User prompt
When square white is filled, disallow alligning any more ItemFull with it
User prompt
When alligning Item Full with SquareWhite, set that SquareWhite to filled
User prompt
Move it 140 pixels instead
User prompt
Okay, move ItemFull 278/2 pixels lower when its position is being assigned after beint let go of by the player
User prompt
Currently its placing ItemFulls in the middle of 2 squareWhites. Change it so ItemFull's center is the same as SquareWhite's center when setting its position
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'tint')' in or related to this line: 'closestSquare.tint = itemFullDrag.itemPlace.tint; // Set tint to match NewItem tint' Line Number: 237
User prompt
When player lets go of ItemFull above SquareWhite, set ItemFull's position to the position of closest SquareWhite
Remix started
Copy December GridTest 2
/**** * Classes ****/ var ItemFull = Container.expand(function () { var self = Container.call(this); // Add a move function to update itemFullDrag position on mouse move game.move = function (x, y) { if (itemFullDrag !== null) { // If an object was clicked to be dragged itemFullDrag.x = x; // Update its x property when mouse moves itemFullDrag.y = y; // Update y property without restriction // Check if the object is back to its original position if (Math.abs(itemFullDrag.x - itemFullDrag.initialX) < 1 && Math.abs(itemFullDrag.y - itemFullDrag.initialY) < 1) { // Reset all SquareWhite tints to default grid.forEach(function (square) { square.tint = 0xedf8ff; // Default tint }); } else { // Check for the closest SquareWhite and update its tint var closestSquare = null; var minDistance = Infinity; grid.forEach(function (square) { var distance = Math.sqrt(Math.pow(itemFullDrag.x - square.x, 2) + Math.pow(itemFullDrag.y - square.y, 2)); if (distance < minDistance) { minDistance = distance; closestSquare = square; } }); if (closestSquare) { // Reset previous SquareWhite tint to default grid.forEach(function (square) { if (square !== closestSquare) { square.tint = 0xedf8ff; // Default tint } }); closestSquare.tint = 0x000000; // Set tint to black } } } }; var itemPlace = self.attachAsset('ItemPlace', { anchorX: 0.5, anchorY: 1, x: 0, y: 0, width: 282, height: 282, alpha: 1, tint: 0xb40421 }); // Create and attach NewItem text var newItem = new Text2('3', { size: 170, fill: 0xFFFFFF, font: "Arial Black" }); newItem.Type = function () { var rand = Math.random(); if (rand < 0.34) { return 1; } if (rand < 0.68) { return 2; } if (rand < 0.84) { return 3; } return 4; }(); newItem.anchor.set(0.5, 1); newItem.x = itemPlace.x; newItem.y = itemPlace.y - itemPlace.height / 2 + 86; self.addChild(newItem); // Set tint and text based on type if (newItem.Type === 1) { itemPlace.tint = 0x12893E; newItem.setText(Math.floor(Math.random() * 5 + 3).toString()); } else if (newItem.Type === 2) { itemPlace.tint = 0xb40421; newItem.setText(Math.floor(Math.random() * 8 + 1).toString()); } else if (newItem.Type === 3) { itemPlace.tint = 0xe07400; newItem.setText('2'); } else if (newItem.Type === 4) { itemPlace.tint = 0x174F3C; newItem.setText(Math.floor(Math.random() * 4 + 3).toString()); } // Add a down function to set itemFullDrag to self self.down = function (x, y, obj) { if (!self.initialPositionStored) { self.initialX = self.x; self.initialY = self.y; self.initialPositionStored = true; } itemFullDrag = self; LK.setScore(LK.getScore() - 10); scoreTxt.setText(LK.getScore()); }; }); var SquareWhite = Container.expand(function () { var self = Container.call(this); self.TintType = 0; var squareAsset = self.attachAsset('SquareWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, scaleY: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, alpha: 1, tint: 0xedf8ff }); self.Filled = 0; }); var WhiteRectangle = Container.expand(function () { var self = Container.call(this); var rectangleAsset = self.attachAsset('WhiteRectangle', { anchorX: 0.5, anchorY: 0.5 }); rectangleAsset.scale.set(0.25, 0.7); // Increase the height by 100% // Add a variable to store