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If dragged object is released above SquareWhite, set that SquareWhite tint to black
User prompt
If dragged object is released above SquareWhite, set that SquareWhite tint to black
Code edit (8 edits merged)
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Fix all issues you mentioned above.
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Set SquareWhite tint to black by default
Code edit (1 edits merged)
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optimise math in lines 122 and 123
Code edit (1 edits merged)
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set SquareWhite Tint Type to 33 by default
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set SquareWhite Tint Type to 33 by default
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Continuosly update SquareWhite's tints
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On line 50, add a new functionality instead of setting closestSquare's tint to black: Check ItemFull that is being dragged, access it's NewItem's tint, and set SquareWhite Tint type to the tint type of that NewItem.
User prompt
Set Square White tint to ClosestSquare tint
User prompt
Update closestSquare's tint color based on its tint type continously: if 1, then 0x12893E. if 2, then 0xb40421, if 3, then 0xe07400, if 4, then 0x174F3
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'tint')' in or related to this line: 'closestSquare.TintType = itemFullDrag.itemPlace.tint; // Set TintType to match NewItem's TintType' Line Number: 50
User prompt
On line 50, add a new functionality instead of setting closestSquare's tint to black: Check ItemFull that is being dragged, access it's NewItem's tint, and set closestSquare Tint type to the tint type of that NewItem
User prompt
Set LevelCounter's text to display the NewItem's tint type when Item Full is being dragged
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: 50
/**** * 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 } }); if (itemFullDrag && itemFullDrag.newItem) { closestSquare.TintType = itemFullDrag.newItem.Type; // Set TintType to match NewItem's tint type } } } } }; 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 = 33; 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 }); 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 && itemFullDrag.itemPlace) { closestSquare.tint = itemFullDrag.itemPlace.tint; // Set tint to match NewItem tint } } 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) { switch (square.TintType) { case 0: square.tint = 0xedf8ff; break; case 1: square.tint = 0x12893E; break; case 11: square.tint = 0x11B34C; break; case 2: square.tint = 0xB40421; break; case 22: square.tint = 0xE00025; break; case 3: square.tint = 0xE07400; break; case 33: square.tint = 0xF58E20; break; case 4: square.tint = 0x174F3C; break; case 44: square.tint = 0x33705C; break; default: 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
@@ -106,10 +106,9 @@
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
+ alpha: 1
});
self.Filled = 0;
});
var WhiteRectangle = Container.expand(function () {
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.