User prompt
make it drag and drop and collect jelly like candy crysh
User prompt
Please fix the bug: 'Uncaught TypeError: candies[i].intersectsPoint is not a function' in or related to this line: 'if (candies[i].intersectsPoint(x, y)) {' Line Number: 91
User prompt
like candy crush
Initial prompt
Match 3
/**** * Classes ****/ // Define a class for bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); // Define a class for candy blocks var Candy = Container.expand(function () { var self = Container.call(this); var candyGraphics = self.attachAsset('candy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Check if the candy is in a collection zone if (self.y > 2732) { // Logic for collecting the candy self.y = 0; // Reset position self.x = Math.random() * 2048; // Randomize x position } }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update logic for player }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize candy blocks var candies = []; for (var i = 0; i < 8; i++) { for (var j = 0; j < 8; j++) { var candy = new Candy(); candy.x = i * 256; candy.y = j * 342; candies.push(candy); game.addChild(candy); } } // Handle candy block selection and dragging var selectedCandy = null; game.down = function (x, y, obj) { // Select the candy block at the clicked position for (var i = 0; i < candies.length; i++) { if (candies[i].intersects({ x: x, y: y, width: 1, height: 1 })) { // Highlight the selected candy block candies[i].tint = 0xaaaaaa; selectedCandy = candies[i]; break; } } }; game.move = function (x, y, obj) { // Drag the selected candy block if (selectedCandy) { selectedCandy.x = x; selectedCandy.y = y; } }; game.up = function (x, y, obj) { // Drop the selected candy block if (selectedCandy) { selectedCandy.tint = 0xffffff; // Reset tint selectedCandy = null; } }; // Update game state game.update = function () { // Update candy blocks for (var i = 0; i < candies.length; i++) { candies[i].update(); } };
===================================================================
--- original.js
+++ change.js
@@ -20,9 +20,14 @@
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
- // Update logic for candy blocks
+ // Check if the candy is in a collection zone
+ if (self.y > 2732) {
+ // Logic for collecting the candy
+ self.y = 0; // Reset position
+ self.x = Math.random() * 2048; // Randomize x position
+ }
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
@@ -75,9 +80,10 @@
candies.push(candy);
game.addChild(candy);
}
}
-// Handle candy block selection
+// Handle candy block selection and dragging
+var selectedCandy = null;
game.down = function (x, y, obj) {
// Select the candy block at the clicked position
for (var i = 0; i < candies.length; i++) {
if (candies[i].intersects({
@@ -87,12 +93,27 @@
height: 1
})) {
// Highlight the selected candy block
candies[i].tint = 0xaaaaaa;
+ selectedCandy = candies[i];
break;
}
}
};
+game.move = function (x, y, obj) {
+ // Drag the selected candy block
+ if (selectedCandy) {
+ selectedCandy.x = x;
+ selectedCandy.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ // Drop the selected candy block
+ if (selectedCandy) {
+ selectedCandy.tint = 0xffffff; // Reset tint
+ selectedCandy = null;
+ }
+};
// Update game state
game.update = function () {
// Update candy blocks
for (var i = 0; i < candies.length; i++) {