the target scale for each rectangle self.targetScale = Math.random() * 1.5; // Add an update function to stretch the rectangle self.update = function () { // Continuously stretch the rectangle towards the target scale rectangleAsset.scale.x += (self.targetScale - rectangleAsset.scale.x) * 0.02; // When the target scale is reached, pick a new target if (Math.abs(rectangleAsset.scale.x - self.targetScale) < 0.005) { self.targetScale = Math.random() * 1.5; } }; }); /**** * Initialize Game ****/ // Create an array to hold the random numbers //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var painterBackground = LK.getAsset('PainterBackground', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 - 15 + 15 + 400 - 100 + 50, width: 2048 * 0.9 * 0.95, height: 800 * 1.3 * 1.5, alpha: 1 }); game.addChild(painterBackground); var itemFullCenter = new ItemFull(); itemFullCenter.x = 2048 / 2; itemFullCenter.y = painterBackground.y - painterBackground.height / 2 + 360; itemFullCenter.originalPosition = 2; // Set originalPosition to 2 for center game.addChild(itemFullCenter); var itemFullLeft = new ItemFull(); itemFullLeft.x = 2048 / 2 - 415; itemFullLeft.y = painterBackground.y - painterBackground.height / 2 + 360; itemFullLeft.originalPosition = 1; // Set originalPosition to 1 for left game.addChild(itemFullLeft); var itemFullRight = new ItemFull(); itemFullRight.x = 2048 / 2 + 415; itemFullRight.y = painterBackground.y - painterBackground.height / 2 + 360; itemFullRight.originalPosition = 3; // Set originalPosition to 3 for right game.addChild(itemFullRight); var itemFullDrag = null; // Global variable to track the currently dragged ItemFull var randomNumberTexts = []; for (var i = 0; i < 50; i++) { // Create a new Text2 object to display the random number var randomNumberText = new Text2(Math.floor(Math.random() * 10).toString(), { size: 40, fill: 0x4A73B5, font: "Courier New" }); randomNumberText.anchor.set(0.5, 0.5); randomNumberText.x = 2048 / 50 * i; randomNumberText.y = 2732 / 2 + 930; game.addChild(randomNumberText); randomNumberTexts.push(randomNumberText); } game.up = function (x, y, obj) { console.log("Mouse released at:", x, y); // Log mouse release position console.log("Current itemFullDrag:", itemFullDrag); // Log the current item being dragged if (itemFullDrag !== null) { console.log("Dragging stopped for:", itemFullDrag); // Log the item being dragged LK.setScore(LK.getScore() + 10); // Add 10 to the score when dragging stops scoreTxt.setText(LK.getScore()); // Update score text console.log("Score updated to:", LK.getScore()); // Log the updated score if (itemFullDrag && itemFullDrag.itemPlace) { // Ensure itemPlace is defined before accessing its properties // Check if itemPlace is defined var dx = itemFullDrag.itemPlace.x - itemFullDrag.x; var dy = itemFullDrag.itemPlace.y - itemFullDrag.y; var returnSpeed = 0.2; // Speed factor for returning to original position itemFullDrag.x += dx * returnSpeed; itemFullDrag.y += dy * returnSpeed; if (Math.abs(dx) < 1 && Math.abs(dy) < 1) { // Snap to position if close enough itemFullDrag.x = itemFullDrag.itemPlace.x; itemFullDrag.y = itemFullDrag.itemPlace.y; } } else { var isAboveSquareWhite = grid.some(function (square) { return itemFullDrag.intersects(square); }); if (isAboveSquareWhite) { var closestSquare = null; var minDistance = Infinity; grid.forEach(function (square) { var distance = Math.sqrt(Math.pow(itemFullDrag.x - square.x, 2) + Math.pow(itemFullDrag.y - square.y, 2)); if (distance < minDistance) { minDistance = distance; closestSquare = square; } }); if (closestSquare) { // Align ItemFull's center with SquareWhite's center itemFullDrag.x = closestSquare.x - itemFullDrag.width / 2 + closestSquare.width / 2; itemFullDrag.y = closestSquare.y - itemFullDrag.height / 2 + closestSquare.height / 2 + 140; if (itemFullDrag.itemPlace) { closestSquare.tint = itemFullDrag.itemPlace.tint; // Set tint to match NewItem tint } else { closestSquare.tint = 0xedf8ff; // Default tint if itemPlace is undefined } } } else { // Reset to original position if released outside valid target area itemFullDrag.x = itemFullDrag.initialX; itemFullDrag.y = itemFullDrag.initialY; } } itemFullDrag = null; // Reset dragging } }; // Add mouseout event to reset itemFullDrag when mouse leaves the game area game.mouseout = function () { itemFullDrag = null; }; // Add an update function to the game to move the numbers to the left game.update = function () { for (var i = 0; i < randomNumberTexts.length; i++) { randomNumberTexts[i].x -= 5; if (randomNumberTexts[i].x < 0) { randomNumberTexts[i].x = 2048; } } // Update tint types of all SquareWhite instances grid.forEach(function (square) { if (square.TintType === 0) { square.tint = 0xedf8ff; } else if (square.TintType === 1) { square.tint = 0x12893E; } else if (square.TintType === 11) { square.tint = 0x11B34C; } else if (square.TintType === 2) { square.tint = 0xB40421; } else if (square.TintType === 22) { square.tint = 0xE00025; } else if (square.TintType === 3) { square.tint = 0xE07400; } else if (square.TintType === 33) { square.tint = 0xF58E20; } else if (square.TintType === 4) { square.tint = 0x174F3C; } else if (square.TintType === 44) { square.tint = 0x33705C; } else { square.tint = 0xfbdb00; } }); // Move ItemFull back to ItemPlace when not being dragged if (itemFullDrag === null) { [itemFullCenter, itemFullLeft, itemFullRight].forEach(function (itemFull) { var dx = itemFull.itemPlace.x - itemFull.x; var dy = itemFull.itemPlace.y - itemFull.y; itemFull.x += dx * 0.1; itemFull.y += dy * 0.1; }); } }; // Add Concrete as a background to all other items var concreteBackground = LK.getAsset('Concrete', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732, alpha: 1, tint: 0x98bee3 }); game.addChildAt(concreteBackground, 0); // Add ScoreBack behind the score and make it around 1/3 screen long // Add score on top of the screen var scoreTxt = new Text2('0', { size: 135, fill: 0xFFFFFF, font: "Helvetica" }); var scoreBack = LK.getAsset('ScoreBack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 20 + 75 - 35 + 20 + 40, width: 2048 / 3 * 0.85 * 0.85 * 1.2 * 1.3 * 1.1, height: 150 * 1.3 * 1.3 * 1.4 * 1.2 * 0.85 * 1.2 * 1.3 * 1.3 * 1.1 * 1.2, alpha: 1 }); game.addChild(scoreBack); // Add an update function to the game to move the numbers to the left game.update = function () { for (var i = 0; i < randomNumberTexts.length; i++) { randomNumberTexts[i].x -= 5; if (randomNumberTexts[i].x < 0) { randomNumberTexts[i].x = 2048; } } }; // Add PainterBackground at the bottom of the screen, above ConcreteBackground var painterBackground = LK.getAsset('PainterBackground', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 - 15 + 15 + 400 - 100 + 50, width: 2048 * 0.9 * 0.95, height: 800 * 1.3 * 1.5, alpha: 1 }); game.addChild(painterBackground); // Generate String Of Numbers var randomNumberTexts = []; for (var i = 0; i < 50; i++) { // Create a new Text2 object to display the random number var randomNumberText = new Text2(Math.floor(Math.random() * 10).toString(), { size: 40, fill: 0x4A73B5, font: "Courier New" }); randomNumberText.anchor.set(0.5, 0.5); randomNumberText.x = 2048 / 50 * i; randomNumberText.y = 2732 / 2 + 930; game.addChild(randomNumberText); randomNumberTexts.push(randomNumberText); } // Add brown board to the game var brownBoardWidth = 400; // Define the width of the BrownBoard asset var brownBoardHeight = 400; // Define the height of the BrownBoard asset var brownBoard = LK.getAsset('BrownBoard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 30, scaleX: 2048 / brownBoardWidth, scaleY: (6 / 1.5 * 1.1 * 1.1 * 0.95 * brownBoardHeight + 30) / brownBoardHeight, alpha: 1 }); // Add main background to the game var background = LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 20, y: 2732 / 2, width: 2068 * 1.05, height: 2000, alpha: 1 }); game.addChild(brownBoard); game.addChild(background); // Add gridBack behind the grid, but above Background var gridBack = LK.getAsset('GridBack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 5, y: 