User prompt
Instead of changing the tint of SquareWhite to black, add a new function: Check for ItemFull's NewItem's tint type, and set that SquareWhite's tint type to the same one
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: 235
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: 234
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: 234
User prompt
Set Square White to the same tint as NewItem of the ItemFull
User prompt
Remove the functionality of setting SquareWhite tinttypes by clicking on them
User prompt
Set all SquareWhite's tint to default when the object is dragged back to its original position
User prompt
Stop changing the score to 1000, remove that line
User prompt
When a new SquareWhite Changes its tint to black, set previous SquareWhite's tint to default
User prompt
Change the tint even when the player has not stopped dragging the ItemFull
User prompt
Only change tint of the SquareWhite that's center is the closest to that ItemFull's c enter
User prompt
If dragged object is released above SquareWhite, set that SquareWhite tint to black
User prompt
If dragged object is released above SquareWhite, set score to 1000
User prompt
Add null check for itemFullDrag before accessing its properties in game.up
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'initialX')' in or related to this line: 'dx = itemFullDrag.initialX - itemFullDrag.x;' Line Number: 259
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'initialX')' in or related to this line: 'dx = itemFullDrag.initialX - itemFullDrag.x;' Line Number: 257
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'initialX')' in or related to this line: 'dx = itemFullDrag.initialX - itemFullDrag.x;' Line Number: 255
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'initialX')' in or related to this line: 'dx = itemFullDrag.initialX - itemFullDrag.x;' Line Number: 253
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'initialX')' in or related to this line: 'dx = itemFullDrag.initialX - itemFullDrag.x;' Line Number: 251
User prompt
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: 241
User prompt
When resetting dragged object to original position, move it across the screen to the original position
User prompt
If a dragged object is released outside of a valid target area, reset the object to the stored original position.
User prompt
If a dragged object is released outside of a valid target area, move the object to the stored original position with the speed of 100 pixels per second
User prompt
When an object is marked for dragging for the first time, store it's position in a global variable.
User prompt
If ItemFullLeft is released outside of a valid target area, reset the object to the stored position of ItemPlaceLeft
/**** * 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) { 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; // 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 var validTargetArea = false; // Assume it's not a valid area // Check if the item is released in a valid target area if (itemFullDrag.itemPlace) { validTargetArea = true; } // If not a valid target area, move back to original position if (!validTargetArea) { var dx = itemFullDrag.initialX - itemFullDrag.x; var dy = itemFullDrag.initialY - itemFullDrag.y; var distance = Math.sqrt(dx * dx + dy * dy); var returnSpeed = 100 / 60; // 100 pixels per second at 60 FPS if (distance > returnSpeed) { itemFullDrag.x += dx / distance * returnSpeed; itemFullDrag.y += dy / distance * returnSpeed; } else { 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
@@ -205,21 +205,26 @@
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
+ var validTargetArea = false; // Assume it's not a valid area
+ // Check if the item is released in a valid target area
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;
+ validTargetArea = true;
+ }
+ // If not a valid target area, move back to original position
+ if (!validTargetArea) {
+ var dx = itemFullDrag.initialX - itemFullDrag.x;
+ var dy = itemFullDrag.initialY - itemFullDrag.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var returnSpeed = 100 / 60; // 100 pixels per second at 60 FPS
+ if (distance > returnSpeed) {
+ itemFullDrag.x += dx / distance * returnSpeed;
+ itemFullDrag.y += dy / distance * returnSpeed;
+ } else {
+ itemFullDrag.x = itemFullDrag.initialX;
+ itemFullDrag.y = itemFullDrag.initialY;
}
- // Move ItemFull to ItemPlace when score is increased by 10
}
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.