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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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===================================================================
--- original.js
+++ change.js
@@ -293,25 +293,26 @@
}
var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y);
if (intersectedBubble) {
var intersectedBubblePos = self.findBubbleRowAndColumn(intersectedBubble);
+ var rowOffset = intersectedBubblePos.row % 2 === 0 ? 0 : intersectedBubble.width / 2;
var offsetPositions = [{
- x: intersectedBubble.x - intersectedBubble.width / 2,
+ x: intersectedBubble.x - intersectedBubble.width / 2 + rowOffset,
y: intersectedBubble.y - 1.7320508076 * intersectedBubble.height / 2
}, {
- x: intersectedBubble.x + intersectedBubble.width / 2,
+ x: intersectedBubble.x + intersectedBubble.width / 2 + rowOffset,
y: intersectedBubble.y - 1.7320508076 * intersectedBubble.height / 2
}, {
- x: intersectedBubble.x + intersectedBubble.width,
+ x: intersectedBubble.x + intersectedBubble.width + rowOffset,
y: intersectedBubble.y
}, {
- x: intersectedBubble.x + intersectedBubble.width / 2,
+ x: intersectedBubble.x + intersectedBubble.width / 2 + rowOffset,
y: intersectedBubble.y + 1.7320508076 * intersectedBubble.height / 2
}, {
- x: intersectedBubble.x - intersectedBubble.width / 2,
+ x: intersectedBubble.x - intersectedBubble.width / 2 + rowOffset,
y: intersectedBubble.y + 1.7320508076 * intersectedBubble.height / 2
}, {
- x: intersectedBubble.x - intersectedBubble.width,
+ x: intersectedBubble.x - intersectedBubble.width + rowOffset,
y: intersectedBubble.y
}];
var closestPosition = offsetPositions[0];
var closestDistance = Math.sqrt(Math.pow(closestPosition.x - bubble.x, 2) + Math.pow(closestPosition.y - bubble.y, 2));
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