User prompt
Limit moving ItemFull higher than BrownBoard
User prompt
Limit moving ItemFull higher than the top of BrownBoard
User prompt
Remove all references of OriginalPosition
User prompt
store original position of ItemFull in 2 variables of originalPositionX and originalPositionY
User prompt
Remove all movement restrictions for ItemFull
User prompt
Make the player be able to freely move ItemFull when they click on it, but never move it higher than top of the BrownBoard
User prompt
Stop ItemFull from being dragged further left or right than screen sides allow
User prompt
Its not doing the last step at all. fix it. make the item full move back
User prompt
When 10 is added to the score and player stops dragging ItemFull, quickly move that ItemFull to ItemOriginalPosition's location
User prompt
When 10 is added to the score and player stops dragging ItemFull, quickly move that ItemFull to its itemOriginalPosition
User prompt
When 10 is added to the score, make ItemFull move to itemOriginalPositionLeft if its originalPosition is 1
User prompt
Create a new variable for ItemFull called originalPosition. Set it to 1 if its generated above itemPlaceLeft, set it to 2 if its generated above itemPlaceCenter, and set it to 3 if its generated above ItemPlaceRight
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'itemFullCenter.y = painterBackground.y - painterBackground.height / 2 + 360;' Line Number: 179
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'itemOriginalPositionCenter.x = itemFullCenter.x;' Line Number: 178
User prompt
Create a new object called ItemOriginalPosition. Create 3 of them at the same coordinates as 3 ItemPlace
User prompt
Dont move ItemPlace with the Item Full
User prompt
When 10 is added to the score, make that ItemFull move to the ItemPlace
User prompt
1. **Global Scope Management**: The `itemFullDrag` variable and other related instances or arrays should be managed in the global scope to ensure they are accessible throughout the game logic. If these are not properly initialized or managed, it can lead to issues with accessing them during event handling. 2. **Event Handling**: The `game.up` event might not be correctly set up to detect when the mouse button is released. If the event isn't firing, the logic inside it won't execute, which means the `ItemFull` instances won't return to their original `ItemPlace`. 3. **ItemPlace Definition**: Each `ItemFull` should have a clearly defined `ItemPlace` that it returns to when dragging stops. If `ItemPlace` is not properly defined or associated with each `ItemFull`, the logic to move them back won't work. 4. **Logic for Returning Items**: The logic to return `ItemFull` instances to their `ItemPlace` might not be correctly implemented. This includes ensuring that the position reset logic is executed when dragging stops and that it accounts for the correct positions. 5. **Score and Visual Updates**: Ensure that the score update logic is correctly placed and that `scoreTxt.setText(LK.getScore())` is called after updating the score to reflect the changes visually. 6. **Debugging and Console Logs**: Adding console logs within the `game.up` function can help verify if the function is being called and to check the state of `itemFullDrag` and its properties. This can help identify if the logic is being executed as expected.
