurn) { // Load the second player's stone var secondPlayerStone = stones.find(function (stone) { return !stone.touched && stone.speed === 0; }); if (secondPlayerStone) { secondPlayerStone.touched = true; game.addChild(secondPlayerStone); } } else { // Load the first player's stone var firstPlayerStone = stones.find(function (stone) { return stone.touched && stone.speed === 0; }); if (firstPlayerStone) { firstPlayerStone.touched = true; game.addChild(firstPlayerStone); } } if (!isPlayerTurn) { // Load the second player's stone var secondPlayerStone = stones.find(function (stone) { return !stone.touched && stone.speed === 0; }); if (secondPlayerStone) { secondPlayerStone.touched = true; game.addChild(secondPlayerStone); } } } else if (gameMode === 'playerVsAI' && isPlayerTurn) { isPlayerTurn = false; // Switch to AI's turn aiTakeTurn(); // Trigger AI's turn } else if (gameMode === 'playerVsAI' && !isPlayerTurn) { isPlayerTurn = true; // Switch back to player's turn // Load the player's stone var playerStone = stones.find(function (stone) { return stone.touched && stone.speed === 0; }); if (playerStone) { playerStone.touched = true; game.addChild(playerStone); } } if (!isPlayerTurn && !selectedStone.touched) { if (gameMode === 'playerVsAI') { aiTakeTurn(); } else if (gameMode === 'playerVsPlayer') { // Switch to the next player's turn isPlayerTurn = true; } } } }; // Update the game state game.update = function () { // Removed game over condition when stone intersects target if (selectedStone) { if (gameMode === 'playerVsPlayer') { if (isPlayerTurn && currentPlayer === 1) { player1Stones.push(selectedStone); } else if (!isPlayerTurn && currentPlayer === 2) { player2Stones.push(selectedStone); } } // I care about the exact frame when I intersect, so check I was not intersecting / colliding before if (selectedStone.lastWasIntersecting === false && selectedStone.intersects(anotherObject)) { console.log("Intersection with the target!"); // Additional logic for when the stone intersects with the target } selectedStone.lastWasIntersecting = selectedStone.intersects(anotherObject); selectedStone.update(); if (selectedStone.lastX !== selectedStone.x || selectedStone.lastY !== selectedStone.y) { selectedStone.lastX = selectedStone.x; // Update lastX before position change selectedStone.lastY = selectedStone.y; // Update lastY before position change } // Check if the stone has reached the target line if (selectedStone.lastY <= 2732 * 0.25 && selectedStone.y > 2732 * 0.25) { console.log("Stone reached the target line!"); // Additional logic for when the stone reaches the target line } } }; function startButtonClickHandler() { // Move the selected stone to the center line bottom under the red line center if (selectedStone) { selectedStone.x = 2048 / 2; // Center horizontally selectedStone.y = 2732 * 0.75 + 400; // Position between the red line and the center bottom selectedStone.interactive = false; // Disable interaction for dragging } // AI selects a stone of a different color var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; var aiSelectedStone = null; do { aiSelectedStone = stones[Math.floor(Math.random() * stones.length)]; } while (aiSelectedStone === selectedStone); // Move AI selected stone to a different position if (aiSelectedStone) { aiSelectedStone.x = 2048 / 2 + 100; // Slightly offset from the player's stone aiSelectedStone.y = 2732 * 0.75 + 400; aiSelectedStone.touched = true; // Mark the AI stone as touched if (!aiSelectedStone.parent) { game.addChild(aiSelectedStone); // Add AI's stone to the game stones.forEach(function (stone) { game.addChild(stone); // Ensure each stone is added to the game in the correct order }); } } // Hide non-selected stones var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; stones.forEach(function (stone) { if (stone !== selectedStone) { stone.visible = false; } stone.interactive = false; // Disable interaction for all stones }); // Hide other specified assets gameModeAsset1.visible = false; gameModeAsset2.visible = false; leftButton.visible = false; playervsaiAsset.visible = false; playervsplayerAsset.visible = false; rightButton.visible = false; selectAsset.visible = false; selectGreenAsset.visible = false; if (startButton && startButton.visible) { // Add 'PLAYER START' text to the top center of the map var playerStartText = new Text2('PLAYER START', { size: 75, fill: 0x000000 }); playerStartText.anchor.set(0.5, 0.5); playerStartText.x = 2048 / 2 - 20; playerStartText.y = 75; // Position at the top center, moved up by 25 units game.addChild(playerStartText); startButton.destroy(); // Destroy the startButton to ensure it disappears completely startButton = null; // Set startButton to null to remove reference } // Remove texts from the map gameModePopup.visible = false; }
===================================================================
--- original.js
+++ change.js
@@ -359,8 +359,11 @@
}
// Initialize stones array to track all stones
var stones = [new CurlingStone(), new RedStone(), new YellowStone(), new GreenStone(), new OrangeStone(), new PinkStone(), new PurpleStone(), new NeonStone()];
stones.forEach(function (stone) {
+ game.addChild(stone); // Ensure each stone is added to the game in the correct order
+});
+stones.forEach(function (stone) {
stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
});
var anotherObject = whiteCenter; // Define anotherObject for intersection checks
// Initialize startButton variable
@@ -591,25 +594,8 @@
}
selectedStone = stone;
checkStartButtonVisibility();
});
-var secondStone = game.addChild(new CurlingStone());
-secondStone.x = startX + stoneSpacing;
-secondStone.y = 2732 * 0.75 + 500 - 350;
-secondStone.interactive = true;
-secondStone.on('down', function () {
- if (selectedStone && selectedStone !== secondStone) {
- selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
- selectedStone.touched = false; // Reset touched state
- }
- if (startButton && startButton.visible === false) {
- secondStone.y = secondStone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
- } else {
- secondStone.y = secondStone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; // Allow movement above redline
- }
- selectedStone = secondStone;
- checkStartButtonVisibility();
-});
stone.on('select', function () {
// Logic for when stoneBlue is selected
console.log("stoneBlue selected");
});
@@ -795,9 +781,18 @@
}
} else if (gameMode === 'playerVsAI' && isPlayerTurn) {
isPlayerTurn = false; // Switch to AI's turn
aiTakeTurn(); // Trigger AI's turn
- selectedStone.touched = true; // Mark the stone as touched to prevent further movement
+ } else if (gameMode === 'playerVsAI' && !isPlayerTurn) {
+ isPlayerTurn = true; // Switch back to player's turn
+ // Load the player's stone
+ var playerStone = stones.find(function (stone) {
+ return stone.touched && stone.speed === 0;
+ });
+ if (playerStone) {
+ playerStone.touched = true;
+ game.addChild(playerStone);
+ }
}
if (!isPlayerTurn && !selectedStone.touched) {
if (gameMode === 'playerVsAI') {
aiTakeTurn();
@@ -856,8 +851,11 @@
aiSelectedStone.y = 2732 * 0.75 + 400;
aiSelectedStone.touched = true; // Mark the AI stone as touched
if (!aiSelectedStone.parent) {
game.addChild(aiSelectedStone); // Add AI's stone to the game
+ stones.forEach(function (stone) {
+ game.addChild(stone); // Ensure each stone is added to the game in the correct order
+ });
}
}
// Hide non-selected stones
var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon];
black curling stone with pink top, top view.
Black curlingstone with purple top, top view.
Black curlingstone with yellow top, top view.
Black curlingstone with orange top, top view.
black curlingstone with neongreen top, top view.
Black curlingstone with neonblue top, top view.
add a text to the center: "Player vs Player"
neongreen rectangle with rounded corners, transparent in the middle.
Red button with white start text.