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Please fix the bug: 'ReferenceError: playerStartText is not defined' in or related to this line: 'if (playerStartText) {' Line Number: 668
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You should hide 'PLAYER START' TEXT if the player pushed the first stone
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Please fix the bug: 'ReferenceError: playerStartText is not defined' in or related to this line: 'if (playerStartText) {' Line Number: 669
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You should hide 'PLAYER START' TEXT if the player has started his first stroke
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ensure curling stones bouncing if they touching each other
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Add collision event to the game logic to avoid curling stone cover, overlapping an other curling stone
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Please fix the bug: 'ReferenceError: stones is not defined' in or related to this line: 'stones.forEach(function (otherStone) {' Line Number: 52
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ensure curling stone cannot cover an other stone
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ensure the curlingstone only up and down movement until the player clicks on the startbutton asset
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avoid curlingstones free movement until the player clicks on the start button
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CHANGE FREE MOVEMENT TO PUSH
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Are you offended or why does the curling stone vibrate when you move it??? FIX IT SO IT DOESN'T VIBRATE!
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AVA! You misunderstood the task! I did NOT tell you that when the startbutton is not visible, but when the player clicked on the startbutton. These two are very different!
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it's not working again
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so do
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Enable dragging of stoneBlue when the match is started
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Enable dragging of stoneBlue the startButton is selected
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Enable dragging of stoneBlue when player clicked on the startButton.
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ENSURE LET stoneBlue FREELY MOVEMENT BY MOUSE IF STARTBUTTON IS PRESSED
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DO IT TO LET IT FREELY MOVING
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REPAIR SIXTH POINT TO LET THE SELECTED CURLINGSTONE FREELY MOVING
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REPAIR FIRST POINT TO LET THE SELECTED CURLINGSTONE FREELY MOVING
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REPAIR THIRD POINT TO MADE WORK THE SELECTED CURLINGSTONE MOVING
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REPAIR FIRST POINT TO MADE WORK THE SELECTED CURLINGSTONE MOVING
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REPAIR ALL THES POINT TO LET FREELY MOVING OF THE SELECTED STONE
/**** * 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.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 // Check for intersections with other stones stones.forEach(function (otherStone) { if (otherStone !== self && 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; } }; 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 LightBlueStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneLightBlue', { 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 isExactlyOneStoneBelowRedLine() { var stoneLightBlue = game.addChild(new LightBlueStone()); stoneLightBlue.x = startX + stoneSpacing * 8; stoneLightBlue.y = 2732 * 0.75 + 500 - 350; stoneLightBlue.interactive = true; stoneLightBlue.on('down', function () { if (selectedStone && selectedStone !== stoneLightBlue) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneLightBlue.y = stoneLightBlue.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneLightBlue; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon, stoneLightBlue]; var count = 0; stones.forEach(function (stone) { if (stone.y > 2732 * 0.75 + 300) { // Initialize the game state var playerStartText = null; // Define playerStartText in the global scope 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 = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; // Initialize playerStartText variable var playerStartText = null; // Define playerStartText in the global scope // 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 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 }); 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 }); 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'; 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(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 } 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; // Handle touch events game.down = function (x, y, obj) { if (selectedStone) { if (y > 2732 * 0.75 + 300 && y < 2732) { 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 } throwing = true; } throwStart = { x: x, y: y }; }; game.up = function (x, y, obj) { if (throwing && selectedStone) { // Hide 'PLAYER START' text after the first stone is thrown if (playerStartText) { playerStartText.visible = false; } 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; } }; // Update the game state game.update = function () { // Removed game over condition when stone intersects target if (selectedStone) { 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; } // 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
@@ -313,8 +313,10 @@
return count === 1;
}
// Initialize stones array to track all stones
var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon];
+// Initialize playerStartText variable
+var playerStartText = null; // Define playerStartText in the global scope
// Initialize startButton variable
var startButton = null;
// Function to check the visibility of the start button
function checkStartButtonVisibility() {
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.