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Repair all bugs from the point 1 to 8 and ensure the multiplayer in this game.
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Fix turn switching logic for player vs AI mode
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but still not working the player vs computer and player vs player multiplayer mods... You should ensure change the turn for the opponent!
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run bug repair in this game
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Add multiplayer event to the game logic in player vs ai computer opponent mode
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Add multiplayer event to the game logic in both of mods
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Add multiplayer event to the game logic
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If the player clicked on the leftbutton then the player vs second player mode is selected. In this mode the second player can select an other curling stone an play with it in alternate turns
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Add computer controlled opponent curling stone to the map when the match is started
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When player made his turn then load the cumputer opponent to the map and trigger it to push her curling stone
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In one turn player can only one push and after it load the opponent
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Load opponent stone when the player's stone stops moving IN THE MATCH!
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The curling stone is stopped so load opponent stone
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Change the turn to the ai if player is done with her turn
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Add computer controlled opponent to the match start
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Do these points to make it work
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Change player to opponent if the stone stopped
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'stones.forEach(function (otherStone) {' Line Number: 76
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone' Line Number: 367
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'stones.forEach(function (otherStone) {' Line Number: 76
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone' Line Number: 367
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'stones.forEach(function (otherStone) {' Line Number: 76
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone' Line Number: 367
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone' Line Number: 367
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone' Line Number: 367
===================================================================
--- original.js
+++ change.js
@@ -66,21 +66,15 @@
self.speed = 0;
if (self.touched && isPlayerTurn) {
isPlayerTurn = false;
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 === self || aiSelectedStone.touched || aiSelectedStone.speed > 0);
- // 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 opponent stone to the map
+ var opponentStone = new GreenStone();
+ opponentStone.x = 2048 / 2 + 100; // Slightly offset from the player's stone
+ opponentStone.y = 2732 * 0.75 + 400;
+ game.addChild(opponentStone);
+ } else if (!isPlayerTurn) {
+ isPlayerTurn = true; // Switch back to player's turn
}
}
};
self["throw"] = function (speed, direction) {
@@ -330,65 +324,13 @@
}
});
return count === 1;
}
-// Initialize stones array in the global scope to track all stones
-var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; // Initialize with all stone objects
+// 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) {
stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
- stone.lastX = stone.x; // Initialize lastX for each stone
- stone.lastY = stone.y; // Initialize lastY for each stone
});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
- stone.lastX = stone.x; // Initialize lastX for each stone
- stone.lastY = stone.y; // Initialize lastY for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
- stone.lastX = stone.x; // Initialize lastX for each stone
- stone.lastY = stone.y; // Initialize lastY for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
- stone.lastX = stone.x; // Initialize lastX for each stone
- stone.lastY = stone.y; // Initialize lastY for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
- stone.lastX = stone.x; // Initialize lastX for each stone
- stone.lastY = stone.y; // Initialize lastY for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-stones.forEach(function (stone) {
- stone.lastWasIntersecting = false; // Initialize lastWasIntersecting for each stone
-});
-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
@@ -593,9 +535,8 @@
var stoneSpacing = 200;
var totalStones = 8;
var startX = 2048 / 2 - stoneSpacing * (totalStones - 1) / 2;
var stone = game.addChild(new CurlingStone());
-stones.push(stone); // Add stone to the global stones array
stone.x = startX;
stone.y = 2732 * 0.75 + 500 - 350;
stone.interactive = true;
stone.on('down', function () {
@@ -615,9 +556,8 @@
// Logic for when stoneBlue is selected
console.log("stoneBlue selected");
});
var stoneRed = game.addChild(new RedStone());
-stones.push(stoneRed); // Add stoneRed to the global stones array
stoneRed.x = startX + stoneSpacing;
stoneRed.y = 2732 * 0.75 + 500 - 350;
stoneRed.interactive = true;
stoneRed.on('down', function () {
@@ -628,9 +568,8 @@
selectedStone = stoneRed;
checkStartButtonVisibility();
});
var stoneYellow = game.addChild(new YellowStone());
-stones.push(stoneYellow); // Add stoneYellow to the global stones array
stoneYellow.x = startX + stoneSpacing * 2;
stoneYellow.y = 2732 * 0.75 + 500 - 350;
stoneYellow.interactive = true;
stoneYellow.on('down', function () {
@@ -641,9 +580,8 @@
selectedStone = stoneYellow;
checkStartButtonVisibility();
});
var stoneGreen = game.addChild(new GreenStone());
-stones.push(stoneGreen); // Add stoneGreen to the global stones array
stoneGreen.x = startX + stoneSpacing * 3;
stoneGreen.y = 2732 * 0.75 + 500 - 350;
stoneGreen.interactive = true;
stoneGreen.on('down', function () {
@@ -654,9 +592,8 @@
selectedStone = stoneGreen;
checkStartButtonVisibility();
});
var stoneOrange = game.addChild(new OrangeStone());
-stones.push(stoneOrange); // Add stoneOrange to the global stones array
stoneOrange.x = startX + stoneSpacing * 4;
stoneOrange.y = 2732 * 0.75 + 500 - 350;
stoneOrange.interactive = true;
stoneOrange.on('down', function () {
@@ -667,9 +604,8 @@
selectedStone = stoneOrange;
checkStartButtonVisibility();
});
var stonePink = game.addChild(new PinkStone());
-stones.push(stonePink); // Add stonePink to the global stones array
stonePink.x = startX + stoneSpacing * 5;
stonePink.y = 2732 * 0.75 + 500 - 350;
stonePink.interactive = true;
stonePink.on('down', function () {
@@ -680,9 +616,8 @@
selectedStone = stonePink;
checkStartButtonVisibility();
});
var stonePurple = game.addChild(new PurpleStone());
-stones.push(stonePurple); // Add stonePurple to the global stones array
stonePurple.x = startX + stoneSpacing * 6;
stonePurple.y = 2732 * 0.75 + 500 - 350;
stonePurple.interactive = true;
stonePurple.on('down', function () {
@@ -693,9 +628,8 @@
selectedStone = stonePurple;
checkStartButtonVisibility();
});
var stoneNeon = game.addChild(new NeonStone());
-stones.push(stoneNeon); // Add stoneNeon to the global stones array
stoneNeon.x = startX + stoneSpacing * 7;
stoneNeon.y = 2732 * 0.75 + 500 - 350;
stoneNeon.interactive = true;
stoneNeon.on('down', function () {
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.