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in BackgroundImage add a new function animateTransition() that animates the move of the 4 graphics with a delta of -2048 for x and -2732 for y
Code edit (8 edits merged)
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create a class for levelNumberText and use it
Code edit (13 edits merged)
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update levelNumberText when changing level
Code edit (1 edits merged)
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add a new levelNumberText Text: - declare levelNumberText global - initialize it in initializeGame function, very big and at the screen center. set its text to the current Level number. not visible. - make it visible in initNewRoundState
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play operationSelect when dragNode is set to operation
Code edit (5 edits merged)
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rename tileEntrance to tileRemove
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play tile entrance sound once when a tile enters the screen
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play tick sound once when a tile is highlighted
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rework the lines : ``` // Place tiles randomly out of the screen tile.x = Math.random() * 2300 - 1024; tile.y = Math.random() * 3000 - 1366; ``` To ensure tiles always start out of the screen
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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
===================================================================
--- original.js
+++ change.js
@@ -108,8 +108,9 @@
duration: 1000,
easing: tween.easeOut
});
} else {
+ LK.getSound('tileChangeValue').play();
self.valueText.setText(self.value.toString());
self.valueTextShadow.setText(self.value.toString());
}
// Animate color change
@@ -232,11 +233,12 @@
/****
* Game Code
****/
-// Transition to menu state
-/***********************************************************************************************/
+var levelNumberText;
/************************************* GAME OBJECTS CLASSES ************************************/
+/***********************************************************************************************/
+// Transition to menu state
function PuzzleManager(game) {
var self = this;
// Properties
self.game = game;
@@ -534,8 +536,9 @@
function initNewRoundState() {
// Initialize the game state for NEW_ROUND
log("Initializing NEW_ROUND State");
puzzleManager.initPuzzle();
+ levelNumberText.visible = true;
if (debug) {
changeGameState(GAME_STATE.PLAYING);
}
}
@@ -744,8 +747,9 @@
if (isPointInsideTile(x, y, tile)) {
log("Operation button is above tile at position:", tile.x, tile.y); // Log when operation button is above a tile
puzzleManager.applyOperation(dragNode, tile);
tileFound = true;
+ boardContainer.addChildAt(tile, tile.previousZIndex); // Restore tile's original z-index
tween(tile, {
// Restore tile size after operation is applied
scaleX: 1,
scaleY: 1
@@ -759,11 +763,9 @@
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (dragNode) {
- if (dragNode) {
- dragNode.destroy();
- }
+ dragNode.destroy();
}
}
});
} else {
@@ -874,8 +876,18 @@
resetButton = new ResetButton();
resetButton.x = game.width - 150; // Position at top right
resetButton.y = 150;
resetButton.visible = false; // Keep it non-visible initially
+ // Initialize levelNumberText
+ levelNumberText = new Text2(puzzleManager.currentLevel.toString(), {
+ size: 300,
+ fill: 0xFFFFFF
+ });
+ levelNumberText.anchor.set(0.5, 0.5);
+ levelNumberText.x = centerX;
+ levelNumberText.y = centerY;
+ levelNumberText.visible = false;
+ foregroundLayer.addChild(levelNumberText);
foregroundLayer.addChild(resetButton);
// Transition to menu state
changeGameState(GAME_STATE.MENU);
}
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