User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 39
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the game goes to game over randomly after releasing balls, fix this bug
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 39
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var fruitGraphics = self.attachAsset(self.type.id, {' Line Number: 36
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText("SCORE: " + LK.getScore());' Line Number: 303
Code edit (1 edits merged)
Please save this source code
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Fruit Fusion: Bouncy Merge Mania
Initial prompt
Fruit merge - physics based game with bouncing balls
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (type) { var self = Container.call(this); // FruitTypes is being used before it's defined, so we need to handle this case self.type = type; self.vx = 0; self.vy = 0; self.gravity = 0.5; self.friction = 0.98; self.elasticity = 0.7; self.merging = false; self.isStatic = false; // Only attempt to attach the asset if self.type exists and has necessary properties if (self.type && self.type.id && self.type.points && self.type.size) { var fruitGraphics = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // Show point value on fruit - only if we have a valid type var pointsText = new Text2(self.type.points.toString(), { size: self.type.size * 0.4, fill: 0xFFFFFF }); pointsText.anchor.set(0.5, 0.5); self.addChild(pointsText); } else { // This will be initialized properly when the game is fully loaded console.log("Warning: Fruit type not available yet or missing required properties"); } self.update = function () { if (self.isStatic || self.merging) { return; } // Apply gravity self.vy += self.gravity; // Apply velocity self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Wall collision if (self.x < wallLeft.x + wallLeft.width / 2 + self.type.size / 2) { self.x = wallLeft.x + wallLeft.width / 2 + self.type.size / 2; self.vx = -self.vx * self.elasticity; if (Math.abs(self.vx) > 1) { LK.getSound('bounce').play(); } } if (self.x > wallRight.x - wallRight.width / 2 - self.type.size / 2) { self.x = wallRight.x - wallRight.width / 2 - self.type.size / 2; self.vx = -self.vx * self.elasticity; if (Math.abs(self.vx) > 1) { LK.getSound('bounce').play(); } } // Floor collision if (self.y > gameFloor.y - gameFloor.height / 2 - self.type.size / 2) { self.y = gameFloor.y - gameFloor.height / 2 - self.type.size / 2; self.vy = -self.vy * self.elasticity; // If we're barely moving, stop completely if (Math.abs(self.vy) < 2) { self.vy = 0; } if (Math.abs(self.vy) > 1) { LK.getSound('bounce').play(); } } }; self.merge = function (otherFruit) { if (self.merging || !self.type.next) { return; } self.merging = true; otherFruit.merging = true; // Calculate midpoint between fruits for new fruit position var midX = (self.x + otherFruit.x) / 2; var midY = (self.y + otherFruit.y) / 2; // Create merge animation tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut }); tween(otherFruit, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Create new merged fruit var newFruit = new Fruit(self.type.next); newFruit.x = midX; newFruit.y = midY; newFruit.scaleX = 0.5; newFruit.scaleY = 0.5; game.addChild(newFruit); fruits.push(newFruit); // Add merge points LK.setScore(LK.getScore() + self.type.next.points); updateScoreDisplay(); // Animate new fruit growing tween(newFruit, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); // Remove old fruits var indexSelf = fruits.indexOf(self); if (indexSelf !== -1) { fruits.splice(indexSelf, 1); } self.destroy(); var indexOther = fruits.indexOf(otherFruit); if (indexOther !== -1) { fruits.splice(indexOther, 1); } otherFruit.destroy(); // Play merge sound LK.getSound('merge').play(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf6e58d }); /**** * Game Code ****/ // Game variables var FruitTypes = { CHERRY: { id: 'cherry', size: 70, points: 1, next: 'grape' }, GRAPE: { id: 'grape', size: 90, points: 3, next: 'apple' }, APPLE: { id: 'apple', size: 120, points: 6, next: 'orange' }, ORANGE: { id: 'orange', size: 150, points: 10, next: 'watermelon' }, WATERMELON: { id: 'watermelon', size: 200, points: 15, next: null } }; var gameWidth = 2048; var gameHeight = 2732; var fruits = []; var nextFruit = null; var nextFruitDisplay = null; var canDropFruit = true; var wallLeft, wallRight, gameFloor; var dropPoint = { x: gameWidth / 2, y: 200 }; var gameOver = false; var scoreText; // Setup game boundaries function setupBoundaries() { // Left wall wallLeft = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallLeft.x = 0; wallLeft.y = gameHeight / 2; // Right wall wallRight = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); wallRight.x = gameWidth; wallRight.y = gameHeight / 2; // Floor gameFloor = game.addChild(LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5 })); gameFloor.x = gameWidth / 2; gameFloor.y = gameHeight; } // Create new next fruit function createNextFruit() { // Determine which fruit to spawn (for now just start with smaller fruits) var fruitProbability = Math.random(); var fruitType; if (fruitProbability < 0.6) { fruitType = FruitTypes.CHERRY; } else if (fruitProbability < 0.85) { fruitType = FruitTypes.GRAPE; } else { fruitType = FruitTypes.APPLE; } nextFruit = fruitType; // Update display if (nextFruitDisplay) { nextFruitDisplay.destroy(); } // Background for next fruit var nextBg = LK.getAsset('nextFruitBg', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(nextBg); nextBg.x = 150; nextBg.y = 150; // The next fruit preview var fruitPreview = LK.getAsset(fruitType.