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Do it
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But not the loaded block
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When the blocks tower reach the top of the screen asset game is over
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O shape brick asset can reach the screen asset right edge
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Still not working
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let the o shape brick to the right side edge of the screen asset
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Repair this bug
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SET ALL BRICK SIZE TO 65X65
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SET ALL BRICK SIZE TO 50X50
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Change it to 240
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CHANGE THE 400 TO 385
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CHANGE THE HORIZONTAL DIVISION TO 32 CUBES TO COME OUT UNIFORMLY AND ADJUST THE BRICK ASSET SIZE DIMENSIONS
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Ensure Z shape consists of 4 pieces of cubes. 2 IN TOP AND 2 IN BOTTOM
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ENSURE THAT i SHAPE IS CONSISTS OF 4 PIECES OF CUBES ENSURE THAT L SHAPE IS CONSISTS OF 3 PIECES OF CUBES AT IN LINE AND OTHER ONE IN THE LEG
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SET ALL BRICK SIZE TO 55X55
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THEN DO IT WELL
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SET ALL BRICK SIZE TO 50X50
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SET ALL BRICK SIZE TO 60X60
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SET ALL BRICK SIZE TO 70X70
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SET ALL BRICK SIZE TO 90X90
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REPAIR THIS BUG
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SET ALL BRICK SIZE TO 77X77
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SET ALL BLOCK SIZE TO 77X77
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REPAIR THIS BUG
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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
/**** * 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 = 77; // Set fixed width block.height = 77; // 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 = 77; // Set fixed width block.height = 77; // 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 = 77; // Set fixed width block.height = 77; // 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 = 77; // Set fixed width middleBlock.height = 77; // 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 = 77; // Set fixed width block.height = 77; // 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 = 77; // Set fixed width block.height = 77; // 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 = 77; // Set fixed width block.height = 77; // 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 = 77; // Set fixed width block.height = 77; // 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 += 0.3125; // Move downwards at half the previous speed for (var i = 0; i < tetrisBlocks.length; i++) { if (self !== tetrisBlocks[i] && self.intersects(tetrisBlocks[i])) { self.y = Math.floor((tetrisBlocks[i].y - self.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); if (currentBlock) { currentBlock.x = screen.x - currentBlock.width / 2; // Center horizontally within the screen asset currentBlock.y = screen.y - screen.height / 2 - currentBlock.height / 2; // Start from the exact top of the screen asset } game.addChild(currentBlock); tetrisBlocks.push(currentBlock); 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 += 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) { 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
@@ -188,10 +188,12 @@
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.height / 2; // Start from the exact top of the screen asset
+ if (currentBlock) {
+ currentBlock.x = screen.x - currentBlock.width / 2; // Center horizontally within the screen asset
+ currentBlock.y = screen.y - screen.height / 2 - currentBlock.height / 2; // Start from the exact top of the screen asset
+ }
game.addChild(currentBlock);
tetrisBlocks.push(currentBlock);
game.addChild(currentBlock);
tetrisBlocks.push(currentBlock);