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NO! YOU MISUNDERSTOOD THE TASK AND DID IT WRONG' Change display order of Frame Asset to be above the Tetris Blocks Ensure Screen Asset are added above the Tetris Blocks THIS IS THE GOOD ORDER.
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CHANGE THE DISPLAY ORDER TO THIS: 1. **Background**: The game is initialized with a black background color. 2. **Screen Asset**: Positioned at the top of the map, centered horizontally. 3. **Tetris Blocks**: Spawned and added to the game as they are created. 4. **Frame Asset**: Centered within the screen asset. 5. **Handconsole Asset**: Positioned in the game background, centered horizontally. 6. **Title Text**: "AVA Brick Game" is centered on the handconsole. 7. **Left Asset**: Positioned to the left of the handconsole. 8. **Up Asset**: Positioned next to the left asset, moved up. 9. **Right Asset**: Positioned next to the left asset, moved right. 10. **Down Asset**: Positioned next to the left asset, moved down. 11. **LA Asset**: Positioned on the map. 12. **JA Asset**: Positioned next to the LA asset. 13. **Restart Button**: Centered horizontally at the bottom of the map. 14. **Block Counter**: Displayed in the upper left corner of the screen.
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ENSURE Tetris Blocks DOES NOT COVER THE FRAME ASSET IN DISPLAY ORDER
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ENSURE THAT TH FRAME ASSET IS ABOVE THE BRICKS IN THE DISPLAY ORDER
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i said 50 units, NOT THE CENTER OF THE SCREEN ASSET...
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load the bricks 50 units down from the top of the screen
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fix this bug
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then repair this fain bug
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ENSURE THAT LOAD BRICKS DOWNER BY 44 UNITS
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REMOVE LOGO ASSET FROM THE MAP
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Move the logo asset down by 50 units
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move the logo asset down by 100 units
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Please fix the bug: 'logo is undefined' in or related to this line: 'var logo = game.attachAsset('logo', {' Line Number: 259
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move the logo asset to the top of the frame asset without bugs
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Add sound play when down asset is touched
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Fix it
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You should play only once the b sound when the player touch one these assets
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Prevent sound loop by adding a cooldown for sound play
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Avoid the play sound loop
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Play b sound if player touch left asset or up asset or right asset or down asset or restart asset
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Move the logo asset down by 20 units
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Move the logo asset down by 100 units
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Move the logo asset down by 200 units
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Move the logo asset down by 500 units
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Move the logo asset down by 200 units
/**** * 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 block counter var blockCounter = new Text2('Blocks: 0', { size: 50, fill: 0x000000 }); blockCounter.anchor.set(0, 0); // Set anchor to top-left corner blockCounter.x += 150; // Move the block counter right by 150 units blockCounter.y += 165; // Move the block counter down by 165 units LK.gui.topLeft.addChild(blockCounter); // Add the block counter to the upper left corner of the screen // Function to update the brick counter function updateBlockCounter() { blockCounter.setText('Blocks: ' + 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); updateBlockCounter(); } // 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 logo asset to the center of the handconsole asset var logo = game.attachAsset('logo', { anchorX: 0.5, anchorY: 0.5, x: handconsole.x, y: handconsole.y + 900 }); game.setChildIndex(logo, game.children.length - 1); // Add title text 'AVA Brick Game' to the center of the handconsole var titleText = new Text2('AVA Brick Game', { size: 100, fill: 0x000000 }); titleText.anchor.set(0.5, 0.5); // Center the text titleText.x = handconsole.x; // Align with handconsole center titleText.y = handconsole.y + 225; // Move down by 25 units game.addChild(titleText); // 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 = []; updateBlockCounter(); 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
@@ -238,9 +238,9 @@
var logo = game.attachAsset('logo', {
anchorX: 0.5,
anchorY: 0.5,
x: handconsole.x,
- y: handconsole.y + 400
+ y: handconsole.y + 900
});
game.setChildIndex(logo, game.children.length - 1);
// Add title text 'AVA Brick Game' to the center of the handconsole
var titleText = new Text2('AVA Brick Game', {