Code edit (5 edits merged)
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instead of using fixed values for positioning the grid on the board, use values relative to the center of the screen and position the grid in the center of the screen
Code edit (1 edits merged)
Please save this source code
User prompt
ensure the background asset stretches over the entire screen area. each of the image corner should corespond to one of the screen corners. disregard the asset's attributes, the code should override the image properties
User prompt
ensure the background asset stretches over the entire screen area. each of the image corner should corespond to one of the screen corners
User prompt
ensure the background asset stretches over the entire screen area while maintaining its aspect ration. each of the image corner should corespond to one of the screen corners
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ensure the background asset stretches over the entire screen area
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after adding the coin, the score no longer work. it correctly adds 10 points for dominos hiding a coin. but regular dominos no longer award 1 point. fix this
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the score bugged. a regular tilted domino should award 1 point and a coin domino should add 10 points. fix this
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'hiddenCoin')' in or related to this line: 'domino.hiddenCoin = true;' Line Number: 315
User prompt
Modify Domino Class: Adjust the domino class to include a new property that indicates whether a coin is hidden underneath. Random Coin Placement: Implement logic to randomly select 10 dominos when initializing the game grid. These selected dominos should have their hidden coin property set to true. Adjust Domino Tipping Logic: Change the tipping function for the dominos. If a domino with a hidden coin is tipped, instead of changing its appearance to a flipped domino, it should change to the coin asset. Additionally, increase the score by 10 points for revealing a coin. Score Update: Ensure that the score update logic appropriately reflects the discovery of a coin, adding 10 points than a standard domino flip would.
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Copy Chain Reaction Template
/****
* Classes
****/
// Assets will be automatically generated based on usage in the code.
// Domino class
var Domino = Container.expand(function () {
var self = Container.call(this);
// Assuming directionsList is a shuffled array of directions ['U', 'L', 'R', 'D'] repeated to match the number of dominos
self.direction = directionsList.shift();
// Updated asset attachment logic based on direction
switch (self.direction) {
case 'U':
dominoGraphics = self.attachAsset('D_Up', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'D':
dominoGraphics = self.attachAsset('D_Down', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'L':
dominoGraphics = self.attachAsset('D_Left', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'R':
dominoGraphics = self.attachAsset('D_Right', {
anchorX: 0.5,
anchorY: 0.5
});
break;
}
self.isTipped = false;
self.hiddenCoin = false; // Indicates whether a coin is hidden underneath
// Direction is already set at the beginning of the constructor.
// Direction label code removed as it's no longer necessary with direction-specific assets
self.tip = function (projectile) {
if (projectile) {
projectilePool.put(projectile); // Recycle the projectile immediately
var index = projectiles.indexOf(projectile);
if (index !== -1) {
projectiles.splice(index, 1); // Remove from tracking array
}
}
if (!self.isTipped) {
self.isTipped = true;
if (self.hiddenCoin) {
// Change appearance to a coin and increase score by 10 points
self.destroy();
var coin = new Container();
coin.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(coin);
coin.x = self.x;
coin.y = self.y;
score += 10; // Increase score by 10 points for revealing a coin
} else {
// Destroy original domino before changing to domino_flipped
self.destroy();
var flippedDomino = new Domino();
flippedDomino.attachAsset('domino_flipped', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(flippedDomino);
flippedDomino.x = self.x;
flippedDomino.y = self.y;
}
// directionLabel removal code has been deprecated
// Tip animation logic here
LK.effects.flashObject(self, 0xffa500, 500);
// Score incrementation now handled within the conditional logic for hiddenCoin
// Update score display
scoreTxt.setText(score.toString());
// Shoot a projectile in the direction specified by the domino's symbol
var projectile = projectilePool.get();
projectile.direction = self.direction;
projectile.x = self.x;
projectile.y = self.y;
// Update the projectile's grid position
projectile.gridX = Math.floor(projectile.x / 100);
projectile.gridY = Math.floor(projectile.y / 100);
game.addChild(projectile);
projectiles.push(projectile);
}
