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Add 3 sets of variables that store x and y positions of each ItemPlace
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'itemFullRightInitialPosition = {' Line Number: 202
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Change original position variables to have 3 seperate of them, for each one of the ItemFull positions
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set global variable position for all ItemFull Left to x: 2048 / 2 and y: painterBackground.y - painterBackground.height / 2 + 360
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set global variable position for all ItemFull Left to x-coordinate: `2048 / 2 - 415` y-coordinate: `painterBackground.y - painterBackground.height / 2 + 360`
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Please fix the bug: 'Uncaught ReferenceError: itemFullDragInitialPosition is not defined' in or related to this line: 'if (!itemFullDragInitialPosition) {' Line Number: 78
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Only save original position once in the global variable
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If a dragged object is released outside of a valid target area, move the object to the stored original position.
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If a dragged object is released outside of a valid target area, slowly move the object to the stored original position.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'itemFullDrag.x += dx * returnSpeed;' Line Number: 242
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'itemFullDrag.x += dx * returnSpeed;' Line Number: 240
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'itemFullDrag.x += dx * returnSpeed;' Line Number: 238
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'itemFullDrag.x += dx * returnSpeed;' Line Number: 238
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Please fix the bug: 'Uncaught TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(_animateReturn);' Line Number: 242
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Animate ItemFull moving back to its original position when released outside of a valid target area. DONT use tween plugin
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Animate ItemFull moving back to its original position when released outside of a valid target area โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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Move object slower across the screen to its original position
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If a dragged object is released outside of a valid target area, move the object to the stored original position.
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When an object is marked for dragging, store it's position in a global variable.
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Prevent player from moving ItemFull further than game screen allows
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Prevent ItemFull from being moved further than left or right side of the game screen'
Code edit (1 edits merged)
Please save this source code
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prevent itemfull from moving higher than 700 pixels from top of the screen
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prevent itemfull from moving higher than 900 pixels from top of the screen
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prevent itemfull from moving higher than 400 pixels from top of the screen
/**** * 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 = Math.max(y, 700); // Restrict y property to not go higher than 700 pixels from the top } }; 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; itemFullDragInitialPosition = { x: self.x, y: self.y }; // Store initial position 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; 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); 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 && itemFullDragInitialPosition !== 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; } } else { // If released outside valid target area, animate moving back to original position if (itemFullDrag) { var dx = itemFullDragInitialPosition.x - itemFullDrag.x; var dy = itemFullDragInitialPosition.y - itemFullDrag.y; } var returnSpeed = 0.1; // Speed factor for returning to original position var _animateReturn = function animateReturn() { if (Math.abs(dx) > 1 || Math.abs(dy) > 1) { itemFullDrag.x += dx * returnSpeed; itemFullDrag.y += dy * returnSpeed; dx = itemFullDragInitialPosition.x - itemFullDrag.x; dy = itemFullDragInitialPosition.y - itemFullDrag.y; LK.setTimeout(_animateReturn, 16); } else { itemFullDrag.x = itemFullDragInitialPosition.x; itemFullDrag.y = itemFullDragInitialPosition.y; } }; _animateReturn(); } 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
@@ -215,10 +215,12 @@
itemFullDrag.y = itemFullDrag.itemPlace.y;
}
} else {
// If released outside valid target area, animate moving back to original position
- var dx = itemFullDragInitialPosition.x - itemFullDrag.x;
- var dy = itemFullDragInitialPosition.y - itemFullDrag.y;
+ if (itemFullDrag) {
+ var dx = itemFullDragInitialPosition.x - itemFullDrag.x;
+ var dy = itemFullDragInitialPosition.y - itemFullDrag.y;
+ }
var returnSpeed = 0.1; // Speed factor for returning to original position
var _animateReturn = function animateReturn() {
if (Math.abs(dx) > 1 || Math.abs(dy) > 1) {
itemFullDrag.x += dx * returnSpeed;
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.