User prompt
Remove PauseBack entirely
User prompt
When player clicks on SquareWhite set Tint type of squareWhite above, below, to the left and to the right from the original SquareWhite to 33
User prompt
If TintType is 3, set Tint type of squareWhite above, below, to the left and to the right from the original SquareWhite to 33
User prompt
Drag ItemFull back to its Item Place if not dragged
User prompt
do mouseout event for all draggable objects
User prompt
If Player Clicks on SquareWhite, sets its TintType to 3, and make the game always update their tinttypes
User prompt
If Player Clicks on SquareWhite, sets its tint to black
User prompt
When player is Not dragging item full, move it back to its ItemPlace
User prompt
Make Each ItemFull go back to its ItemPlace. If its ItemFullRight, make it go to ItemPlaceRight, and so on
User prompt
The game is currently not recognising that ItemFull is not being dragged anymore. Why?
User prompt
Add this: game.up = function(){ itemDragFull = null; // When mouse is unpressed, stop dragging. };
User prompt
When ItemFull is let go of, set itemFullDrag to null and set score to 100
User prompt
When ItemFull is let go of, set itemFullDrag to null
User prompt
When ItemFull is not being dragged anymore, set Score to 100
User prompt
Fix all of the logic issues
User prompt
Make Each ItemFull go back to its ItemPlace. If its ItemFullRight, make it go to ItemPlaceRight, and so on
User prompt
When Player Lets go of ItemFull, slowly move it back to its ItemPlace. DONT make it a tween or use tween plugin
User prompt
When Player Lets go of ItemFull, slowly move it back to its ItemPlace โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Return ItemFull to Its ItemPlace after player stops dragging it
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.initialPosition = {' Line Number: 31
User prompt
When ItemFull is generated, set its start position to the ItemPlace that it is on
User prompt
When you stop dragging an ItemFull return it to it's start position
User prompt
When Player clicks on squareWhite, set its tinttype to 4
User prompt
Set Default SquareWhite TintType to 3
User prompt
When player clicks on Square white, make its asset 0.1 Alpha
/**** * 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 // Ensure itemFullDrag does not go higher than the grid of SquareWhite var gridTopY = (2732 - gridSize * squareSize) / 2 + 90 + 20 + 5; // Calculate the top Y position of the grid itemFullDrag.y = Math.max(y, gridTopY); // Update y property with restriction } }; self.initialPosition = { x: itemPlace.x, y: itemPlace.y }; // Store initial position based on ItemPlace 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 () { itemFullDrag = self; }; }); 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; // Add a down function to change tint when clicked self.down = function () { if (self.TintType === 0) { squareAsset.tint = 0xedf8ff; } else if (self.TintType === 1) { squareAsset.tint = 0x12893E; } else if (self.TintType === 11) { squareAsset.tint = 0x11B34C; } else if (self.TintType === 2) { squareAsset.tint = 0xB40421; } else if (self.TintType === 22) { squareAsset.tint = 0xE00025; } else if (self.TintType === 3) { squareAsset.tint = 0xE07400; } else if (self.TintType === 33) { squareAsset.tint = 0xF58E20; } else if (self.TintType === 4) { squareAsset.tint = 0x174F3C; } else if (self.TintType === 44) { squareAsset.tint = 0x33705C; } else { squareAsset.tint = 0xfbdb00; } }; }); 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 itemFullDrag = null; 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 () { if (itemFullDrag) { itemFullDrag.x = itemFullDrag.initialPosition.x; // Return to initial x position itemFullDrag.y = itemFullDrag.initialPosition.y; // Return to initial y position } itemFullDrag = null; // When mouse is unpressed, stop dragging. }; // 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; } } }; // Create another instance of PauseBack and place it right under the original var pauseBack2 = LK.getAsset('PauseBack', { anchorX: 0.0, anchorY: 0.0, x: 15, y: -155, scaleX: 1.57959, scaleY: 1.57959, alpha: 0.55, tint: 0x000000 }); game.addChild(pauseBack2); // Create PauseBack object and place it in the top-left corner var pauseBack = LK.getAsset('PauseBack', { anchorX: 0.0, anchorY: 0.0, x: 20, y: 20, scaleX: 1.5, scaleY: 1.5, alpha: 1 }); game.addChild(pauseBack); // 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(0); 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
@@ -13,11 +13,11 @@
itemFullDrag.y = Math.max(y, gridTopY); // Update y property with restriction
}
};
self.initialPosition = {
- x: self.x,
- y: self.y
- }; // Store initial position
+ x: itemPlace.x,
+ y: itemPlace.y
+ }; // Store initial position based on ItemPlace
var itemPlace = self.attachAsset('ItemPlace', {
anchorX: 0.5,
anchorY: 1,
x: 0,
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.