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add a valueText text in HexTile after tileGraphics
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add a Text2 valueText text in HexTile after tileGraphics
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add a global object with keys 0, 1, 2 and 3 and values paster colors
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in hextile, use tileColors for the tile graphic tint
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add a global levelConfigs with level number as key and an object as value tiles and operations properties
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in level config , don't use col and row properties, instead use a 2d array like `tiles : [[1,1,1],["",2,2], ["",1,""]]` for an hexa gris with 3 lines, first with 3 "1"s, second with 2 "2"s and third with 1 "1"
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Adapt PuzzleManager to use levelConfigs
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Please fix the bug: 'Cannot read properties of undefined (reading 'tiles')' in or related to this line: 'for (var row = 0; row < self.levelData.tiles.length; row++) {' Line Number: 125
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var tileGraphics = self.attachAsset('hexTile', {' Line Number: 26
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to make the board look like a real hxa grid, add an offset to tiles on odd lines
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make paset colors a bit darker
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use a pasel blue for the background
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use 0x7086A6 for bg
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like tileOffsetX, add a constant in HexTile for tile size (100)
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in HexTile, for tileSize, use the HexTile asset width
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in ``` x: col * tileOffsetX - (levelData ? levelData.tiles.length : 0) * 50 + (row % 2 === 1 ? -50 : 0), y: row * tileOffsetY - (levelData ? levelData.tiles.length : 0) * 50, ``` use tileSize
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Code edit (6 edits merged)
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replace pastel colors with more bright colors
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===================================================================
--- original.js
+++ change.js
@@ -6,8 +6,11 @@
/***********************************************************************************************/
// HexTile class to represent each tile on the board
var HexTile = Container.expand(function (value, col, row, levelData) {
var self = Container.call(this);
+ // Constants
+ var tileOffsetX = 100;
+ var tileOffsetY = 80;
// Properties
self.value = value;
self.originalValue = value;
self.col = col;
@@ -16,10 +19,10 @@
// Asset Attachments
var tileGraphics = self.attachAsset('hexTile', {
anchorX: 0.5,
anchorY: 0.5,
- x: col * 100 - (levelData ? levelData.tiles.length : 0) * 50 + (row % 2 === 1 ? 50 : 0),
- y: row * 100 - (levelData ? levelData.tiles.length : 0) * 50,
+ x: col * tileOffsetX - (levelData ? levelData.tiles.length : 0) * 50 + (row % 2 === 1 ? -50 : 0),
+ y: row * tileOffsetY - (levelData ? levelData.tiles.length : 0) * 50,
tint: tileColors[self.value] // Apply tint based on tile value
});
var valueText = new Text2(self.value.toString(), {
size: 50,
tick
Sound effect
tileEntrance
Sound effect
tileRemove
Sound effect
operationSelect
Sound effect
operationCancel
Sound effect
tileChangeValue
Sound effect
resetSound
Sound effect
levelFailed
Sound effect
menuLevelSelect
Sound effect
menuCellEnter
Sound effect
applause
Sound effect
bgMusic
Music
tada
Sound effect