User prompt
Do it
User prompt
But not the loaded block
User prompt
When the blocks tower reach the top of the screen asset game is over
User prompt
O shape brick asset can reach the screen asset right edge
User prompt
Still not working
User prompt
let the o shape brick to the right side edge of the screen asset
User prompt
Repair this bug
User prompt
SET ALL BRICK SIZE TO 65X65
User prompt
SET ALL BRICK SIZE TO 50X50
User prompt
Change it to 240
User prompt
CHANGE THE 400 TO 385
User prompt
CHANGE THE HORIZONTAL DIVISION TO 32 CUBES TO COME OUT UNIFORMLY AND ADJUST THE BRICK ASSET SIZE DIMENSIONS
User prompt
Ensure Z shape consists of 4 pieces of cubes. 2 IN TOP AND 2 IN BOTTOM
User prompt
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
User prompt
SET ALL BRICK SIZE TO 55X55
User prompt
THEN DO IT WELL
User prompt
SET ALL BRICK SIZE TO 50X50
User prompt
SET ALL BRICK SIZE TO 60X60
User prompt
SET ALL BRICK SIZE TO 70X70
User prompt
SET ALL BRICK SIZE TO 90X90
User prompt
REPAIR THIS BUG
User prompt
SET ALL BRICK SIZE TO 77X77
User prompt
SET ALL BLOCK SIZE TO 77X77
User prompt
REPAIR THIS BUG
User prompt
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 = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
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 = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
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 = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
block.x = i * block.width;
self.blocks.push(block);
}
var middleBlock = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
middleBlock.width = 63.75; // Set fixed width to fit 32 cubes horizontally
middleBlock.height = 63.75; // Set fixed height to maintain uniformity
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 = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
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 = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
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 = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
block.x = i * block.width;
self.blocks.push(block);
}
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
block.height = 63.75; // Set fixed height to maintain uniformity
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
@@ -21,20 +21,20 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
- block.width = 55; // Set fixed width
- block.height = 55; // Set fixed height
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
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 = 55; // Set fixed width
- block.height = 55; // Set fixed height
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
block.x = i * block.width;
self.blocks.push(block);
}
break;
@@ -43,19 +43,19 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
- block.width = 55; // Set fixed width
- block.height = 55; // Set fixed height
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
block.x = i * block.width;
self.blocks.push(block);
}
var middleBlock = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
- middleBlock.width = 55; // Set fixed width
- middleBlock.height = 55; // Set fixed height
+ middleBlock.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ middleBlock.height = 63.75; // Set fixed height to maintain uniformity
middleBlock.x = block.width;
middleBlock.y = block.height;
self.blocks.push(middleBlock);
break;
@@ -64,55 +64,44 @@
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
- block.width = 55; // Set fixed width
- block.height = 55; // Set fixed height
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
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 = 55; // Set fixed width
- block.height = 55; // Set fixed height
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
block.x = (i + 1) * block.width;
block.y = block.height;
self.blocks.push(block);
}
- for (var i = 0; i < 2; i++) {
- var block = self.attachAsset('brick', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- block.width = 55; // Set fixed width
- block.height = 55; // Set fixed height
- block.x = i * block.width;
- block.y = 0;
- 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 = 55; // Set fixed width
- block.height = 55; // Set fixed height
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
block.x = i * block.width;
self.blocks.push(block);
}
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
- block.width = 55; // Set fixed width
- block.height = 55; // Set fixed height
- block.x = 0;
- block.y = 3 * block.height;
+ block.width = 63.75; // Set fixed width to fit 32 cubes horizontally
+ block.height = 63.75; // Set fixed height to maintain uniformity
+ block.x = 2 * block.width;
+ block.y = block.height;
self.blocks.push(block);
break;
}
};