// Update the domino's grid position
self.gridX = Math.floor(self.x / 100);
self.gridY = Math.floor(self.y / 100);
};
});
// Factory class
var Factory = Container.expand(function () {
var self = Container.call(this);
self.dominos = [];
self.addDomino = function (x, y) {
var domino = new Domino();
domino.x = x;
domino.y = y;
self.addChild(domino);
self.dominos.push(domino);
};
self.reset = function () {
self.dominos.forEach(function (domino) {
domino.destroy(); // Destroy domino instance
// Remove any event listeners attached to domino here if any
});
self.dominos.length = 0; // Clear the array without creating a new one
};
});
// Projectile class
var Projectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = '';
self.speed = 10;
self.move = function () {
// Decrease acceleration factor
var acceleration = 0.5;
// Update speed with decreased acceleration
self.speed += acceleration;
switch (self.direction) {
case 'U':
self.y -= self.speed;
break;
case 'L':
self.x -= self.speed;
break;
case 'R':
self.x += self.speed;
break;
case 'D':
self.y += self.speed;
break;
}
// Update the projectile's grid position and check for collisions with dominos
self.gridX = Math.floor(self.x / 100);
self.gridY = Math.floor(self.y / 100);
// Check for domino collisions after moving
factory.dominos.forEach(function (domino) {
if (!domino.isTipped && self.raycast(domino)) {
domino.tip(self); // Pass this projectile to the domino's tip method
// Reset projectile's speed to its original value after tipping a domino
self.speed = 10;
}
});
};
self.raycast = function (domino) {
// Calculate the distance between the projectile and the domino
var dx = domino.x - self.x;
var dy = domino.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If the distance is less than the sum of their radii, there is an intersection
return distance < self.width / 2 + domino.width / 2;
};
});
/****
* Initialize Game
****/
// Initialize a new projectile pool
var game = new LK.Game({
backgroundColor: 0xd3d3d3 // Set game background to light grey
});
/****
* Game Code
****/
var backgroundAsset = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0
});
var background = game.attachAsset('background', {
x: 0,
y: 0,
scaleX: game.width / backgroundAsset.width,
scaleY: game.height / backgroundAsset.height
});
// Function to shuffle an array
function shuffleArray(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var _ref = [array[j], array[i]];
array[i] = _ref[0];
array[j] = _ref[1];
}
}
// Calculate total number of dominos based on grid size (16 columns * 20 rows)
var totalDominos = 16 * 20;
// Divide total by 4 to get number of dominos for each direction
var dominosPerDirection = totalDominos / 4;
// Create a list of directions with an equal number of 'U', 'L', 'R', 'D'
var directionsList = [];
['U', 'L', 'R', 'D'].forEach(function (direction) {
for (var i = 0; i < dominosPerDirection; i++) {
directionsList.push(direction);
}
});
// Shuffle the directions list
shuffleArray(directionsList);
// Initialize score variable
var score = 0;
// Display score
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff",
stroke: "#000000",
// Black outline
strokeThickness: 8 // Thickness of the outline
});
scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally
LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay at the top-center of the screen
// Custom intersects function for accurate collision detection
function intersects(projectile, domino) {
var projectileBounds = {
left: projectile.x - projectile.width / 2,
right: projectile.x + projectile.width / 2,
top: projectile.y - projectile.height / 2,
bottom: projectile.y + projectile.height / 2
};
var dominoBounds = {
left: domino.x - domino.width / 2,
right: domino.x + domino.width / 2,
top: domino.y - domino.height / 2,
bottom: domino.y + domino.height / 2
};
return !(projectileBounds.right < dominoBounds.left || projectileBounds.left > dominoBounds.right || projectileBounds.bottom < dominoBounds.top || projectileBounds.top > dominoBounds.bottom);
}
// Array to store all projectiles
// ProjectilePool class
var ProjectilePool = function ProjectilePool() {
this.pool = [];
this.get = function () {
if (this.pool.length > 0) {
return this.pool.pop();
} else {
return new Projectile();
}
};
this.put = function (projectile) {
// Assuming projectiles might have event listeners attached
// Remove event listeners from projectile here if any
this.pool.push(projectile);
};
};
// Initialize a new projectile pool
var projectilePool = new ProjectilePool();
var projectiles = [];
// Game tick function to move all projectiles and check for domino tipping
LK.on('tick', function () {
projectiles.forEach(function (projectile, i) {
// Move the projectile based on its direction
projectile.move();
// Check for domino tipping within the same grid cell
var tippedDomino = factory.dominos.find(function (domino) {
return !domino.isTipped && domino.gridX === projectile.gridX && domino.gridY === projectile.gridY && projectile.intersects(domino);
