User prompt
Ensure blocks only load from the top of the screen asset
User prompt
Ensure blocks only load from the bottom of the frame asset
User prompt
Ensure frame asset is above the blocks in display order
User prompt
ensure screen asset is above on frame asset in display order
User prompt
ensure frame is added before setting its index to avoid out of bounds error
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(frame, game.getChildIndex(screen) - 1);' Line Number: 191
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(frame, game.getChildIndex(screen) - 1);' Line Number: 190
User prompt
Ensure frame asset does not cover the screen asset in display order
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(frame, game.getChildIndex(screen) - 1);' Line Number: 190
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(frame, game.getChildIndex(screen) - 1);' Line Number: 191
User prompt
Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(frame, game.getChildIndex(screen) - 1);' Line Number: 190
User prompt
ensure frema asset do not cover the screen asset in display order
User prompt
Add a frame asset to the center of the screen asset
User prompt
set the map color to grey
User prompt
set the map color to grey
User prompt
Move the LA asset right by 400 units
User prompt
Move the LA asset right by 500 units
User prompt
Move the LA asset down by 1025 units
User prompt
Move the LA asset down by 1020 units
User prompt
Move the LA asset down by 1100 units
User prompt
Move the LA asset down by 1000 units
User prompt
move the LA Asset down by 100 units
User prompt
Add LA asset to the map
User prompt
Slow down the blocks speed to the half
User prompt
decrease the block speed to the half if player click the up asset
/****
* 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 '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 += 2.5; // Move downwards at half speed
for (var i = 0; i < tetrisBlocks.length; i++) {
if (self !== tetrisBlocks[i] && self.intersects(tetrisBlocks[i])) {
self.y -= 5; // Move upwards to avoid collision
self.update = function () {}; // Stop the block from moving
break;
}
}
if (self.y + self.height >= screen.y + screen.height / 2) {
// Stop at the bottom of the screen asset
self.y = screen.y + screen.height / 2 - self.height;
self.update = function () {}; // Stop the block from moving
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var tetrisBlocks = [];
var currentBlock = null;
var blockShapes = ['I', 'T', 'Z', 'L'];
// 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; // Align with screen asset horizontally
currentBlock.y = screen.y - screen.height / 2; // Start at the 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 + 225,
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: 1424,
y: 2391
});
game.setChildIndex(la, 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 = tetrisBlocks[i].y - currentBlock.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 game
left.down = function (x, y, obj) {
if (currentBlock && currentBlock.x - currentBlock.blocks[0].width >= 250) {
for (var i = 0; i < tetrisBlocks.length; i++) {
if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) {
return;
}
}
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) {
for (var i = 0; i < tetrisBlocks.length; i++) {
if (currentBlock !== tetrisBlocks[i] && currentBlock.intersects(tetrisBlocks[i])) {
return;
}
}
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
@@ -153,10 +153,10 @@
function spawnBlock() {
var shape = blockShapes[Math.floor(Math.random() * blockShapes.length)];
currentBlock = new TetrisBlock();
currentBlock.init(shape);
- currentBlock.x = 1024 - currentBlock.width / 2; // Center horizontally
- currentBlock.y = frame.y + frame.height / 2 - currentBlock.height; // Start at the bottom of the frame asset
+ currentBlock.x = screen.x; // Align with screen asset horizontally
+ currentBlock.y = screen.y - screen.height / 2; // Start at the top of the screen asset
game.addChild(currentBlock);
tetrisBlocks.push(currentBlock);
}
// Add screen asset to the top of the map