User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var offsetX = draggedArea.x - 2048 / 2;' Line Number: 120
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var offsetX = draggedArea.x - 2048 / 2;' Line Number: 65
User prompt
Add tween plugin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var offsetX = draggedArea.x - 2048 / 2;' Line Number: 63
User prompt
Let greenareas move smoothly when i dragge it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add dragge to the greenareas then sync them together
User prompt
surround the original greenarea from its corner too.
User prompt
Let the greenareas be outcorners not outside corners like between the sides.
User prompt
Add in it corners too.
User prompt
Add duplications around it
User prompt
Add greenarea to the middle of screen
User prompt
Add it to the game
Code edit (1 edits merged)
Please save this source code
User prompt
Make the drage can be anytime not just once
User prompt
Add dragge for greenareas and sync them to move togather by any greenarea.
User prompt
If i dragge any greenarea move the other greenareas with it only.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'visible')' in or related to this line: 'return entity.entityGraphics.visible;' Line Number: 439
User prompt
Make continuously dragging even after all grey objects are invisible!
User prompt
Sync it all togather to move dragging any greenarea smoothly.
User prompt
Move it with dragged greenarea only.
User prompt
Don't teleport it move it with cursor in exact same time.
User prompt
Sync all the greenareas to move with any green area when i dragge its image.
User prompt
Make it can be dragged from any point of any greenarea object
User prompt
Add dragge to greenarea and its duplications
User prompt
Add the dragge again to the greenarea to move all togather
/**** * Classes ****/ var Grey1 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey1 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey2 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey2 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey3 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey3', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey3 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey4 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey4', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey4 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey5 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey5', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey5 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey6 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey6', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey6 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey7 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey7', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey7 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey8 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey8', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey8 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var Grey9 = Container.expand(function () { var self = Container.call(this); var greenArea = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); var entityGraphics = self.attachAsset('grey9', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for Grey9 }; self.down = function (x, y, obj) { if (entityGraphics.visible) { // Ensure the click is on the grey object // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Decrease score by 100 LK.setScore(LK.getScore() - 100); // Count the click on grey object and reduce statueScore by 100 statueScore -= 100; statueScoreText.setText('Statue Score: ' + statueScore); } // Remove the grey asset if (!(self instanceof TestEntity)) { entityGraphics.visible = false; // Hide the grey asset } }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); var TestEntity = Container.expand(function () { var self = Container.call(this); var entityGraphics = self.attachAsset('greenarea', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for TestEntity }; self.down = function (x, y, obj) { // Set the entity as the drag node dragNode = self; // Also call move handler right away to make effect instant. game.move(x, y, obj); // Allow dragging from any point of the greenarea greenArea.down(x, y, obj); }; self.up = function (x, y, obj) { // Release the drag node dragNode = null; }; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> //<Write entity 'classes' with empty functions for important behavior here> var game = new LK.Game({ backgroundColor: 0x888888 //Init game with black background }); /**** * Game Code ****/ //<Write game logic code here, including initializing arrays and variables> var dragNode = null; // Variable to track the node being dragged var statueScore = 1000; // Initialize statueScore to 1000 // Create and display the statueScoreText var statueScoreText = new Text2('Statue Score: ' + statueScore, { size: 100, fill: 0xFFFFFF }); statueScoreText.anchor.set(0.5, 0); // Center the text horizontally LK.gui.top.addChild(statueScoreText); // Add the text to the top of the screen var positions = [{ x: 2048 / 2, y: 2732 / 2 }, { x: 2048 / 2, y: 2732 / 2 - 800 }, { x: 2048 / 2, y: 2732 / 2 + 800 }, { x: 2048 / 2 - 800, y: 2732 / 2 }, { x: 2048 / 2 + 800, y: 2732 / 2 - 800 }, { x: 2048 / 2 - 800, y: 2732 / 2 - 800 }, { x: 2048 / 2 + 800, y: 2732 / 2 + 800 }, { x: 2048 / 2 - 800, y: 2732 / 2 + 800 }, { x: 2048 / 2 + 800, y: 2732 / 2 }]; var greyEntities = []; var greyClasses = [Grey1, Grey2, Grey3, Grey4, Grey5, Grey6, Grey7, Grey8, Grey9]; positions.forEach(function (pos, index) { var greyEntity = new greyClasses[index](); greyEntity.x = pos.x; greyEntity.y = pos.y; game.addChild(greyEntity); greyEntities.push(greyEntity); }); game.update = function () { // Game update logic }; game.down = function (x, y, obj) { // Handle touch or mouse down event console.log("Game was touched at", x, y); }; game.up = function (x, y, obj) { // Handle touch or mouse up event console.log("Touch released at", x, y); }; game.move = function (x, y, obj) { // Handle touch or mouse move event if (dragNode) { // Calculate the offset from the dragNode's original position var offsetX = x - dragNode.x; var offsetY = y - dragNode.y; // Update dragNode position dragNode.x = x; dragNode.y = y; // Move all green areas by the offset greyEntities.forEach(function (entity) { entity.x += offsetX; entity.y += offsetY; }); } console.log("Moving at", x, y); };
===================================================================
--- original.js
+++ change.js
@@ -424,8 +424,11 @@
if (dragNode) {
// Calculate the offset from the dragNode's original position
var offsetX = x - dragNode.x;
var offsetY = y - dragNode.y;
+ // Update dragNode position
+ dragNode.x = x;
+ dragNode.y = y;
// Move all green areas by the offset
greyEntities.forEach(function (entity) {
entity.x += offsetX;
entity.y += offsetY;