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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
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implement self.findBubbleRowAndColumn = function (bubble) {};
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implement //Calculate the offset from the intersectedBubble to insert the bubble. Use angular math to determine the row / colum offset of where to insert the bubble.
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Please fix the bug: 'TypeError: this.calculateInsertionPoint is not a function. (In 'this.calculateInsertionPoint(intersectedBubble, bubble)', 'this.calculateInsertionPoint' is undefined)' in or related to this line: 'var insertionPoint = this.calculateInsertionPoint(intersectedBubble, bubble);' Line Number: 293
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implement //We have a bubble we just intersected with. We want to know where to insert this bubble into the grid. Use the intersectedBubble position in the grid as the starting point for this calculation.
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Please fix the bug: 'Script error.' in or related to this line: 'currentBubble = hintBubbles[hintBubbleOffset] = new HintBubble();' Line Number: 463
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implement //Calculate position that the bubble would snap into if it was part of the grid.
===================================================================
--- original.js
+++ change.js
@@ -314,17 +314,18 @@
x: intersectedBubble.x - intersectedBubble.width + rowOffset,
y: intersectedBubble.y
}];
var closestPosition = 0;
- var closestDistance = Math.sqrt(Math.pow(closestPosition.x - bubble.x, 2) + Math.pow(closestPosition.y - bubble.y, 2));
+ var closestDistance = Math.sqrt(Math.pow(offsetPositions[0].x - bubble.x, 2) + Math.pow(offsetPositions[0].y - bubble.y, 2));
for (var i = 1; i < offsetPositions.length; i++) {
var currentPosition = offsetPositions[i];
var currentDistance = Math.sqrt(Math.pow(currentPosition.x - bubble.x, 2) + Math.pow(currentPosition.y - bubble.y, 2));
if (currentDistance < closestDistance) {
closestDistance = currentDistance;
closestPosition = i;
}
}
+ console.log(closestPosition);
// Attach bubble to the closest position
bubble.x = offsetPositions[closestPosition].x;
bubble.y = offsetPositions[closestPosition].y;
bubblesInFlight.splice(a--, 1);
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