});
if (tippedDomino) {
// Recycle the current projectile
projectilePool.put(projectile);
projectiles.splice(i, 1);
// Trigger the projectile of the domino it just hit
tippedDomino.tip();
}
// Remove projectiles that have moved off screen
if (projectile.x < 0 || projectile.x > 2048 || projectile.y < 0 || projectile.y > 2732) {
projectile.destroy(); // Destroy the projectile when it hits the edge of the screen
projectiles.splice(i, 1); // Remove from tracking array
}
});
});
var factory = game.addChild(new Factory());
// Function to check and trigger domino tipping
function checkAndTipDominos(x, y) {
factory.dominos.forEach(function (domino) {
if (Math.abs(domino.x - x) < 100 && Math.abs(domino.y - y) < 100) {
domino.tip();
}
});
}
// Populate the factory with dominos and randomly select 10 to have hidden coins
var dominoIndexesWithCoins = [];
while (dominoIndexesWithCoins.length < 10) {
var randomIndex = Math.floor(Math.random() * 320); // 320 is the total number of dominos (16*20)
if (dominoIndexesWithCoins.indexOf(randomIndex) === -1) {
dominoIndexesWithCoins.push(randomIndex);
}
}
var dominoCounter = 0;
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 20; j++) {
var domino = factory.addDomino(120 + i * 120, 350 + j * 120);
if (dominoIndexesWithCoins.includes(dominoCounter)) {
domino.hiddenCoin = true;
}
dominoCounter++;
}
}
// Handle touch events to tip dominos
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
// Find the closest domino to the tap position
var closestDomino = factory.dominos.reduce(function (closest, domino) {
var distance = Math.sqrt(Math.pow(domino.x - pos.x, 2) + Math.pow(domino.y - pos.y, 2));
if (distance < closest.distance) {
return {
domino: domino,
distance: distance
};
} else {
return closest;
}
}, {
domino: null,
distance: Infinity
});
// Tip the closest domino if it is within 100 units of the tap position
if (closestDomino.distance < 100) {
closestDomino.domino.tip();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -34,8 +34,9 @@
});
break;
}
self.isTipped = false;
+ self.hiddenCoin = false; // Indicates whether a coin is hidden underneath
// Direction is already set at the beginning of the constructor.
// Direction label code removed as it's no longer necessary with direction-specific assets
self.tip = function (projectile) {
if (projectile) {
@@ -46,23 +47,36 @@
}
}
if (!self.isTipped) {
self.isTipped = true;
- // Destroy original domino before changing to domino_flipped
- self.destroy();
- var flippedDomino = new Domino();
- flippedDomino.attachAsset('domino_flipped', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- game.addChild(flippedDomino);
- flippedDomino.x = self.x;
- flippedDomino.y = self.y;
+ if (self.hiddenCoin) {
+ // Change appearance to a coin and increase score by 10 points
+ self.destroy();
+ var coin = new Container();
+ coin.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ game.addChild(coin);
+ coin.x = self.x;
+ coin.y = self.y;
+ score += 10; // Increase score by 10 points for revealing a coin
+ } else {
+ // Destroy original domino before changing to domino_flipped
+ self.destroy();
+ var flippedDomino = new Domino();
+ flippedDomino.attachAsset('domino_flipped', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ game.addChild(flippedDomino);
+ flippedDomino.x = self.x;
+ flippedDomino.y = self.y;
+ }
// directionLabel removal code has been deprecated
// Tip animation logic here
LK.effects.flashObject(self, 0xffa500, 500);
- // Increment score
- score++;
+ // Score incrementation now handled within the conditional logic for hiddenCoin
// Update score display
scoreTxt.setText(score.toString());
// Shoot a projectile in the direction specified by the domino's symbol
var projectile = projectilePool.get();
@@ -271,13 +285,24 @@
domino.tip();
}
});
}
-// Populate the factory with dominos
+// Populate the factory with dominos and randomly select 10 to have hidden coins
+var dominoIndexesWithCoins = [];
+while (dominoIndexesWithCoins.length < 10) {
+ var randomIndex = Math.floor(Math.random() * 320); // 320 is the total number of dominos (16*20)
+ if (dominoIndexesWithCoins.indexOf(randomIndex) === -1) {
+ dominoIndexesWithCoins.push(randomIndex);
+ }
+}
+var dominoCounter = 0;
for (var i = 0; i < 16; i++) {
- // Increase the number of columns to 16
for (var j = 0; j < 20; j++) {
- factory.addDomino(120 + i * 120, 350 + j * 120);
+ var domino = factory.addDomino(120 + i * 120, 350 + j * 120);
+ if (dominoIndexesWithCoins.includes(dominoCounter)) {
+ domino.hiddenCoin = true;
+ }
+ dominoCounter++;
}
}
// Handle touch events to tip dominos
game.on('down', function (obj) {
red projectile rune. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
artistic background of the inside the depths of an unlit dark cave filled with a variety of treasures, and a dragon sleeping over a massive pile of treasure chests at its heart. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.