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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'levelText.style.fill = lvlColor;' Line Number: 471
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in updateMenuGrid Fore ach levelText in menuGrid, update the level color depending on puzzleManager.maxReachedLevelNumber
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fix ```levelText.down = function () { log("Tapped level number:", lvl); }; ```to take into account the scope
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in MenuBoard, add a down event handler on levelText elements and log the tapped level number
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in showWall() animate backgroundWall alpha from 0 to 1
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in cleanMenuState, animate menu exit to the left side
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in initMenuState, animate menuBoard entrance from the right side
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Please fix the bug: 'Timeout.tick error: backgroundWall is not defined' in or related to this line: 'backgroundWall.visible = true;' Line Number: 476
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Code edit (16 edits merged)
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Please fix the bug: 'TypeError: resetButton.hide is not a function' in or related to this line: 'resetButton.hide();' Line Number: 1419
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Code edit (18 edits merged)
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add a new MenuButton class and a menuButton global similar to ResetButon and resetButton
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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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===================================================================
--- original.js
+++ change.js
@@ -385,9 +385,8 @@
var cols = 6;
var cellSize = LK.getAsset('menuCell', {}).width;
// Create grid of menuCell assets
for (var row = 0; row < rows; row++) {
- self.menuGrid[row] = [];
for (var col = 0; col < cols; col++) {
var menuCell = self.attachAsset('menuCell', {
anchorX: 0.5,
anchorY: 0.5,
@@ -395,9 +394,8 @@
y: cellSize / 2 + row * cellSize,
scaleX: col % 2 ? 1 : -1,
scaleY: row % 2 ? 1 : -1
});
- self.menuGrid[row][col] = menuCell;
self.addChild(menuCell);
}
}
// Create grid of menuCell assets
@@ -423,20 +421,41 @@
levelText.alpha = lvl <= puzzleManager.maxReachedLevelNumber ? 1 : 0.6;
levelText.blendMode = 2;
levelText.x = col * cellSize * 1.0 + cellSize / 2 - 90;
levelText.y = row * cellSize * 1.0 + cellSize / 4 + 10;
- if (isDone || isReached) {
- levelText.down = function (level) {
- return function () {
- //{3F.1}
- log("Tapped level number:", level); //{3F.2}
- }; //{3F.3}
- }(lvl); //{3F.4}
- }
+ levelText.down = function (level) {
+ return function () {
+ //{3F.1}
+ log("Tapped level number:", level); //{3F.2}
+ if (level <= puzzleManager.maxReachedLevelNumber) {
+ puzzleManager.selectLevel(level);
+ changeGameState(GAME_STATE.NEW_ROUND);
+ }
+ }; //{3F.3}
+ }(lvl); //{3F.4}
+ self.menuGrid[row][col] = levelText;
self.addChild(levelText);
}
}
}
+ self.updateMenuGrid = function () {
+ // Foreach levelText in menuGrid, update the level color depending on puzzleManager.maxReachedLevelNumber
+ for (var row = 0; row < self.menuGrid.length; row++) {
+ for (var col = 0; col < self.menuGrid[row].length; col++) {
+ var levelText = self.menuGrid[row][col];
+ if (levelText) {
+ var lvl = parseInt(levelText.text);
+ var isDone = lvl < puzzleManager.maxReachedLevelNumber;
+ var isReached = lvl == puzzleManager.maxReachedLevelNumber;
+ var notReached = lvl > puzzleManager.maxReachedLevelNumber;
+ var lvlColor = isDone ? 0x6ad100 : 0xF93827;
+ lvlColor = notReached ? 0x787878 : lvlColor;
+ levelText.style.fill = lvlColor;
+ levelText.alpha = lvl <= puzzleManager.maxReachedLevelNumber ? 1 : 0.6;
+ }
+ }
+ }
+ };
return self;
});
// MenuButton class to represent the menu button
var MenuButton = Container.expand(function () {
@@ -898,8 +917,12 @@
// Core Functions
self.initPuzzle = function () {
self.loadLevel(self.currentLevel);
};
+ self.selectLevel = function (level) {
+ self.currentLevel = level;
+ self.previousLevelNumber = level;
+ };
self.reset = function (noContinue) {
// Remove all existing tiles
self.board.forEach(function (tile) {
// Animate tiles moving randomly out of screen
@@ -1275,8 +1298,11 @@
resetButton.disable();
LK.setTimeout(function () {
self.previousLevelNumber = self.currentLevel;
self.currentLevel++; // Advance to the next level
+ if (self.currentLevel > self.maxReachedLevelNumber) {
+ self.maxReachedLevelNumber = self.currentLevel;
+ }
changeGameState(GAME_STATE.NEW_ROUND); // Change state to newRound
}, 2000);
return true;
}
@@ -1585,9 +1611,8 @@
// 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 handleMenuStateMove(x, y, obj) {
// Implement logic for handling move event in MENU state
//log("Handling move event in MENU state");
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