User prompt
Move the horizontal line left by 50 units
User prompt
move down the horizontal line by 100 units
User prompt
ensure that the lower bricks on stop on the horizontal line
User prompt
tie this line up with the frame line with a rounded corner
User prompt
move this line down by 150 units
User prompt
move this line down by 50 units
User prompt
add a black thin horizontal line to the half of the map
User prompt
do it
User prompt
Load the building block units center at the top center of the screen
User prompt
When you load the building block units, their center should be at the top center of the screen
User prompt
ENSURE THAT Load the CENTER OF THE bricks from the center top of the map
User prompt
ENSURE THAT Load the bricks from the center top of the map
User prompt
YOU HAVE TO LOAD THE BRICKS FROM THE CENTER TOP OF THE MAP
User prompt
Move the frame asset right by 50 units
User prompt
Move the frame asset right by 100 units
User prompt
move the frame asset right by 500 units
User prompt
do it
User prompt
do it
User prompt
then repair this issue to visible
User prompt
add it to the upper half of the map
User prompt
repair this issue
User prompt
you didn't replace them
User prompt
Replace the Handconsole Asset and Tetris Blocks in display order!
User prompt
do it
User prompt
Ensure that the BRICK asset DO NOT COVER THE handconsole asset in the display order
/****
* Classes
****/
// Define a class for the frame of the rectangle
var Frame = Container.expand(function () {
var self = Container.call(this);
// Create the black frames
var frames = [];
for (var i = 0; i < 4; i++) {
var frame = self.attachAsset('frame', {
anchorX: i % 2 === 0 ? 0.5 : 0,
anchorY: i % 2 === 0 ? 0 : 0.5,
color: 0x000000
});
frames.push(frame);
}
// Position the frames around the rectangle
frames[0].x = -frames[0].width / 2; // Left frame
frames[1].y = -frames[1].height / 2; // Top frame
frames[2].x = rectangle.width + frames[2].width / 2; // Right frame
frames[3].y = rectangle.height + frames[3].height / 2; // Bottom frame
});
// Define a class for Tetris blocks
var TetrisBlock = Container.expand(function () {
var self = Container.call(this);
self.blocks = [];
self.shape = 'I'; // Default shape
// Initialize the block with a specific shape
self.init = function (shape) {
self.shape = shape;
self.blocks.forEach(function (block) {
return block.destroy();
});
self.blocks = [];
// Create blocks based on the shape
switch (shape) {
case 'I':
for (var i = 0; i < 4; i++) {
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.x = i * block.width;
self.blocks.push(block);
}
break;
case 'T':
for (var i = 0; i < 3; i++) {
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.x = i * block.width;
self.blocks.push(block);
}
var middleBlock = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
middleBlock.x = block.width;
middleBlock.y = block.height;
self.blocks.push(middleBlock);
break;
case 'Z':
for (var i = 0; i < 2; i++) {
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.x = i * block.width;
self.blocks.push(block);
}
for (var i = 0; i < 2; i++) {
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.x = (i + 1) * block.width;
block.y = block.height;
self.blocks.push(block);
}
break;
}
};
// Add rotation logic
self.rotate = function () {
var centerX = self.blocks[0].x;
var centerY = self.blocks[0].y;
self.blocks.forEach(function (block) {
var x = block.y - centerY;
var y = block.x - centerX;
block.x = centerX - x;
block.y = centerY + y;
});
};
// Update the position of the block
self.update = function () {
if (self.y < 2732 / 2) {
self.y += 5; // Move downwards
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for a transparent rectangle with black frames
var TransparentRectangle = Container.expand(function () {
var self = Container.call(this);
// Create the transparent rectangle
