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Please fix the bug: 'levelText is not defined' in or related to this line: 'menuCell.addChild(levelText);' Line Number: 398
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add a new class MenuBoard that contains a grid of assets named menuGrid. (use a new asset named menuCell)
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in StartButton fadeOut, apply the same animation as for tile setValue to 0 to each letterGraphics
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in StartButton, use a container for each letter, add tileGraphics and letterText as children of this container then add the container to self.letterGraphics
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in StartButton, add 5 new texts similars to startText for each letter of the word "START"
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Please fix the bug: 'Timeout.tick error: levelText is not defined' in or related to this line: 'levelText.setText("?");' Line Number: 1149
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Please fix the bug: 'Timeout.tick error: levelText is not defined' in or related to this line: 'levelText.setText("?");' Line Number: 1145
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Please fix the bug: 'Timeout.tick error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(tileGraphics, {' Line Number: 235
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in handlePlayingStateDown, if not taping an operation but tapping a tile, play tick sound
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Please fix the bug: 'Timeout.tick error: tile is not defined' in or related to this line: 'tween(tile, {' Line Number: 945
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===================================================================
--- original.js
+++ change.js
@@ -283,13 +283,17 @@
levelText2.visible = false;
self.addChild(levelText2);
// Method to update the level number
self.updateLevel = function (newLevel, dirX, dirY) {
- if (newLevel > 1 && dirX && dirY) {
+ if (newLevel != 1 && dirX && dirY) {
if (newLevel == self.displayedLevel) {
// When reseting current level show current level in text2
levelText2.setText(self.displayedLevel.toString());
}
+ if (newLevel == 0) {
+ // When reseting current level show current level in text2
+ levelText2.setText("THE\nEND");
+ }
self.prepareTextTransition(dirX, dirY);
var deltaX = -dirX * 2048;
var deltaY = -dirY * 2732;
tween(levelText, {
@@ -306,10 +310,14 @@
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.displayedLevel = newLevel;
- levelText.setText(newLevel.toString());
- levelText2.setText((newLevel + 1).toString());
+ if (newLevel > 0) {
+ levelText.setText(newLevel.toString());
+ levelText2.setText((newLevel + 1).toString());
+ } else {
+ levelText.setText("THE\nEND");
+ }
// Restore initial positions
levelText.x = centerX;
levelText.y = centerY;
levelText2.x = centerX + 2048;
@@ -536,10 +544,44 @@
var buttonGraphics = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
- y: 0
+ y: 0,
+ visible: true
});
+ var startText = new Text2("START", {
+ size: 280,
+ fill: 0x787878,
+ weight: 1000,
+ dropShadow: true,
+ dropShadowAngle: Math.PI,
+ dropShadowDistance: 10
+ });
+ startText.anchor.set(0.5, 0.5);
+ startText.alpha = 0.2;
+ startText.blendMode = 2;
+ startText.visible = true;
+ self.addChild(startText);
+ // Individual letter texts for "START"
+ var letters = ['S', 'T', 'A', 'R', 'T'];
+ var letterSpacing = 60;
+ letters.forEach(function (letter, index) {
+ var letterText = new Text2(letter, {
+ size: 280,
+ fill: 0x787878,
+ weight: 1000,
+ dropShadow: true,
+ dropShadowAngle: Math.PI,
+ dropShadowDistance: 10
+ });
+ letterText.anchor.set(0.5, 0.5);
+ letterText.alpha = 0.2;
+ letterText.blendMode = 2;
+ letterText.visible = true;
+ letterText.x = (index - 2) * letterSpacing; // Center the letters around the start button
+ self.addChild(letterText);
+ });
+ // START Letters
return self;
});
/****
@@ -574,9 +616,9 @@
self.game = game;
self.activeTileCount = 0; // Initialize active tile count
self.levelBoardOffsetX = 0; // Initialize levelBoardOffsetX
self.levelBoardOffsetY = 0; // Initialize levelBoardOffsetY
- self.currentLevel = debug ? 21 : 1;
+ self.currentLevel = debug ? 1 : 1;
self.previousLevelNumber = 1;
self.board = [];
self.operations = [];
self.isAnimating = false;
@@ -1077,9 +1119,9 @@
// Initialize the game state for MENU
log("Initializing MENU State");
startButton.visible = true;
if (debug) {
- changeGameState(GAME_STATE.NEW_ROUND);
+ //changeGameState(GAME_STATE.NEW_ROUND);
}
}
function handleMenuLoop() {
// Handle the game loop for MENU state
@@ -1127,10 +1169,10 @@
}
function initScoreState() {
// Initialize the game state for SCORE
log("Initializing SCORE State");
- //levelText.visible = false;
- levelNumberText.setText("The End");
+ levelNumberText.updateLevel(0, 1, 1);
+ backgroundImage.animateTransition(1, 1);
}
function handleScoreLoop() {
// Handle the game loop for SCORE state
log("Handling SCORE Loop");
@@ -1495,8 +1537,9 @@
// Score State Handlers
function handleScoreStateDown(x, y, obj) {
// Implement logic for handling down event in SCORE state
log("Handling down event in SCORE state");
+ LK.showGameOver();
}
function handleScoreStateMove(x, y, obj) {
// Implement logic for handling move event in SCORE state
//log("Handling move event in SCORE state");
@@ -1674,12 +1717,8 @@
},
20: {
"tiles": [["", "", "", 1, 2, 3, 1], ["", "", 1, 1, 2, 3, 1], [1, 1, 2, 2, 3, 1, 2], ["", 2, 2, 3, 3, 1, 2], [3, 3, 3, 1, 1, 2, 2], ["", 1, 1, 1, 2, 2, 2], [2, 2, 2, 2, 2, 2, 3], ["", 2, 2, 2, 2, 3, 3], [3, 3, 3, 3, 3, 2, 2], ["", 2, 2, 2, 2, 2, 1], [1, 1, 1, 1, 1, 1, ""]],
"operations": ["-1", "-1", "-1", "-1", "+2"]
- },
- 21: {
- "tiles": [["", 1, 1], [1, 1, 1], ["", 1, 1], ["", 1, ""]],
- "operations": ['-1']
}
};
/***********************************************************************************************/
/***************************************** GAME INITIALISATION *********************************/
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