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); // Next label var nextLabel = new Text2("NEXT", { size: 40, fill: 0xFFFFFF }); nextLabel.anchor.set(0.5, 0.5); nextLabel.y = -100; nextFruitDisplay = new Container(); nextFruitDisplay.addChild(nextBg); nextFruitDisplay.addChild(fruitPreview); nextFruitDisplay.addChild(nextLabel); LK.gui.topLeft.addChild(nextFruitDisplay); nextFruitDisplay.x = 150; nextFruitDisplay.y = 150; } // Drop fruit at specified position function dropFruit(x) { if (!canDropFruit || gameOver) { return; } // Create new fruit var newFruit = new Fruit(nextFruit); newFruit.x = x; newFruit.y = dropPoint.y; // Add small random x velocity to make it interesting newFruit.vx = (Math.random() - 0.5) * 3; game.addChild(newFruit); fruits.push(newFruit); // Play drop sound LK.getSound('drop').play(); // Prepare next fruit createNextFruit(); // Prevent spam dropping canDropFruit = false; LK.setTimeout(function () { canDropFruit = true; }, 500); } // Update score display function updateScoreDisplay() { scoreText.setText("SCORE: " + LK.getScore()); } // Setup UI function setupUI() { // Score display scoreText = new Text2("SCORE: 0", { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 30; } // Check for fruit collisions function checkFruitCollisions() { for (var i = 0; i < fruits.length; i++) { for (var j = i + 1; j < fruits.length; j++) { var fruit1 = fruits[i]; var fruit2 = fruits[j]; // Skip if either fruit is already merging if (fruit1.merging || fruit2.merging) { continue; } // Check if fruits are the same type if (fruit1.type === fruit2.type) { // Calculate distance between centers var dx = fruit2.x - fruit1.x; var dy = fruit2.y - fruit1.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if they are overlapping var combinedRadius = (fruit1.type.size + fruit2.type.size) / 2; if (distance < combinedRadius * 0.8) { // Merge fruits fruit1.merge(fruit2); break; } } } } } // Check if game is over (too many fruits on screen or stacked too high) function checkGameOver() { if (gameOver) { return; } if (fruits.length > 30) { gameOver = true; LK.showGameOver(); return; } // Check if any fruits are too high for (var i = 0; i < fruits.length; i++) { // Only check for game over if fruit is high AND has had time to settle if (fruits[i].y < 300 && !fruits[i].merging) { var isFruitMoving = Math.abs(fruits[i].vx) > 0.5 || Math.abs(fruits[i].vy) > 0.5; // Add a countdown to ensure the fruit has truly stopped moving if (!isFruitMoving) { // Initialize the stable timer if not already set if (fruits[i].stableTimer === undefined) { fruits[i].stableTimer = 60; // Give 1 second (60 frames) to confirm stability } else { fruits[i].stableTimer--; if (fruits[i].stableTimer <= 0) { gameOver = true; LK.showGameOver(); return; } } } else { // Reset timer if the fruit starts moving again fruits[i].stableTimer = undefined; } } } } // Initialize game function initGame() { LK.setScore(0); gameOver = false; fruits = []; // Start background music LK.playMusic('bgmusic'); // Setup game elements setupBoundaries(); setupUI(); updateScoreDisplay(); createNextFruit(); } // Event handlers game.down = function (x, y) { // Don't allow drops too close to the edges var minX = wallLeft.x + wallLeft.width / 2 + 100; var maxX = wallRight.x - wallRight.width / 2 - 100; if (x > minX && x < maxX) { dropFruit(x); } }; // Game update loop game.update = function () { // Check for fruit collisions checkFruitCollisions(); // Check game over conditions checkGameOver(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -17,10 +17,10 @@
self.friction = 0.98;
self.elasticity = 0.7;
self.merging = false;
self.isStatic = false;
- // Only attempt to attach the asset if self.type exists
- if (self.type) {
+ // Only attempt to attach the asset if self.type exists and has necessary properties
+ if (self.type && self.type.id && self.type.points && self.type.size) {
var fruitGraphics = self.attachAsset(self.type.id, {
anchorX: 0.5,
anchorY: 0.5
});
@@ -32,9 +32,9 @@
pointsText.anchor.set(0.5, 0.5);
self.addChild(pointsText);
} else {
// This will be initialized properly when the game is fully loaded
- console.log("Warning: Fruit type not available yet");
+ console.log("Warning: Fruit type not available yet or missing required properties");
}
self.update = function () {
if (self.isStatic || self.merging) {
return;