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Implement self.calculateWarningScoreList = function () {}; which should return 13 warning values based on how many bubbles are getting close to the bottom of the screen. The goal being to show a warning to the user that some balls are getting close to the bottom.
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.col')' in or related to this line: 'var newCol = bubbleIndex.col + dir[1];' Line Number: 221
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'var newRow = bubbleIndex.row + dir[0];' Line Number: 218
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'if (rows[bubbleIndex.row] && rows[bubbleIndex.row].length == 12) {' Line Number: 211
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'if (rows[bubbleIndex.row].length == 12) {' Line Number: 211
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'if (rows[bubbleIndex.row].length == 12) {' Line Number: 211
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Please fix the bug: 'ReferenceError: Can't find variable: intersectedBubble' in or related to this line: 'var intersectedBubblePos = self.findBubbleIndex(intersectedBubble);' Line Number: 313
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Please fix the bug: 'ReferenceError: Can't find variable: isActive' in or related to this line: 'if (isActive) {' Line Number: 57
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===================================================================
--- original.js
+++ change.js
@@ -291,8 +291,15 @@
});
currentPoint.x = nextX;
currentPoint.y = nextY;
}
+ if (hitBubble) {
+ //Only increase avilable bubble type when we have actually pointed as such a bubble
+ if (hitBubble.type > maxSelectableBubble) {
+ maxSelectableBubble = hitBubble.type;
+ }
+ ;
+ }
return path;
};
var bubblesInFlight = [];
self.fireBubble = function (bubble, angle) {
@@ -487,10 +494,12 @@
}
if (gameIsStarted) {
if (bubble.y + self.y < 1000) {
gridSpeed = Math.min(gridSpeed + .01, 1);
- } else {
+ } else if (bubble.y + self.y < 2000) {
gridSpeed = Math.max(gridSpeed - .01, .5);
+ } else {
+ gridSpeed = Math.max(gridSpeed - .01, .25);
}
}
break;
}
@@ -516,12 +525,12 @@
var bubble = self.addChild(new Bubble(getMaxTypes()));
bubble.isFlying = true;
var previewBubble;
function createPreviewBubble() {
- previewBubble = self.addChild(new Bubble(getMaxTypes()));
+ previewBubble = self.addChildAt(new Bubble(maxSelectableBubble), 0);
previewBubble.scale.set(.5, .5);
- previewBubble.x = -80;
- previewBubble.y = 40;
+ previewBubble.x = -90;
+ previewBubble.y = 30;
previewBubble.isFlying = true;
}
createPreviewBubble();
self.fire = function () {
@@ -598,14 +607,15 @@
[ ] Make sure empty rows are removed from the array
[X] Make sure we GC nodes that drop of screen
[ ] Make preview line fade out at the end
[ ] Add preview bubble
-[ ] Use targetx and y for offset not x,y
+[ ] Only allow ball types we have intersected with to appear in next ball list
*/
var bubbleSize = 150;
var gameIsStarted = false;
-var bubbleColors = [0xff2853, 0x44d31f, 0x3535ff, 0xcb2bff, 0x28f2f0, 0xffc411];
+var bubbleColors = [0xff2853, 0x44d31f, 0x5252ff, 0xcb2bff, 0x28f2f0, 0xffc411];
var barriers = [];
+var maxSelectableBubble = 3;
for (var a = 0; a < 4; a++) {
for (var b = 0; b < 3; b++) {
var barrier = game.addChild(new Barrier());
barrier.y = 2732 - 500 + b * 25;
Circular white gradient circle on black background. Gradient from white on the center to black on the outer edge all around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Fire ball. Bubble shooter game. Thin black outline.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green notification bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.