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repair this issue
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do it
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do it
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Ensure that the block movement stops 410 units from the right side
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Ensure that the block movement stops 420 units from the right side
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Ensure that the block movement stops 440 units from the right side
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do it
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do it
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✅ 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
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Ensure blocks stop moving when they reach another block or the half of the screen
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ensure that lowest block movement stop at the half of the map
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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
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fix it
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ensure that block's movement stop on the previous block's top
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Avoid that a block covering an other block in display order
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Add collision to the blocks
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Ensure that the block movement stops 250 units from the left side
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Decrease the speed of blocks to the half
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decrease the speed of blocks
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Ensure that the block movement stops 400 units from the right side
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Ensure that the block movement stops 500 units from the right side
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slow down the speed to the half
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slow down the blocks speed to the half
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ensure that every block has the same size
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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 () { self.y += 5; // Move downwards for (var i = 0; i < tetrisBlocks.length; i++) { if (self !== tetrisBlocks[i] && self.intersects(tetrisBlocks[i])) { self.y -= 5; // Move upwards to avoid collision self.update = function () {}; // Stop the block from moving break; } } if (self.y + self.height >= screen.y + screen.height / 2) { // Stop at the bottom of the screen asset self.y = screen.y + screen.height / 2 - self.height; self.update = function () {}; // Stop the block from moving } }; }); /**** * 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 / 2) { // Stop at the bottom of the screen asset currentBlock.y = screen.y + screen.height / 2 - 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])) { if (currentBlock.y < tetrisBlocks[i].y) { currentBlock.y = tetrisBlocks[i].y - currentBlock.height; currentBlock.update = function () {}; // Stop the block from moving spawnBlock(); } else { currentBlock.y -= 0.625; // Move upwards to avoid collision } break; } } currentBlock.y += 2.5; // Double the speed when the down asset is clicked for (var i = 0; i < tetrisBlocks.length; i++) { if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) { // Check if the current block is above the intersecting block if (currentBlock.y < tetrisBlocks[i].y) { currentBlock.y -= 0.625; // Move upwards to avoid collision currentBlock.update = function () {}; // Stop the block from moving spawnBlock(); } else { // If the current block is not above, move it to the top of the display order game.setChildIndex(currentBlock, game.children.length - 1); } break; } } } } } }; // 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 >= 250) { 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 - 400) { 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
@@ -235,9 +235,9 @@
}
break;
}
}
- currentBlock.y += 1.25; // Double the speed when the down asset is clicked
+ currentBlock.y += 2.5; // Double the speed when the down asset is clicked
for (var i = 0; i < tetrisBlocks.length; i++) {
if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) {
// Check if the current block is above the intersecting block
if (currentBlock.y < tetrisBlocks[i].y) {