User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cubes')' in or related to this line: 'fastCube1.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;' Line Number: 242
User prompt
insert two cube_fast between cube_collapse
User prompt
If the hero falls on a column with a cube_fast, then display Alarm2 in the upper right corner on top of all layers
User prompt
Ensure cube_fast is on top of the column, or in the next column if cube_collapse is on top.
User prompt
Ensure cube_fast is on top of the column, or in the next column if cube_collapse is on top.
User prompt
cube_fast must be on the top of the column, if the top of the column is occupied by cube_collapse, then insert it into the next column.
User prompt
If the hero gets on the column where there is cube_fast, then display Alarm2 in the upper right corner.
User prompt
If the hero gets on the column where there is cube_fast, then display Alarm2 in the upper right corner.
User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
there should be no cube_fast and cube_collapse in the first 50 columns
User prompt
put one cube_collapse in every 17 columns in front of the hero
User prompt
if cube_fast and cube_collapse are simultaneously in the same column move cube_fast one column further to the right
User prompt
if cube_fast and cube_collapse are in the same column, move cube_fast one column to the right.
User prompt
if cube_fast and cube_collapse are in the same column move cube_fast to the neighboring column
User prompt
cube_fast and cube_collapse must not be in the same column
User prompt
there should be no cube_fast and cube_collapse in the first 50 columns
User prompt
put one cube_collapse in every 16 columns in front of the hero
User prompt
put one cube_collapse in every 15 columns in front of the hero
User prompt
place one cube_fast in every tenth column in front of the player
User prompt
one cube_fast must be in every tenth column in front of the player
User prompt
one cube_fast must be in every tenth column in front of the player
User prompt
cube_fast must be in every tenth column in front of the player
===================================================================
--- original.js
+++ change.js
@@ -117,16 +117,20 @@
};
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
- // Check for collision with fast cubes and display Alarm2 if hit
+ // Check for collision with collapsing cubes and display Alarm if hit
for (var i = 0; i < poles.length; i++) {
var pole = poles[i];
for (var j = 0; j < pole.cubes.length; j++) {
var cube = pole.cubes[j];
- if (cube instanceof FastCube && self.intersects(cube) && !cube.isFalling) {
- // Display the Alarm2
- alarmDisplay2.show();
+ if (cube instanceof CollapsingCube && self.intersects(cube) && !cube.isFalling) {
+ // Make all poles collapse
+ poles.forEach(function (p) {
+ p.makeCubesFall();
+ });
+ // Display the Alarm
+ alarmDisplay.show();
break;
}
}
}
@@ -151,18 +155,18 @@
});
self.x = 2048 / 2;
self.y = 2732 - self.height / 2;
});
-// Class for the Alarm2 display
-var AlarmDisplay2 = Container.expand(function () {
+// Class for the Alarm display
+var AlarmDisplay = Container.expand(function () {
var self = Container.call(this);
- self.attachAsset('Alarm2', {
+ self.attachAsset('Alarm', {
anchorX: 1.0,
// Anchor to the right
anchorY: 0.0 // Anchor to the top
});
- self.x = 2048 - 50; // Position to the right by 50
- self.y = 50; // Position down by 50
+ self.x = 2048 - 400; // Position to the left by 400
+ self.y = 400; // Position down by 400
self.visible = false; // Initially not visible
self.show = function () {
self.visible = true;
var flashInterval = LK.setInterval(function () {
@@ -187,12 +191,12 @@
/****
* Game Code
****/
-// Instantiate AlarmDisplay2
-var alarmDisplay2 = game.addChild(new AlarmDisplay2());
-// Set the zIndex to ensure it's on top of all layers
-alarmDisplay2.zIndex = 2;
+// Instantiate AlarmDisplay
+var alarmDisplay = game.addChild(new AlarmDisplay());
+// Set the zIndex to ensure it's on top
+alarmDisplay.zIndex = 1;
// Create the second background
var background2 = game.addChild(new Background2());
background2.zIndex = -1;
// Create the background
@@ -217,9 +221,21 @@
pole.x = i * poleWidth;
pole.y = 2732 - 50; // Align base of pole with bottom of the screen and raise by 50 pixels
for (var j = 0; j < 10; j++) {
// Add 9 cubes to each pole and one collapsing cube every 50 poles
- var isCollapsing = poleCounter % 17 === 0 && j === 9 && poleCounter > 100; // Make the top cube a collapsing cube every 17 poles after the first 100 columns
+ var isCollapsing = poleCounter % 17 === 0 && j === 9; // Make the top cube a collapsing cube every 17 poles
+ // Insert two FastCubes before a CollapsingCube
+ if (isCollapsing && j > 1) {
+ pole.addCube(false); // Add a regular cube
+ var fastCube1 = new FastCube();
+ fastCube1.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;
+ self.addChild(fastCube1);
+ self.cubes.push(fastCube1);
+ var fastCube2 = new FastCube();
+ fastCube2.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;
+ self.addChild(fastCube2);
+ self.cubes.push(fastCube2);
+ }
pole.addCube(isCollapsing);
}
poleCounter++;
poles.push(pole);
@@ -252,15 +268,15 @@
var newPole = game.addChild(new Pole());
newPole.x = poles[poles.length - 1].x + poleWidth;
newPole.y = 2732 - 50;
// Place a fast cube in every tenth pole
- if (poleCounter % 10 === 0 && poleCounter > 100) {
+ if (poleCounter % 10 === 0) {
var fastCube = new FastCube();
fastCube.y = -(newPole.cubes.length * 100) - (newPole.cubes.length - 1) * 2;
newPole.addChild(fastCube);
newPole.cubes.push(fastCube);
}
- var isCollapsingCube = poleCounter % 17 === 0 && poleCounter > 100; // Determine if the new pole should have a collapsing cube every 17 poles, but not in the first 100 columns
+ var isCollapsingCube = poleCounter % 17 === 0; // Determine if the new pole should have a collapsing cube every 17 poles
poleCounter++;
var prevPoleHeight = poles[poles.length - 1].cubes.length;
var minCubes = Math.max(6, prevPoleHeight - 1);
var maxCubes = Math.min(14, prevPoleHeight + 1);
girl sitting on Wrecking Ball, cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
construction cranes on the sides of the frame, depth of field blur, cartoon style, black and white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"ALARM" text bubble, comic style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is gray, concrete with a black square in the center. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wrecking Ball with eyes, cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is red, concrete with a black square in the center.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"ALARM" text bubble yellow, comic book style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is yellow, concrete with a black square in the center. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.