Code edit (10 edits merged)
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in isPointInsideTile, decompose overlapOffset into overlapOffsetX and overlapOffsetY
Code edit (4 edits merged)
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in PuzzleManager reset(), remove all existing tiles and operations before loading level
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add an enable function in resetButton class
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add a disable function in resetButton class
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when resetButton pressed, reset the level puzzle
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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'resetButton.visible = true; // Make resetButton visible in PLAYING state' Line Number: 490
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add the reset button : - declare resetButton global - initialize it in initializeGame function, on top right, keep it non visible - make it visible in initPlayingState
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add a new class for resetButton
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in checkWinCondition, if no more tiles go to next level and change state to newRound
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in checkWinCondition log activeTileCount
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in puzzle Manager, add a property that counts active tiles (with value > 0)
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normalizedDistance should be an integer counting the distance in tiles
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Please fix the bug: 'Uncaught ReferenceError: currentDepth is not defined' in or related to this line: '_iterator.f();' Line Number: 329
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Please fix the bug: 'Uncaught ReferenceError: normalizedDistance is not defined' in or related to this line: 'LK.setTimeout(function () {' Line Number: 94
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Please fix the bug: 'Uncaught ReferenceError: normalizedDistance is not defined' in or related to this line: 'LK.setTimeout(function () {' Line Number: 94
===================================================================
--- 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