Code edit (25 edits merged)
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Code edit (14 edits merged)
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remove usesText asset and its references
Code edit (6 edits merged)
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Please fix the bug: 'tileSize is not defined' in or related to this line: 'var valueText = new Text2(self.type.toString(), {' Line Number: 103
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Please fix the bug: 'tileGraphics is not defined' in or related to this line: 'valueText.x = tileGraphics.x;' Line Number: 109
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'valueText.x = self.tileGraphics.x;' Line Number: 80
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'valueText.x = self.tileGraphics.x;' Line Number: 80
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Please fix the bug: 'tileGraphics is not defined' in or related to this line: 'valueText.x = tileGraphics.x;' Line Number: 109
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Please fix the bug: 'tileSize is not defined' in or related to this line: 'var valueText = new Text2(self.type.toString(), {' Line Number: 103
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Please fix the bug: 'tileGraphics is not defined' in or related to this line: 'valueText.x = tileGraphics.x;' Line Number: 109
Code edit (8 edits merged)
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make operation buttons draggable
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in playing state handlers, make operation buttons draggable
Code edit (6 edits merged)
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code if (obj && obj.parent instanceof OperationButton) { dragNode = obj.parent; } doesn't work. drageNode stay null when tapping operationButtons
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drageNode stay null when tapping operationButtons Fix drag code code if (obj && obj.parent instanceof OperationButton) { dragNode = obj.parent; } doesn't work: unsing parent or parent.parent is not the way to detect objects classes.
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``` if (obj && obj.parent && obj.parent.constructor.name === 'OperationButton') { dragNode = obj.parent; } ``` Analyze more deeply, you'll find that obj is an event from game.down handler, it contains a target property.
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Still drag doesn't work. Still dragNode is null. Please refer to game.down documentation to determine how to use the object properly
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ok, obj.target parameter isn't useful: it's only the main game object. Only use x and y parameters to dertermine if an operation button was tapped
Code edit (1 edits merged)
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Ok, try to make operation buttons move smoother โช๐ก Consider importing and using the following plugins: @upit/tween.v1
Code edit (5 edits merged)
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make drag anim duration depend on target x,y distance
Code edit (4 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -357,8 +357,11 @@
function initNewRoundState() {
// Initialize the game state for NEW_ROUND
log("Initializing NEW_ROUND State");
puzzleManager.initPuzzle();
+ if (debug) {
+ changeGameState(GAME_STATE.PLAYING);
+ }
}
function handleNewRoundLoop() {
// Handle the game loop for NEW_ROUND state
log("Handling NEW_ROUND Loop");
@@ -480,52 +483,55 @@
default:
log("Unknown state:", currentState);
}
};
-function handleScoreStateUp(x, y, obj) {
- // Implement logic for handling up event in SCORE state
- log("Handling up event in SCORE state");
+// Menu State Handlers
+function handleMenuStateDown(x, y, obj) {
+ // Implement logic for handling down event in MENU state
+ log("Handling down event in MENU state");
+ changeGameState(GAME_STATE.NEW_ROUND);
}
-function handlePlayingStateUp(x, y, obj) {
- // Implement logic for handling up event in PLAYING state
- log("Handling up event in PLAYING state");
- dragNode = null;
+function handleMenuStateMove(x, y, obj) {
+ // Implement logic for handling move event in MENU state
+ //log("Handling move event in MENU state");
}
function handleMenuStateUp(x, y, obj) {
// Implement logic for handling up event in MENU state
log("Handling up event in MENU state");
}
-function handleScoreStateMove(x, y, obj) {
- // Implement logic for handling move event in SCORE state
- //log("Handling move event in SCORE state");
+// Playing State Handlers
+function handlePlayingStateDown(x, y, obj) {
+ // Implement logic for handling down event in PLAYING state
+ log("Handling down event in PLAYING state", obj);
+ if (obj && obj.parent instanceof OperationButton) {
+ dragNode = obj.parent;
+ }
}
function handlePlayingStateMove(x, y, obj) {
- //log("Handling move event in PLAYING state");
+ log("Handling move event in PLAYING state", dragNode);
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
//log("Handling move event in PLAYING state");
}
-function handleMenuStateMove(x, y, obj) {
- // Implement logic for handling move event in MENU state
- //log("Handling move event in MENU state");
+function handlePlayingStateUp(x, y, obj) {
+ // Implement logic for handling up event in PLAYING state
+ log("Handling up event in PLAYING state");
+ dragNode = null;
}
+// Score State Handlers
function handleScoreStateDown(x, y, obj) {
// Implement logic for handling down event in SCORE state
log("Handling down event in SCORE state");
}
-function handlePlayingStateDown(x, y, obj) {
- // Implement logic for handling down event in PLAYING state
- log("Handling down event in PLAYING state");
- if (obj && obj.parent instanceof OperationButton) {
- dragNode = obj.parent;
- }
+function handleScoreStateMove(x, y, obj) {
+ // Implement logic for handling move event in SCORE state
+ //log("Handling move event in SCORE state");
}
-function handleMenuStateDown(x, y, obj) {
- // Implement logic for handling down event in MENU state
- log("Handling down event in MENU state");
- changeGameState(GAME_STATE.NEW_ROUND);
+function handleScoreStateUp(x, y, obj) {
+ // Implement logic for handling up event in SCORE state
+ log("Handling up event in SCORE state");
}
// Initialize PuzzleManager
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
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