2732 / 2 - 20, width: 1400 * 1.2 + 5, height: 1400 * 1.1 * 1.1 - 10, alpha: 1 }); game.addChild(gridBack); // Initialize a 7x7 grid of SquareWhite in the middle of the screen var grid = []; var gridSize = 6; var squareSize = 225.28 * 1.08 * 1.08 * 1.05; // Increase the size of the grid by an additional 5% var startX = (2048 - gridSize * squareSize) / 2 + 110 + 20; var startY = (2732 - gridSize * squareSize) / 2 + 90 + 20 + 5; for (var i = 0; i < gridSize; i++) { for (var j = 0; j < gridSize; j++) { var square = new SquareWhite(); square.x = startX + i * squareSize; square.y = startY + j * squareSize; game.addChild(square); grid.push(square); } } // Create 6 WhiteCircle instances and stack them on top of each other in the middle of the screen for (var i = 0; i < 6; i++) { var whiteCircle = LK.getAsset('WhiteCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 910, y: 2732 / 2 + i * 300 - 730 - 20 - 5, width: 31.5, height: 31.5, tint: 0x34dbeb }); game.addChild(whiteCircle); // Add a randomiser to change the brightness of each WhiteCircle every 1-5 seconds (function (whiteCircle) { var _changeBrightness = function changeBrightness() { var randomTime = Math.random() * 5000 + 3000; // Random time between 3-8 seconds whiteCircle.alpha = 0.2; // Change brightness to 20% LK.setTimeout(function () { whiteCircle.alpha = 1; // Revert brightness back LK.setTimeout(_changeBrightness, randomTime); // Schedule next brightness change }, randomTime); }; _changeBrightness(); // Start changing brightness })(whiteCircle); } // Add score on top of the screen var scoreTxt = new Text2('0', { size: 160, fill: 0x67BAEB, font: "Courier New" }); // Set score to 0 LK.setScore(100); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); scoreTxt.y += 9; LK.gui.top.addChild(scoreTxt); // Add LevelCounter text 200 pixels under Score var levelCounterTxt = new Text2('Goal: 100', { size: 65, fill: 0xb6bcd6, font: "Courier New" }); levelCounterTxt.anchor.set(0.5, 0); levelCounterTxt.y = scoreTxt.y + 170; LK.gui.top.addChild(levelCounterTxt); for (var i = 0; i < 6; i++) { var rectangle = game.addChild(new WhiteRectangle()); rectangle.x = 2048 - rectangle.width / 2 + 20 - 15; // Move to the right side of the screen and 20 pixels more to the right, then move 15 pixels to the left rectangle.y = i * (rectangle.height + 10) + 945; // Move 945 pixels lower } // Add ItemFull instances var itemFullCenter = new ItemFull(); itemFullCenter.x = 2048 / 2; itemFullCenter.y = painterBackground.y - painterBackground.height / 2 + 360; game.addChild(itemFullCenter); var itemFullLeft = new ItemFull(); itemFullLeft.x = 2048 / 2 - 415; itemFullLeft.y = painterBackground.y - painterBackground.height / 2 + 360; game.addChild(itemFullLeft); var itemFullRight = new ItemFull(); itemFullRight.x = 2048 / 2 + 415; itemFullRight.y = painterBackground.y - painterBackground.height / 2 + 360; game.addChild(itemFullRight); ;
===================================================================
--- original.js
+++ change.js
@@ -219,9 +219,9 @@
});
if (closestSquare) {
// Align ItemFull's center with SquareWhite's center
itemFullDrag.x = closestSquare.x - itemFullDrag.width / 2 + closestSquare.width / 2;
- itemFullDrag.y = closestSquare.y - itemFullDrag.height / 2 + closestSquare.height / 2 + 139;
+ itemFullDrag.y = closestSquare.y - itemFullDrag.height / 2 + closestSquare.height / 2 + 140;
if (itemFullDrag.itemPlace) {
closestSquare.tint = itemFullDrag.itemPlace.tint; // Set tint to match NewItem tint
} else {
closestSquare.tint = 0xedf8ff; // Default tint if itemPlace is undefined
square with Neon dark blue borders, simple, futuristic, 2d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Sci-fi Vault dark Concrete wall texture 2d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Scifi Square with thin, rounded corners. Dark grey. 2d. Single Game Texture. Little blue outline
Smooth white circle, 2d, simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Rounded white square. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.