Code edit (6 edits merged)
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replace pastel colors with more bright colors
Code edit (1 edits merged)
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use these colors for tiles : #16C47F #FFD65A #FF9D23 #F93827 and add a corresponding blue
Code edit (2 edits merged)
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make bg black
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use a radial blue gradiant for the bg
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var gradient = new Graphics();' Line Number: 102
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'backgroundLayer.addChild(gradient);' Line Number: 113
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'backgroundLayer.addChild(gradient);' Line Number: 113
Code edit (2 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'valueText.anchor.set(0.5, 0.5);' Line Number: 44
Code edit (5 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'valueTextShadow.x = tileGraphics.x;' Line Number: 38
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'valueTextShadow.anchor.set(0.5, 0.5);' Line Number: 46
Code edit (24 edits merged)
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Code edit (6 edits merged)
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use gradientBackground as a background (create a backgroundImage class and use the asset; create a backgroundImage global; initialze the backgroundImage global in initialzeFunction and add it backgroundLayer)
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add levelBoardOffsetX and levelBoardOffsetY properties in PuzzleManager
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pass levelBoardOffsetX and levelBoardOffsetY to HexTile constructor
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in HexTile, use levelBoardOffsetX, levelBoardOffsetY parameters to offset graphics
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in HexTile, add new parameters levelBoardOffsetX, levelBoardOffsetY and use them to offset graphics
Code edit (8 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -30,13 +30,19 @@
fill: 0x000000,
weight: 1000,
alpha: 0.5
});
+ var valueText = new Text2(self.value.toString(), {
+ size: tileSize * 0.6,
+ fill: 0x000000,
+ weight: 1000,
+ alpha: 0.5
+ });
valueText.anchor.set(0.5, 0.5);
valueText.x = tileGraphics.x;
valueText.y = tileGraphics.y - tileSize * 0.01;
self.addChild(valueText);
- var valueText = new Text2(self.value.toString(), {
+ valueText = new Text2(self.value.toString(), {
size: tileSize * 0.5,
fill: 0xFFFFFF,
weight: 1000,
dropShadow: false
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