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
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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
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ensure the background asset stretches over the entire screen area. 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 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
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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
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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); // Increment score by 1 for regular domino flips score += 1; // 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, hasHiddenCoin) { var domino = new Domino(); domino.x = x; domino.y = y; domino.hiddenCoin = hasHiddenCoin || false; 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.addChild(LK.getAsset('background', { x: 0, y: 0, width: game.width, height: game.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++) { factory.addDomino(2048 / 2 - 16 * 100 / 2 + i * 100, 2732 / 2 - 20 * 100 / 2 + j * 100, dominoIndexesWithCoins.includes(dominoCounter)); 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
@@ -298,9 +298,9 @@
}
var dominoCounter = 0;
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 20; j++) {
- factory.addDomino(120 + i * 50, 350 + j * 50, dominoIndexesWithCoins.includes(dominoCounter));
+ factory.addDomino(2048 / 2 - 16 * 100 / 2 + i * 100, 2732 / 2 - 20 * 100 / 2 + j * 100, dominoIndexesWithCoins.includes(dominoCounter));
dominoCounter++;
}
}
// Handle touch events to tip dominos
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.