User prompt
Move the restart button asset down by 500 units
User prompt
Move the restart button asset down by 300 units
User prompt
Move the restart button asset down by 300 units
User prompt
Move the restart button asset to the center of the map
User prompt
Move the restart button asset left by 400 units
User prompt
Move the restart button asset down by 600 units
User prompt
Move the restart button asset down by 700 units
User prompt
Move the restart button asset down by 1000 units
User prompt
rotate the restart asset right by 20 degrees
User prompt
Move the restart button asset down by 100 units
User prompt
Move the restart button asset right by 350 units
User prompt
Move the restart button asset up by 350 units
User prompt
Move the restart button asset rightby 400 units
User prompt
move up the restart asset by 800 units
User prompt
move restart button asset center to the middle bottom of the map
User prompt
Add restart button asset to the game. Add it to the map, next to the LA asset
User prompt
Add logo asset to next to the LA asset
User prompt
Add logo asset to the map
User prompt
Add logo asset to next to the LA asset
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(logo, game.children.length);' Line Number: 180
User prompt
ensure logo asset is on the top in display order
User prompt
Add logo asset to next to the LA asset
User prompt
Add logo asset to the bottom of the handconsole asset
User prompt
Add logo asset to the bottom of the map
User prompt
Please fix the bug: 'la is undefined' in or related to this line: 'var ja = game.attachAsset('JA', {' Line Number: 164
/**** * 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 += 2.5; // Move downwards at half speed 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 ****/ // Add 'JA' asset next to the 'LA' asset var la = game.attachAsset('LA', { anchorX: 0.5, anchorY: 0.5, x: 1416, y: 2395 }); game.setChildIndex(la, game.children.length - 1); // Add 'logo' asset next to the 'LA' asset var logo = game.attachAsset('logo', { anchorX: 0.5, anchorY: 0.5, x: la.x + 200, // Position 'logo' asset 200 units to the right of 'LA' y: la.y }); game.setChildIndex(logo, game.children.length - 1); var ja = game.attachAsset('JA', { anchorX: 0.5, anchorY: 0.5, x: la.x + 393, // Position 'JA' asset 200 units to the right of 'LA' y: la.y - 160 }); game.setChildIndex(ja, game.children.length - 1); // Add click event to the 'JA' asset to rotate the block right by 90 degrees ja.down = function (x, y, obj) { if (currentBlock) { // Rotate the block right by 90 degrees currentBlock.rotate(); } }; // 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 = screen.x - currentBlock.width / 2; // Center horizontally within the screen asset currentBlock.y = screen.y - screen.height / 2; // Start at the exact middle top of the screen asset 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 frame asset to the center of the screen asset var frame = game.attachAsset('frame', { anchorX: 0.5, anchorY: 0.5, x: screen.x, y: screen.y }); game.setChildIndex(screen, game.children.length - 1); // 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); // Add 'LA' asset to the map var la = game.attachAsset('LA', { anchorX: 0.5, anchorY: 0.5, x: 1416, y: 2395 }); game.setChildIndex(la, game.children.length - 1); // Add 'JA' asset next to the 'LA' asset var ja = game.attachAsset('JA', { anchorX: 0.5, anchorY: 0.5, x: la.x + 393, // Position 'JA' asset 200 units to the right of 'LA' y: la.y - 160 }); game.setChildIndex(ja, 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 'LA' asset to rotate the block left by 90 degrees la.down = function (x, y, obj) { if (currentBlock) { currentBlock.rotate(); } }; // 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; } }; // Add click event to the 'up' asset to decrease the block speed by half up.down = function (x, y, obj) { if (currentBlock) { currentBlock.y += 1.25; // Decrease the speed by half } };
===================================================================
--- original.js
+++ change.js
@@ -152,8 +152,17 @@
x: 1416,
y: 2395
});
game.setChildIndex(la, game.children.length - 1);
+// Add 'logo' asset next to the 'LA' asset
+var logo = game.attachAsset('logo', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: la.x + 200,
+ // Position 'logo' asset 200 units to the right of 'LA'
+ y: la.y
+});
+game.setChildIndex(logo, game.children.length - 1);
var ja = game.attachAsset('JA', {
anchorX: 0.5,
anchorY: 0.5,
x: la.x + 393,
@@ -204,16 +213,8 @@
x: 1024,
y: 1366
});
game.setChildIndex(handconsole, game.children.length - 1);
-// Add logo asset to the bottom of the handconsole asset
-var logo = game.attachAsset('logo', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: handconsole.x,
- y: handconsole.y + handconsole.height / 2 + 50 // Position logo 50 units below the handconsole
-});
-game.setChildIndex(logo, 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,