User prompt
The Items dont move currently when i let go of them. Definite each ItemFull's ItemPlace and move them there when they are not being dragged anymore
User prompt
Okay good. When Player stops dragging ItemFull, make it return quickly to its original ItemPlace
User prompt
1. **Event Handling**: Ensure that the `game.up` event is correctly set up to detect when the mouse button is released. If the event isn't firing, the logic inside it won't execute. 2. **Scope of `itemFullDrag`**: Verify that `itemFullDrag` is correctly being set to the `ItemFull` instance when dragging starts. If `itemFullDrag` is `null` or not properly assigned, the logic in `game.up` won't have any effect. 3. **Condition Checks**: Double-check the condition `if (itemFullDrag !== null)` in the `game.up` function. If `itemFullDrag` is not being set correctly during the `self.down` event, this condition will always evaluate to `false`. 4. **Reset Logic**: Ensure that the logic to reset the position of `ItemFull` to its `ItemPlace` is correctly implemented. If `itemFullDrag.itemPlace` is `undefined`, it could prevent the position reset from occurring. 5. **Score Update**: Make sure that the score update logic is correctly placed and that `scoreTxt.setText(LK.getScore())` is called after updating the score to reflect the changes visually. 6. **Debugging**: Add console logs within the `game.up` function to verify if the function is being called and to check the state of `itemFullDrag` and its properties.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'itemFullDrag.x = itemFullDrag.itemPlace.x; // Move back to ItemPlace' Line Number: 190
User prompt
Its not working though? When i stop dragging ItemFull, nothing happens, why
User prompt
When Player lets go of their mouse and stops dragging the ItemFull, move it back to its ItemPlace and add 10 to the score
User prompt
Set initial score to 100. Remove 10 from the score if player starts dragging one of the 3 ItemFull
/**** * 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 } }; 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) { 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; // Add a down function to change tint when clicked self.down = function () { self.TintType = 3; // Set TintType to 3 when clicked // Calculate the index of the clicked square in the grid var index = grid.indexOf(self); // Check and set TintType of the square above if (index - gridSize >= 0) { grid[index - gridSize].TintType = 33; } // Check and set TintType of the square below if (index + gridSize < grid.length) { grid[index + gridSize].TintType = 33; } // Check and set TintType of the square to the left if (index % gridSize !== 0) { grid[index - 1].TintType = 33; } // Check and set TintType of the square to the right if ((index + 1) % gridSize !== 0) { grid[index + 1].TintType = 33; } 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 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.itemPlace) { // 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; } // Move ItemFull to ItemPlace when score is increased by 10 } 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
@@ -10,10 +10,8 @@
itemFullDrag.x = x; // Update its x property when mouse moves
itemFullDrag.y = y; // Update y property without restriction
}
};
- self.originalPositionX = self.x;
- self.originalPositionY = self.y;
var itemPlace = self.attachAsset('ItemPlace', {
anchorX: 0.5,
anchorY: 1,
x: 0,
@@ -66,13 +64,8 @@
LK.setScore(LK.getScore() - 10);
scoreTxt.setText(LK.getScore());
};
});
-var ItemOriginalPosition = Container.expand(function () {
- var self = Container.call(this);
- self.x = 0;
- self.y = 0;
-});
var SquareWhite = Container.expand(function () {
var self = Container.call(this);
self.TintType = 0;
var squareAsset = self.attachAsset('SquareWhite', {
@@ -184,17 +177,8 @@
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 itemOriginalPositionCenter = new ItemOriginalPosition();
-itemOriginalPositionCenter.x = itemFullCenter.x;
-itemOriginalPositionCenter.y = itemFullCenter.y;
-var itemOriginalPositionLeft = new ItemOriginalPosition();
-itemOriginalPositionLeft.x = itemFullLeft.x;
-itemOriginalPositionLeft.y = itemFullLeft.y;
-var itemOriginalPositionRight = new ItemOriginalPosition();
-itemOriginalPositionRight.x = itemFullRight.x;
-itemOriginalPositionRight.y = itemFullRight.y;
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
@@ -229,30 +213,8 @@
itemFullDrag.x = itemFullDrag.itemPlace.x;
itemFullDrag.y = itemFullDrag.itemPlace.y;
}
// Move ItemFull to ItemPlace when score is increased by 10
- if (LK.getScore() % 10 === 0) {
- var targetPosition;
- if (itemFullDrag.originalPosition === 1) {
- targetPosition = itemOriginalPositionLeft;
- } else if (itemFullDrag.originalPosition === 2) {
- targetPosition = itemOriginalPositionCenter;
- } else if (itemFullDrag.originalPosition === 3) {
- targetPosition = itemOriginalPositionRight;
- }
- if (targetPosition) {
- var dx = targetPosition.x - itemFullDrag.x;
- var dy = targetPosition.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 = targetPosition.x;
- itemFullDrag.y = targetPosition.y;
- }
- }
- }
}
itemFullDrag = null; // Reset dragging
}
};
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.