Code edit (15 edits merged)
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.tick = function () {}')' in this line: 'self.tick = function () {};' Line Number: 19
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add a tick method on Cell and for each tick in board call this tick method
Code edit (1 edits merged)
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Code edit (5 edits merged)
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In block do not set block.width and block.height
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Rather than matching lines vertically and horizontally. Match lines diagonally across the board. Remove any line that is full diagonally. Even if this line does not have 10 filled squares. E.g. the corners only need 1 tile to be removed. Diagonal lines exists as a cross across the board. E.g. 0,0 to 10,10 is as valid as 10,0 to 0,10
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Now self.checkLines works in the other direction but not the original direction. self.checkLines should check for diagonal lines crossing the board in either direction of a cross across the board. Make sure tiles are removed in all 4 directions.
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Now self.checkLines works in the other direction but not the original direction. self.checkLines should check for diagonal lines crossing the board in either direction of a cross across the board.
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checkLines does not seem to match lines that are diagonal across the board in both crossing directions. Can we fix this?
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In checkLines, the logic seems wrong. Lines should be removed if a full diagonal line starting from any edge brick across the board is fully filled.
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Rather than matching lines vertically and horizontally. Match lines diagonally across the board. Remove any line that is full diagonally. Even if this line does not have 10 filled squares. E.g. the corners only need 1 tile to be removed.
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Rather than matching lines vertically and horizontally. Match lines diagonally across the board. This will result in lines with less than 10 nodes in being full lines. That's ok.
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Rather than matching lines on the x and y direction. Match lines diagonally
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Rotate board by 45 degrees
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in var block = self.createAsset('block_' + ShapeTypes[offset], 'Block Graphics', .5, .5); just use offset
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Use separate asset ids for each block shape in createAsset in Block
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Use separate assets for each block type in createAsset in Block
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For each block type in Block use a separate asset for createAsset rather than just 'block'
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In block, do not set tint where you currently do block.tint
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in cell do not set filled.tint
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Cache tint value on Cell using a self variable.
===================================================================
--- original.js
+++ change.js
@@ -210,9 +210,8 @@
var background = self.createAsset('background', 'Board outline', .5, .5);
background.y = -20;
background.alpha = .4;
background.blendMode = 1;
- background.rotation = Math.PI / 4;
self.grid = new Array(10).fill(null).map(() => new Array(10).fill(null));
var size = 158;
var totalWidth = 10 * size;
var totalHeight = 10 * size;
@@ -283,8 +282,9 @@
tilesBackground.blendMode = 1;
var blocks = [];
var dragTarget;
var board = self.addChild(new Board());
+ board.rotation = Math.PI / 2;
board.x = 2048 / 2;
board.y = 2732 / 2 - 250 + 30;
tilesBackground.x = 2048 / 2;
tilesBackground.y = 2732 - 300;
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