User prompt
Move the 'up' asset up by 169 units
User prompt
Move the 'up' asset up by 170 units
User prompt
Move the 'up' asset up by 180 units
User prompt
Move the 'up' asset up by 200 units
User prompt
Move the 'up' asset right by 25 units
User prompt
Add "up" asset next the 'left' asset right by 200 units
User prompt
Move the 'right' asset right by 145 units
User prompt
Move the 'right' asset right by 140 units
User prompt
Move the 'right' asset right by 150 units
User prompt
Move the 'right' asset right by 300 units
User prompt
Move the 'right' asset right by 300 units
User prompt
Add "right" asset next the 'left' asset right by 200 units
User prompt
Add "up" asset next to the "left" asset in the game
User prompt
Move the 'left' asset right by 20 units
User prompt
Move the 'left' asset up by 5 units
User prompt
Move the 'left' asset left by 800 units
User prompt
Move the 'left' asset left by 900 units
User prompt
Move the 'left' asset left by 1000 units
User prompt
Move the 'left' asset down by 900 units
User prompt
Move the 'left' asset left by 500 units
User prompt
Move the 'left' asset down by 1000 units
User prompt
Move the 'left' asset down by 900 units
User prompt
Move the 'left' asset down by 800 units
User prompt
Move the 'left' asset down by 700 units
User prompt
Add "left" asset ON to the CENTER OF THE HANDCONSOLE ASSET
/**** * 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); // Add 'left' asset to the center of the 'handconsole' asset var left = game.attachAsset('left', { anchorX: 0.5, anchorY: 0.5, x: handconsole.x - 500, y: handconsole.y + 1000 }); game.setChildIndex(left, 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
@@ -168,9 +168,9 @@
// Add 'left' asset to the center of the 'handconsole' asset
var left = game.attachAsset('left', {
anchorX: 0.5,
anchorY: 0.5,
- x: handconsole.x,
+ x: handconsole.x - 500,
y: handconsole.y + 1000
});
game.setChildIndex(left, game.children.length - 1);
// Handle game update