var rectangle = self.attachAsset('rectangle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.addChild(rectangle);
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var tetrisBlocks = [];
var currentBlock = null;
var blockShapes = ['I', 'T', 'Z'];
// Function to spawn a new block
function spawnBlock() {
var shape = blockShapes[Math.floor(Math.random() * blockShapes.length)];
currentBlock = new TetrisBlock();
currentBlock.init(shape);
currentBlock.x = 1024; // Center horizontally
currentBlock.y = 0; // Start at the top
game.addChild(currentBlock);
tetrisBlocks.push(currentBlock);
}
// Add a transparent rectangle with black frames to the upper half of the map
var rectangle = new TransparentRectangle();
rectangle.x = 1024; // Center horizontally
rectangle.y = 2732 / 4; // Position at the upper half of the map
game.addChild(rectangle);
// Add the frame to the game
var frame = new Frame();
frame.x = rectangle.x;
frame.y = rectangle.y;
game.addChild(frame);
// Add screen asset to the top of the map
var screen = game.attachAsset('screen', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 880
});
// Add handconsole asset to the game background
var handconsole = game.attachAsset('handconsole', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
game.setChildIndex(handconsole, game.children.length - 1);
// Handle game update
game.update = function () {
if (!currentBlock) {
spawnBlock();
} else {
for (var i = 0; i < tetrisBlocks.length; i++) {
if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) {
currentBlock = null;
spawnBlock();
break;
}
}
if (currentBlock) {
if (currentBlock.y + currentBlock.height > 2732) {
currentBlock.y = 2732 - currentBlock.height;
} else {
currentBlock.update();
}
}
}
if (!currentBlock) {
spawnBlock();
}
};
// Start the game by spawning the first block
spawnBlock();
// Add click event to the game
game.down = function (x, y, obj) {
if (currentBlock) {
currentBlock.rotate();
} else {
spawnBlock();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,26 @@
/****
* Classes
****/
+// Define a class for the frame of the rectangle
+var Frame = Container.expand(function () {
+ var self = Container.call(this);
+ // Create the black frames
+ var frames = [];
+ for (var i = 0; i < 4; i++) {
+ var frame = self.attachAsset('frame', {
+ anchorX: i % 2 === 0 ? 0.5 : 0,
+ anchorY: i % 2 === 0 ? 0 : 0.5,
+ color: 0x000000
+ });
+ frames.push(frame);
+ }
+ // Position the frames around the rectangle
+ frames[0].x = -frames[0].width / 2; // Left frame
+ frames[1].y = -frames[1].height / 2; // Top frame
+ frames[2].x = rectangle.width + frames[2].width / 2; // Right frame
+ frames[3].y = rectangle.height + frames[3].height / 2; // Bottom frame
+});
// Define a class for Tetris blocks
var TetrisBlock = Container.expand(function () {
var self = Container.call(this);
self.blocks = [];
@@ -91,23 +110,9 @@
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
- // Create the black frames
- var frames = [];
- for (var i = 0; i < 4; i++) {
- var frame = self.attachAsset('frame', {
- anchorX: i % 2 === 0 ? 0.5 : 0,
- anchorY: i % 2 === 0 ? 0 : 0.5,
- color: 0x000000
- });
- frames.push(frame);
- }
- // Position the frames around the rectangle
- frames[0].x = -frames[0].width / 2; // Left frame
- frames[1].y = -frames[1].height / 2; // Top frame
- frames[2].x = rectangle.width + frames[2].width / 2; // Right frame
- frames[3].y = rectangle.height + frames[3].height / 2; // Bottom frame
+ self.addChild(rectangle);
});
/****
* Initialize Game
@@ -137,8 +142,13 @@
var rectangle = new TransparentRectangle();
rectangle.x = 1024; // Center horizontally
rectangle.y = 2732 / 4; // Position at the upper half of the map
game.addChild(rectangle);
+// Add the frame to the game
+var frame = new Frame();
+frame.x = rectangle.x;
+frame.y = rectangle.y;
+game.addChild(frame);
// Add screen asset to the top of the map
var screen = game.attachAsset('screen', {
anchorX: 0.5,
anchorY: 0.5,