User prompt
Make 'AVA Brick Game' title text double thick
User prompt
Make title text thick
User prompt
Add next to the logo a black title text: AVA Brick Game
User prompt
Move the logo asset up by 5 units
User prompt
Move the logo asset down by 10 units
User prompt
Move the logo asset up by 20 units
User prompt
Move the logo asset up by 50 units
User prompt
Move the logo asset up by 500 units
User prompt
Move the logo asset up by 450 units
User prompt
Add logo asset under the restart asset
User prompt
Add logo asset to the game
User prompt
Rename the counter bricks to blocks:
User prompt
Move the counter down by 15 units
User prompt
Move the counter down by 20 units
User prompt
Move the counter down by 50 units
User prompt
Change counter color to black
User prompt
Move the counter right by 150 units
User prompt
Move the counter right by 250 units
User prompt
Move the counter down by 50 units
User prompt
Move the counter down by 100 units
User prompt
Count it by one not by two
User prompt
Add brick counter to the upper left corner of the screenasset
User prompt
Add brick counter to the upper right corner of the screen asset
User prompt
Repair the shaking bug
User prompt
Add flashing effect animation to loaded bricks
/****
* 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 = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
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 = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
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 = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
block.x = i * block.width;
self.blocks.push(block);
}
var middleBlock = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
middleBlock.width = 65; // Set fixed width to 65
middleBlock.height = 65; // Set fixed height to 65
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 = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
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 = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
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 = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
block.x = i * block.width;
self.blocks.push(block);
}
var block = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = 65; // Set fixed width to 65
block.height = 65; // Set fixed height to 65
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.blocks[0].width > screen.x + screen.width) {
self.x = screen.x + screen.width - self.blocks[0].width * self.blocks.length;
}
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'];
// Create a Text2 object to display the brick counter
var brickCounter = new Text2('Bricks: 0', {
size: 50,
fill: 0xFFFFFF
});
brickCounter.anchor.set(0, 0); // Set anchor to top-left corner
brickCounter.y += 150; // Move the brick counter down by 150 units
brickCounter.x += 250; // Move the brick counter right by 250 units
LK.gui.topLeft.addChild(brickCounter); // Add the brick counter to the upper left corner of the screen
// Function to update the brick counter
function updateBrickCounter() {
brickCounter.setText('Bricks: ' + tetrisBlocks.length);
}
// 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);
updateBrickCounter();
}
// 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: 2006 // Move restart button down by 640 units
});
game.setChildIndex(restartButton, game.children.length - 1);
restartButton.down = function (x, y, obj) {
// Clear existing blocks
tetrisBlocks.forEach(function (block) {
block.destroy();
});
tetrisBlocks = [];
updateBrickCounter();
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])) {
// Check if the blocks are touching at the top of the screen
if (currentBlock.y <= screen.y) {
LK.showGameOver(); // Trigger game over
return;
}
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 >= 240) {
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 * currentBlock.blocks.length <= 2048 - 385) {
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
@@ -190,8 +190,9 @@
fill: 0xFFFFFF
});
brickCounter.anchor.set(0, 0); // Set anchor to top-left corner
brickCounter.y += 150; // Move the brick counter down by 150 units
+brickCounter.x += 250; // Move the brick counter right by 250 units
LK.gui.topLeft.addChild(brickCounter); // Add the brick counter to the upper left corner of the screen
// Function to update the brick counter
function updateBrickCounter() {
brickCounter.setText('Bricks: ' + tetrisBlocks.length);