User prompt
repair this issue
User prompt
do it
User prompt
do it
User prompt
Ensure that the block movement stops 410 units from the right side
User prompt
Ensure that the block movement stops 420 units from the right side
User prompt
Ensure that the block movement stops 440 units from the right side
User prompt
do it
User prompt
do it
User prompt
✅ Fix collision detection to prevent overlapping blocks ✅ Ensure blocks stop moving when they reach the bottom or another block ✅ Prevent blocks from overlapping by adjusting their position
User prompt
Ensure blocks stop moving when they reach another block or the half of the screen
User prompt
ensure that lowest block movement stop at the half of the map
User prompt
Fix collision detection to prevent overlapping blocks ✅ Ensure blocks stop moving when they reach the bottom or another block ✅ Prevent blocks from overlapping by adjusting their position
User prompt
fix it
User prompt
ensure that block's movement stop on the previous block's top
User prompt
Avoid that a block covering an other block in display order
User prompt
Add collision to the blocks
User prompt
Ensure that the block movement stops 250 units from the left side
User prompt
Decrease the speed of blocks to the half
User prompt
decrease the speed of blocks
User prompt
Ensure that the block movement stops 400 units from the right side
User prompt
Ensure that the block movement stops 500 units from the right side
User prompt
slow down the speed to the half
User prompt
slow down the blocks speed to the half
User prompt
ensure that every block has the same size
User prompt
Ensure that the block movement stops 550 units from the right side
/**** * 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.width = 70; // Set fixed width block.height = 70; // Set fixed height 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.width = 70; // Set fixed width block.height = 70; // Set fixed height block.x = i * block.width; self.blocks.push(block); } var middleBlock = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); middleBlock.width = 70; // Set fixed width middleBlock.height = 70; // Set fixed height 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.width = 70; // Set fixed width block.height = 70; // Set fixed height 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.width = 70; // Set fixed width block.height = 70; // Set fixed height 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.width = 70; // Set fixed width block.height = 70; // Set fixed height block.x = i * block.width; self.blocks.push(block); } var block = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); block.width = 70; // Set fixed width block.height = 70; // Set fixed height 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 > 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.intersects(tetrisBlocks[i])) { currentBlock.y = tetrisBlocks[i].y - currentBlock.height; currentBlock.update = function () {}; // Stop the block from moving spawnBlock(); break; } else if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) { currentBlock.x = tetrisBlocks[i].x - currentBlock.width; 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 >= 280) { for (var i = 0; i < tetrisBlocks.length; i++) { if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) { return; } } 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 - 550) { for (var i = 0; i < tetrisBlocks.length; i++) { if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) { return; } } currentBlock.x += currentBlock.blocks[0].width; } };
===================================================================
--- original.js
+++ change.js
@@ -22,8 +22,10 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
+ block.width = 70; // Set fixed width
+ block.height = 70; // Set fixed height
block.x = i * block.width;
self.blocks.push(block);
}
break;
@@ -32,15 +34,19 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
+ block.width = 70; // Set fixed width
+ block.height = 70; // Set fixed height
block.x = i * block.width;
self.blocks.push(block);
}
var middleBlock = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
+ middleBlock.width = 70; // Set fixed width
+ middleBlock.height = 70; // Set fixed height
middleBlock.x = block.width;
middleBlock.y = block.height;
self.blocks.push(middleBlock);
break;
@@ -49,16 +55,20 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
+ block.width = 70; // Set fixed width
+ block.height = 70; // Set fixed height
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.width = 70; // Set fixed width
+ block.height = 70; // Set fixed height
block.x = (i + 1) * block.width;
block.y = block.height;
self.blocks.push(block);
}
@@ -68,15 +78,19 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
+ block.width = 70; // Set fixed width
+ block.height = 70; // Set fixed height
block.x = i * block.width;
self.blocks.push(block);
}
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
+ block.width = 70; // Set fixed width
+ block.height = 70; // Set fixed height
block.x = 2 * block.width;
block.y = block.height;
self.blocks.push(block);
break;