Cube matcher step 13 or did I do something else wrong along the way

so I was doing the lesson for the cube matcher as see through this link : https://www.codecademy.com/paths/create-video-games-with-phaser/tracks/game-dev-learn-javascript-higher-order-functions-and-iterators/modules/game-dev-project-iterators/projects/cube-matcher when I noticed after step 13 my game doesn’t work, or at least it doesn’t do anything when I click the cubes to eliminate them. I know there are already topics about this but none of those answered my questions. here is my code, perhaps you see something I don’t. thanks in advance :slight_smile:

// Global variables
const cubeSize = 38;
let board;
let score = 0;

class GameScene extends Phaser.Scene {
  constructor() {
    super({ key: 'GameScene' });
  }

  preload() {
    // Load images for board and cubes
    this.load.spritesheet('blocks', 'https://content.codecademy.com/courses/learn-phaser/cube-matcher/blocks.png', {
      frameWidth: cubeSize,
      frameHeight: cubeSize
    });
    this.load.image('grid', 'https://content.codecademy.com/courses/learn-phaser/cube-matcher/grid.png');
  }

  create() {
    // Add background
    this.add.image(0, 0, 'grid').setOrigin(0).setScale(0.50);
    // Set boundaries of the game
    this.physics.world.setBounds(0, 0, 480, 600);
    // Create a 12 x 12 board
    board = this.makeBoard(12);
    // Create and display score
    score = 0;
    let scoreText = this.add.text(15, 610, `Score: ${score}`, {
      fontSize: '25px',
      fill: '#fff'
    });
    // Start and display a timer
    this.initialTime = 60; // in seconds
    let timerText = this.add.text(
      250,
      610,
      `Time Left: ${formatTime(this.initialTime)}`,
      { fontSize: '25px', fill: '#fff' }
    );
    // Phaser timer event
    this.time.addEvent({
      delay: 1000, // in milliseconds = 1 second
      callback: onTimedEvent,
      callbackScope: this,
      loop: true
    });
    // Helper function to format time in minutes and seconds
    function formatTime(seconds) {
      const minutes = Math.floor(seconds / 60);
      seconds %= 60;
      const secondsString = seconds.toString().padStart(2, '0');
      
      return `${minutes}:${secondsString}`; // 08:00 for example
    }
    // Callback function for timer counts down or ends game
    function onTimedEvent() {
      if (this.initialTime === 0) {
        this.endGame();
      } else {
        this.initialTime--;
        timerText.setText(`Time Left: ${formatTime(this.initialTime)}`);
      }
    }
    // Listener for clicks on cubes
    this.input.on('gameobjectdown', function(pointer, cube, event) {
      // Declare a constant, neighborCubes, below
      const neighborCubes = getNeighbors()
      // Remove matching cubes from game if there's at least 2 of them
      if (neighborCubes.length > 0) {
        // Update score
        score += neighborCubes.length;
        scoreText.setText(`Score: ${score}`);
        // Update each cube in neighborCubes here
        
        neighborCubes.forEach(neighbor => {
          neighbor.destroy();
          renderCubes(neighbor);
        })
        removeCols();
      }

      // Helper function moves cube sprites down
      function renderCubes(cube) {
        for (let row = 0; row < cube.row; row++) {
          // Move cube sprite down by 30px
          board[cube.col][row].y += cubeSize;
          // Update the row of cube
          board[cube.col][row].row += 1;
        }
        // Update board array
        let removed = board[cube.col].splice(cube.row, 1);
        board[cube.col] = removed.concat(board[cube.col]);
      }
    });
  }

  update() {
    // If no more remaining valid moves, end game below
    if (remainingMoves() === false) {
      this.endGame();
    }
  }

  makeBoard(size) {
    // A nested array, inner arrays represent empty columns
    const board = Array(size).fill(Array(size).fill('x'));
    
