User prompt
ensure that block never can cover an other block!
User prompt
Ensure that the blocks stop movement by 500 units down from the half of the map
User prompt
ensure that the blocks stop movement by 300 units down from the half of the map
User prompt
Ensure that the block movement stops 280 units from the left side
User prompt
Ensure that the block movement stops 269 units from the left side
User prompt
Ensure that the block movement stops 250 units from the left side
User prompt
Ensure that the block movement stops 200 units from the left side
User prompt
Ensure that the block movement stops 300 units from the left side
User prompt
Ensure that the block movement stops 400 units from the right side
User prompt
Ensure that the block movement stops 600 units from the right side
User prompt
Ensure that the block movement stops 300 units from the right side
User prompt
Ensure that the block movement stops 200 units from the right side
User prompt
ensure that block movement stop 100 units from the right side
User prompt
ensure that block movement stop 100 units from the sides
User prompt
ensure that block cant leave the sides
User prompt
The right side edge is 100 units from the map sides
User prompt
The left side edge is 70 units from the map sides
User prompt
Stop the block bottom at the screen asset bottom
User prompt
Remove horizontal line from the map
User prompt
Move screen asset right by 5 units
User prompt
Move screen asset right by 5 units
User prompt
Move screen asset left by 5 units
User prompt
Move screen asset left by 5 units
User prompt
Move screen asset right by 5 units
User prompt
Move screen asset left by 25 units
/**** * 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 - 15, 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); // Add 'left' asset to the center of the 'handconsole' asset var left = game.attachAsset('left', { anchorX: 0.5, anchorY: 0.5, x: handconsole.x - 780, y: handconsole.y + 995 }); game.setChildIndex(left, game.children.length - 1); // Add 'up' asset next to the 'left' asset right by 225 units and move it up by 169 units var up = game.attachAsset('up', { anchorX: 0.5, anchorY: 0.5, x: left.x + 225, y: left.y - 169 }); game.setChildIndex(up, game.children.length - 1); // Add 'right' asset next to the 'left' asset right by 445 units var right = game.attachAsset('right', { anchorX: 0.5, anchorY: 0.5, x: left.x + 445, y: left.y }); game.setChildIndex(right, game.children.length - 1); // Add 'down' asset next to the 'left' asset right by 225 units and move it down by 169 units var down = game.attachAsset('down', { anchorX: 0.5, anchorY: 0.5, x: left.x + 225, y: left.y + 169 }); game.setChildIndex(down, 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 > screen.y + screen.height) { currentBlock.y = screen.y + screen.height - currentBlock.height; currentBlock.update = function () {}; // Stop the block from moving spawnBlock(); } else { for (var i = 0; i < tetrisBlocks.length; i++) { if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) { 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 left.down = function (x, y, obj) { if (currentBlock && currentBlock.x - currentBlock.blocks[0].width >= 200) { currentBlock.x -= currentBlock.blocks[0].width; } }; // Add click event to the 'right' asset to move the block right by one cube right.down = function (x, y, obj) { if (currentBlock && currentBlock.x + currentBlock.blocks[0].width <= 2048 - 200) { currentBlock.x += currentBlock.blocks[0].width; } };
===================================================================
--- original.js
+++ change.js
@@ -193,15 +193,12 @@
break;
}
}
if (currentBlock) {
- if (currentBlock.y + currentBlock.height > 2732) {
- currentBlock.y = 2732 - currentBlock.height;
+ if (currentBlock.y + currentBlock.height > screen.y + screen.height) {
+ currentBlock.y = screen.y + screen.height - 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.intersects(tetrisBlocks[i])) {
currentBlock.y = tetrisBlocks[i].y - currentBlock.height;