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YOU CANNOT EVEN LOAD ONE MISERABLE ASSET BEFORE ANOTHER IN DISPLAY ORDER...
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REPAIR THIS ISSUE BECAUS THIS IS YOUR FAULT
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ensure that the handconsole asset is do not cover the 'left' asset
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Move the 'left' image ONTO the handconsole asset in he display order
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I DONT CARE JUST REPAIR THIS
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Move the 'left' image ABOVE THE HANDCONSOLE IN the display order
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ENSURE THAT THE HANDCONSOLE ASSET DO NOT COVER THE 'left' image
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REPAIR THIS BECAUSE THIS WAS YOUR FAULT
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(handconsole, game.children.length - 2);' Line Number: 164
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ENSURE THAT THE 'left' image IS ABOVE ON THE HANDCONSOLE IN THE DISPLAY ORDER
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ENSURE THAT THE 'left' image IS ON THE TOP OF THE DISPLAY ORDER
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MOVE THE 'left' image DOWN BY 600 UNITS AND LEFT BY 400 UNITS
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Add 'left' image to the MAP
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Add "L" asset to the game
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Add left asset to the CENTER OF map
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ADD LEFT ASSET TO THE LEFT BOTTOM OF THE MAP
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DO IT
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WHY IS IT THAT THERE ARE SUCH BLOCKS THAT YOU PLACE ON TOP OF THE PREVIOUS ONE AND ANOTHER ONE IN THE MIDDLE? YOU MUST PLACE EACH FOLLOWING ONE ON TOP OF THE PREVIOUS ONE
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ENSURE THE BOTTOM OF THE NEXT BLOCK COLLISION WITH TOP OF THE PREVIOUS BLOCK
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YOU MISUNDERSTOOD THE TASK I WANT YOU TO ENSURE NEXT COLLISION BOTTOM WITH THE PREVIOUS ONE TOP
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HOW COULD YOU ENSURE BLOCKS COLLISION WITH THE PREVIOUS ONE'S TOP???
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ENSURE THAT THE BLOCKS LOADING TO THE MAP IS CONTINOUSLY
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the blocks loading is continously
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Repair this issue
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Stop the block moving when it touches another block's top or the horizontal line's top
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // 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; case 'L': 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 block = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); block.x = 2 * block.width; block.y = block.height; self.blocks.push(block); break; } }; // Add rotation logic self.rotate = function () { if (self.update === function () {} || self.y + self.height >= 2732) { // Check if the block has stopped moving or reached the bottom return; // If it has, do not rotate } var centerX = 0; var centerY = 0; self.blocks.forEach(function (block) { centerX += block.x; centerY += block.y; }); centerX /= self.blocks.length; centerY /= self.blocks.length; 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 } }; }); /**** * 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', 'L']; // 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 - currentBlock.width / 2; // Center horizontally currentBlock.y = 0; // Start at the top game.addChild(currentBlock); tetrisBlocks.push(currentBlock); } // 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 horizontal line to the half of the map var horizontalLine = game.attachAsset('horizontalLine', { anchorX: 0.5, anchorY: 0.5, x: 1024 - 50, y: 1366 + 165 }); // Add a thin lined black frame 100 units from the top of the map and move it right by 650 units var frame = game.attachAsset('frame', { anchorX: 0.5, anchorY: 0.0, x: 1024 + 650, // Move the frame right by 650 units y: 100 }); // 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; break; } } if (currentBlock) { if (currentBlock.y + currentBlock.height > 2732) { currentBlock.y = 2732 - currentBlock.height; currentBlock.update = function () {}; // Stop the block from moving spawnBlock(); } else if (currentBlock.y + currentBlock.height >= 1366 + 165) { currentBlock.update = function () {}; // Stop the block from moving when it touches the horizontal line spawnBlock(); } else { for (var i = 0; i < tetrisBlocks.length; i++) { if (currentBlock !== tetrisBlocks[i] && currentBlock.y + currentBlock.height >= tetrisBlocks[i].y) { currentBlock.y = tetrisBlocks[i].y - currentBlock.height; currentBlock.update = function () {}; // Stop the block from moving spawnBlock(); break; } } currentBlock.update(); } } } }; // 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
@@ -62,8 +62,25 @@
block.y = block.height;
self.blocks.push(block);
}
break;
+ case 'L':
+ 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 block = self.attachAsset('brick', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ block.x = 2 * block.width;
+ block.y = block.height;
+ self.blocks.push(block);
+ break;
}
};
// Add rotation logic
self.rotate = function () {
@@ -106,9 +123,9 @@
****/
// Initialize variables
var tetrisBlocks = [];
var currentBlock = null;
-var blockShapes = ['I', 'T', 'Z'];
+var blockShapes = ['I', 'T', 'Z', 'L'];
// Function to spawn a new block
function spawnBlock() {
var shape = blockShapes[Math.floor(Math.random() * blockShapes.length)];
currentBlock = new TetrisBlock();
@@ -131,14 +148,14 @@
anchorY: 0.5,
x: 1024 - 50,
y: 1366 + 165
});
-// Add a thin lined black frame 100 units from the top of the map and move it to the center
+// Add a thin lined black frame 100 units from the top of the map and move it right by 650 units
var frame = game.attachAsset('frame', {
anchorX: 0.5,
anchorY: 0.0,
- x: 1024,
- // Move the frame to the center
+ x: 1024 + 650,
+ // Move the frame right by 650 units
y: 100
});
// Add handconsole asset to the game background
var handconsole = game.attachAsset('handconsole', {