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implement //Loop over rows, if a row only has empty values in it, remove it.
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Please fix the bug: 'Script error.' in or related to this line: 'game.addChildAt(currentBubble, particleInjectionZIndex);' Line Number: 555
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Please fix the bug: 'Script error.' in or related to this line: 'currentBubble = hintBubbles[hintBubbleOffset] = new HintBubble();' Line Number: 554
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implement self.printRowsToConsole = function () { //Prints nice representation of the rows grid to console as a string };
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We have the pixel offsets for the bubbles around offsetPositions, however we also want to offset in terms of offset in the rows / columns grid. Can you add that as rx: and ry:
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Add row / column offsets to offsetPositions
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implement //Loop trough the offsetPositions and find the one that bubble is closest to
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implement //Calculate the position of potential neighbour bubbles into a list here
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implement /* Based on the intersectedBubble x,y position calculate the 6 points around this bubble where another bubble could exist and put that into a list. */
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implement //Based on intersectedBubblePos calculate the absolute row and column numbers to insert the current moving bubble to attach it to the grid
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fix any spelling errors in the source code
===================================================================
--- original.js
+++ change.js
@@ -293,39 +293,9 @@
}
var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y);
if (intersectedBubble) {
var intersectedBubblePos = self.findBubbleRowAndColumn(intersectedBubble);
- // Calculate the row and column to insert the bubble based on the intersected bubble's position
- var insertionRow = intersectedBubblePos.row;
- var insertionCol = intersectedBubblePos.col;
- // Determine the side of the intersected bubble the current bubble will attach to
- var angleDeg = current.angle * (180 / Math.PI);
- if (angleDeg > -90 && angleDeg < 90) {
- // Bubble is coming from the left
- insertionCol += 1;
- } else {
- // Bubble is coming from the right or directly above
- insertionCol -= 1;
- }
- // Adjust for even and odd rows
- if (insertionRow % 2 === 0) {
- if (current.angle > 0) {
- insertionRow += 1;
- }
- } else {
- if (current.angle < 0) {
- insertionRow += 1;
- }
- }
- // Ensure the column is within bounds after adjustment
- insertionCol = Math.max(0, Math.min(rows[insertionRow].length - 1, insertionCol));
- // Insert the bubble into the grid
- if (!rows[insertionRow][insertionCol]) {
- rows[insertionRow][insertionCol] = bubble;
- bubble.setPos(bubble.x, bubble.y); // Update bubble position to its final grid position
- bubblesInFlight.splice(a, 1); // Remove the bubble from bubblesInFlight
- a--; // Adjust loop index after removal
- }
+ //Based on intersectedBubblePos and the current.angle that we are moving calculate the absolute row and column numbers to insert the current moving bubble to attach it to the grid
} else {
bubble.x = nextX;
bubble.y = nextY;
}
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