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for entrance anim, Adjust tile placement to include negative x and y
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fix `Place tiles randomly out of the screen` because not tiles come from top or left of the screen
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``` // Place tiles randomly out of the screen tile.x = Math.random() * 2048; tile.y = Math.random() * 2732; ``` should also places tiles at -tile.width and -tile.height to cover all screen borders, not only right and bottom
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateTilesEntrance')' in or related to this line: 'self.animateTilesEntrance = function () {' Line Number: 248
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateTilesEntrance')' in or related to this line: 'self.animateTilesEntrance = function () {' Line Number: 885
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateTilesEntrance')' in or related to this line: 'self.animateTilesEntrance = function () {' Line Number: 885
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateTilesEntrance')' in or related to this line: 'self.animateTilesEntrance = function () {' Line Number: 885
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Please fix the bug: 'self.animateTilesEntrance is not a function' in or related to this line: 'self.animateTilesEntrance();' Line Number: 288
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in loadLevel after `self.createOperations();` call an new function animateTilesEntrance(). in this function follow the folowing scenario: - place tiles randomly out of the screen - make them visible - then animate their move to their baseX, baseY
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rework the code to simplify operations in levelConfigs: for example instead of `operations: [{ type: '-1', uses: 2 }, { type: '-2', uses: 1 }]` simplify into `operations: ['-1', '-1', '-2']` (remove the 'uses' notion)
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in createOperations, when there are more than 3 operations, place operations after the 3rd at y = baseY-200
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in createBoard() loop, determine the maxTilesInRow
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in (), determine maxTilesInRow
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in createBoard(), add a local variable to track largest number of tiles in the level rows
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in isPointInsideTile, decompose overlapOffset into overlapOffsetX and overlapOffsetY
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in PuzzleManager reset(), remove all existing tiles and operations before loading level
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===================================================================
--- original.js
+++ change.js
@@ -187,8 +187,12 @@
x: 0,
y: 0,
tint: 0xEAEEE8
});
+ self.down = function () {
+ self.disable();
+ puzzleManager.reset(); // Reset the level puzzle
+ };
self.disable = function () {
buttonGraphics.alpha = 0.5; // Dim the button to indicate it's disabled
self.interactive = false; // Disable interaction
};
@@ -248,8 +252,19 @@
self.initPuzzle = function () {
self.loadLevel(self.currentLevel);
};
self.reset = function () {
+ // Remove all existing tiles
+ self.board.forEach(function (tile) {
+ tile.destroy();
+ });
+ self.board = [];
+ // Remove all existing operations
+ self.operations.forEach(function (operation) {
+ operation.destroy();
+ });
+ self.operations = [];
+ // Load the current level
self.loadLevel(self.currentLevel);
};
self.loadLevel = function (levelNumber) {
// Load level configuration
@@ -339,8 +354,9 @@
var newValue = currentTile.value + parseInt(operation.type);
if (newValue == 0) {
self.activeTileCount--;
}
+ resetButton.enable();
currentTile.setValue(newValue, normalizedDistance);
log("Applied operation. New value:", currentTile.value);
// Check neighbors
var _iterator = _createForOfIteratorHelper(currentTile.neighbors),
@@ -369,8 +385,9 @@
log("checkWinCondition... Active tiles:", self.activeTileCount);
if (self.activeTileCount == 0) {
self.playVictoryAnimation();
isPlaying = false;
+ resetButton.disable();
LK.setTimeout(function () {
self.currentLevel++; // Advance to the next level
changeGameState(GAME_STATE.NEW_ROUND); // Change state to newRound
}, 2000);
@@ -499,17 +516,18 @@
}
function initPlayingState() {
// Initialize the game state for PLAYING
log("Initializing PLAYING State");
- resetButton.visible = true; // Make resetButton visible in PLAYING state
+ resetButton.activate(); // Make resetButton visible in PLAYING state
}
function handlePlayingLoop() {
// Handle the game loop for PLAYING state
log("Handling PLAYING Loop");
}
function cleanPlayingState() {
// Clean up the game state for PLAYING
log("Cleaning PLAYING State");
+ resetButton.deactivate();
}
function initScoreState() {
// Initialize the game state for SCORE
log("Initializing SCORE State");
@@ -629,13 +647,14 @@
// 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 (x >= resetButton.x - resetButton.width / 2 && x <= resetButton.x + resetButton.width / 2 && y >= resetButton.y - resetButton.height / 2 && y <= resetButton.y + resetButton.height / 2) {
+ /*if (x >= resetButton.x - resetButton.width / 2 && x <= resetButton.x + resetButton.width / 2 && y >= resetButton.y - resetButton.height / 2 && y <= resetButton.y + resetButton.height / 2) {
log("Reset button pressed");
puzzleManager.reset(); // Reset the level puzzle
return;
}
+ */
puzzleManager.operations.forEach(function (operation) {
if (x >= operation.x - operation.width / 2 && x <= operation.x + operation.width / 2 && y >= operation.y - operation.height / 2 && y <= operation.y + operation.height / 2) {
dragNode = operation;
return;
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