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Please fix the bug: 'currentBlock is null' in or related to this line: 'currentBlock.x = screen.x; // Center horizontally within the screen asset' Line Number: 205
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EVERY SINGLE BLOCK YOU MUST LOAD FROM THE CENTER TOP OF THE SCREEN ASSET!!!!
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STILL NOT WORKING RIGHT
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LOW THE FALL SPEED OF ALL BLOCKS TO TWENTY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!
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Reduce ALL the block falling speed to a tenth of its current speed
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SLOW THE SPEED TO A TENTH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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NOW I DIDN'T GIVE THAT INSTRUCTION TO ACCELERATE YOUR SPEED AT ALL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!! !!!!
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REPAIR THIS BUG
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REPAIR THIS BUG AND DON'T DARE GENERATE A NEW ERROR
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Ensure that you should load the blocks from the exact top of the screen asset
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avoid the bug when you load block from the middle of the screen asset
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why blocks stuck in the middle of the screen asset??? repair this bug
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repair this bug and avoid the reoccurrence
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still not
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This isn't working well
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Avoid blocks getting stuck at the top and middle of the screen asset
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repair this bug
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repair this bug
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repair this bug
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Repair this bug
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repair this bug
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repair this bug
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Ensure that you should load the blocks from the top of the screen asset
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repair this bug
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repair this bug
/****
* 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 'O':
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = 70; // Set fixed width
block.height = 70; // Set fixed height
self.blocks.push(block);
break;
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 += Math.floor(self.blocks[0].height * 0.1); // Move downwards by a tenth of the height of one block to ensure alignment
for (var i = 0; i < tetrisBlocks.length; i++) {
if (self !== tetrisBlocks[i] && self.intersects(tetrisBlocks[i])) {
self.y = Math.floor((tetrisBlocks[i].y - self.blocks[0].height) / self.blocks[0].height) * self.blocks[0].height; // Align block directly on top of the intersecting block
self.update = function () {}; // Stop the block from moving
break;
}
}
if (self.x + self.width > screen.x + screen.width / 2) {
self.x = screen.x + screen.width / 2 - self.width;
}
if (self.y + self.height >= screen.y + screen.height / 2) {
// Stop at the bottom of the screen asset
self.y = Math.floor((screen.y + screen.height / 2 - self.height) / self.blocks[0].height) * self.blocks[0].height; // Align block perfectly at the bottom
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);
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', 'O'];
// 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 + currentBlock.blocks[0].height / 2; // Start from the exact 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 + 222,
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);
var restartButton = game.attachAsset('restart', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
// Center restart button horizontally at the bottom of the map
y: 1966 // Move restart button down by 600 units
});
game.setChildIndex(restartButton, game.children.length - 1);
restartButton.down = function (x, y, obj) {
// Clear existing blocks
tetrisBlocks.forEach(function (block) {
block.destroy();
});
tetrisBlocks = [];
currentBlock = null;
// Spawn the first block again
spawnBlock();
};
// 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 = Math.floor((tetrisBlocks[i].y - currentBlock.height) / currentBlock.blocks[0].height) * currentBlock.blocks[0].height;
currentBlock.update = function () {}; // Stop the block from moving
spawnBlock();
} else {
currentBlock.y -= 0.625; // Move upwards to avoid collision
}
break;
}
}
currentBlock.y += 0.25; // Reduce the speed to a tenth of its current speed
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) {
var canMoveLeft = true;
for (var i = 0; i < tetrisBlocks.length; i++) {
if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) {
canMoveLeft = false;
break;
}
}
if (canMoveLeft) {
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) {
var canMoveRight = true;
for (var i = 0; i < tetrisBlocks.length; i++) {
if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) {
canMoveRight = false;
break;
}
}
if (canMoveRight) {
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
@@ -127,9 +127,9 @@
});
};
// Update the position of the block
self.update = function () {
- self.y += Math.floor(self.blocks[0].height); // Move downwards by the height of one block to ensure alignment
+ self.y += Math.floor(self.blocks[0].height * 0.1); // Move downwards by a tenth of the height of one block to ensure alignment
for (var i = 0; i < tetrisBlocks.length; i++) {
if (self !== tetrisBlocks[i] && self.intersects(tetrisBlocks[i])) {
self.y = Math.floor((tetrisBlocks[i].y - self.blocks[0].height) / self.blocks[0].height) * self.blocks[0].height; // Align block directly on top of the intersecting block
self.update = function () {}; // Stop the block from moving