    // Add code to fill board array with cube sprites and return it
    return board.map((col, i) => {
     return col.map((row, j) => this.makeCube(i, j));
    });
  }
  
  makeCube(colIndex, rowIndex) {
    const sideMargin = 31;
    const topMargin = 30;
    // Create a Phaser sprite
    const cube = this.physics.add.sprite(
      colIndex * cubeSize + sideMargin,
      rowIndex * cubeSize + topMargin,
      'blocks'
    );
    // Choose color randomly
    const max = 3;
    const min = 0;
    const color = Math.floor(Math.random() * (max - min + 1)) + min;
    // Don't let cube move beyond edges of board
    cube.setCollideWorldBounds(true);
    cube.body.collideWorldBounds = true;
    // Set the cube to a specific color
    cube.setFrame(color);
    // Make the cube clickable
    cube.setInteractive();
    // Add some information to make it easier to find a cube
    cube.col = colIndex;
    cube.row = rowIndex;
    cube.removed = false;

    return cube;
  }
  
  
  endGame() {
    // Stop sprites moving
    this.physics.pause();
    // Transition to end scene w/fade
    this.cameras.main.fade(800, 0, 0, 0, false, function(camera, progress) {
      if (progress > 0.5) {
        this.scene.stop('GameScene');
        this.scene.start('EndScene');
      }
    });
  }
}

// Helper function that only checks the immediate neighbors of a cube
const checkClosest = (cube) => {
  const results = [];
  // Coordinates of up, down, left, right cubes to check
  const directions = [
    { row: 0, col: -1 },
    { row: 0, col: 1 },
    { row: -1, col: 0 },
    { row: 1, col: 0 }
  ];
  const currCol = cube.col;
  const currRow = cube.row;
  const color = cube.frame.name;
  // Look for matching cube in 4 directions
  directions.forEach(direction => {
    // Coordinates of neighbor cube to check
    const newCol = currCol + direction.col;
    const newRow = currRow + direction.row;
    // Exit if the new col or row doesn't exist or will be removed
    if (
      !board[newCol] ||
      !board[newCol][newRow] ||
      board[newCol][newRow].removed
    ) {
      return;
    }
    // Check color of neighboring cube
    if (color === board[newCol][newRow].frame.name) {
      results.push(board[newCol][newRow]);
    }
  });
  
  // Return an array of neighboring cubes with the same color
  return results;
}



// Helper function to get neighborCubes of a block
const getNeighbors = (cube) => {
  // Variables
  let start = cube;
  let cubesToCheck = [start];
  let validNeighborCubes = [];
  // Check cubes in cubesToCheck for valid neighborCubes
  while (cubesToCheck.length > 0) {
    let curr = cubesToCheck.shift();
    // Only collect cubes we haven't already removed as a valid neighbor
    if (curr.removed === false) {
      validNeighborCubes.push(curr);
      curr.removed = true;
    }
    // Add code to get matching cubes, below
    const matches = checkClosest(curr);
    matches.forEach(match => {
      match.removed = true;
      validNeighborCubes.push(match);
      cubesToCheck.push(match);
    });
  }
  // If not enough matching cubes, clear and reset the clicked cube
  if (validNeighborCubes.length === 1) {
    validNeighborCubes[0].removed = false;
    validNeighborCubes = [];
  }

  return validNeighborCubes;
}

// Helper function shifts removes empty columns
const removeCols = () => {
  // Declare a emptyCols here:

  // For each empty column, shift all remaining columns to the left
  emptyCols.forEach(emptyCol => {
    const columnsToMove = board.slice(emptyCol + 1);
    // Update the properties of cubes of moved column
    columnsToMove.forEach(col => {
      col.forEach(cube => {
        cube.x -= cubeSize;
        cube.col--;
      });
    });
  });
  // Remove all empty columns from the board array
  board.splice(emptyCols[0], emptyCols.length);
}

// Helper function to check remaining moves
const remainingMoves = () => {
  // Add code to return true or false at least 1 remaining move in board
  
}

const doesColumnContainValidMoves = (column) => {
  return column.find(cube => !cube.removed && checkClosest(cube).length > 0) !== undefined;
}

when you declare your variable neighborCubes the getNeightbors function should be called with the an argument so that it works on the clicked cube

one more question. why does phaser. js keep not working on this site? I am not trying to be aggressive or anything but its just frustrating that I cannot see the hard work I put into my projects.