User prompt
I explicitly said: Don’t pass the global tubes. And you wrote: puzzleManager.vials = tubes; Trust me I’m a senior developer. Don’t use global tubes in puzzlemanager
User prompt
I explicitly said: Don’t pass the global tubes. And you wrote: puzzleManager.init(1, tubes);
User prompt
I explicitly said: Don’t pass the global tubes
User prompt
In PuzzleManager use a private property vials instead of the global tubes. Don’t pass the global tubes
User prompt
In PuzzleManager use a property vials instead of the global tubes
User prompt
puzzleManager.init(); Should take a level parameter
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var tubeIndex = i % tubes.length;' Line Number: 195
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Implement it
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Add the tube asset to vial class, don’t remove tube class yet
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'tubes[i].liquidsAssets.length')' in or related to this line: 'if (tubes[i].liquidsAssets.length > 0) {' Line Number: 167
User prompt
Add the tube asset to vial class
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It’s wrong. Available space (ratio) is 1-(sum of vial liquids ratios)
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Instead of MAX_TUBE_CAPACITY=4;, use BASE_LIQUID_RATIO = 0.25; easier to understand
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I think it misses the liquid merging logic
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No, it should try to remove ratio parameter from top liquid of the vial, if ratio parameter is equal or greater than top liquid ratio then pop it else, remove ratio parameter from top liquid ratio
User prompt
Vial.removeLiquid Should pop the liquid only if remaining ratio is 0
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removeLiquid Should pop the liquid only if remaining ratio is 0
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Add a ratio parameter to vial.removeLiquid
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That’s not the rule. Remove 1 / (self.liquids.length + 1)
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In vial.addLiquid add a ratio parameter
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Create a global for that value
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CanPoure should return a ratio: 0 if not possible; the maximum pourable ratio else
Code edit (1 edits merged)
Please save this source code
User prompt
In vial, add canPoure function to check if current vial top liquid is the same as the one in destination tube provided in parameter
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In vial, remove updateFunctionalLiquids, it is useless
/**** * Classes ****/ var Liquid = Container.expand(function (color) { var self = Container.call(this); var liquidGraphics = self.attachAsset(color, { anchorX: 0.5, anchorY: 0.0 }); return self; }); //<Assets used in the game will automatically appear here> var Tube = Container.expand(function () { var self = Container.call(this); var tubeGraphics = self.attachAsset('tube', { anchorX: 0.5, anchorY: 0.0 }); self.liquids = []; // Initialize functional representation self.liquidsAssets = []; tubeGraphics.alpha = 0.6; self.addChild(tubeGraphics); self.addLiquid = function (liquid) { self.liquidsAssets.push(liquid); self.addChildAt(liquid, 0); self.liquids.push({ color: liquid.color, index: self.liquidsAssets.length - 1 }); // Add functional representation self.updateGraphics(); }; self.removeLiquid = function () { var liquid = self.liquidsAssets.pop(); self.removeChild(liquid); self.updateGraphics(); liquid.scale.set(1, 2); // Ensure the width remains constant self.liquids.pop(); // Remove functional representation self.updateLiquids(); // Update functional representation return liquid; }; self.updateLiquids = function () { for (var i = 0; i < self.liquids.length; i++) { self.liquids[i].index = i; // Ratio calculation removed } }; self.containsPoint = function (point) { var bounds = self.getBounds(); return point.x >= bounds.x && point.x <= bounds.x + bounds.width && point.y >= bounds.y && point.y <= bounds.y + bounds.height; }; self.down = function (x, y, obj) { if (selectedTube) { if (selectedTube !== self && self.liquidsAssets.length < MAX_TUBE_CAPACITY) { var topLiquid = selectedTube.liquidsAssets[selectedTube.liquidsAssets.length - 1]; if (topLiquid && (self.liquidsAssets.length === 0 || self.liquidsAssets[self.liquidsAssets.length - 1].color === topLiquid.color)) { var sameColorCount = 0; for (var i = selectedTube.liquidsAssets.length - 1; i >= 0; i--) { if (selectedTube.liquidsAssets[i].color === topLiquid.color) { sameColorCount++; } else { break; } } if (self.liquidsAssets.length + sameColorCount <= 4) { for (var j = 0; j < sameColorCount; j++) { self.addLiquid(selectedTube.removeLiquid()); } } } } selectedTube.scale.set(1.4, 1.4); // Reset the scale of the previously selected tube selectedTube = null; } else { selectedTube = self; self.scale.set(1.7, 1.7); // Increase the scale of the selected tube } }; self.updateFunctionalLiquids = function () { for (var i = 0; i < self.liquids.length; i++) { self.liquids[i].index = i; // Ratio calculation removed } }; self.updateGraphics = function () { for (var i = 0; i < self.liquidsAssets.length; i++) { self.liquidsAssets[i].scale.x = 1; // Ensure the width remains constant self.liquidsAssets[i].scale.y = 1; // Ensure the height remains constant self.liquidsAssets[i].y = tubeGraphics.height - (i + 1) * 200 - 20; // Adjust the position of each liquid } }; }); var Vial = Container.expand(function () { var self = Container.call(this); self.liquids = []; // Initialize functional representation self.addLiquid = function (liquid, ratio) { if (self.liquids.length > 0 && self.liquids[self.liquids.length - 1].color === liquid.color) { self.liquids[self.liquids.length - 1].ratio += ratio; } else { self.liquids.push({ color: liquid.color, index: self.liquids.length, ratio: ratio }); } }; self.removeLiquid = function (ratio) { if (self.liquids.length > 0) { var topLiquid = self.liquids[self.liquids.length - 1]; if (ratio >= topLiquid.ratio) { var removedLiquid = self.liquids.pop(); if (self.liquids.length > 0 && self.liquids[self.liquids.length - 1].color === removedLiquid.color) { self.liquids[self.liquids.length - 1].ratio += removedLiquid.ratio; } return removedLiquid; } else { topLiquid.ratio -= ratio; return { color: topLiquid.color, ratio: ratio }; } } return null; }; self.containsPoint = function (point) { var bounds = self.getBounds(); return point.x >= bounds.x && point.x <= bounds.x + bounds.width && point.y >= bounds.y && point.y <= bounds.y + bounds.height; }; self.canPoure = function (destinationTube) { if (self.liquids.length === 0) { return 0; // No liquid to pour } if (destinationTube.liquids.length === 0) { return 1; // Destination tube is empty, can pour all } var topLiquid = self.liquids[self.liquids.length - 1]; var destinationTopLiquid = destinationTube.liquids[destinationTube.liquids.length - 1]; if (topLiquid.color !== destinationTopLiquid.color) { return 0; // Different colors, cannot pour } var sameColorCount = 0; for (var i = self.liquids.length - 1; i >= 0; i--) { if (self.liquids[i].color === topLiquid.color) { sameColorCount++; } else { break; } } var availableSpace = MAX_TUBE_CAPACITY - destinationTube.liquids.length; return Math.min(sameColorCount, availableSpace) / sameColorCount; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var MAX_TUBE_CAPACITY = 4; var tubes = []; var selectedTube = null; var liquids = []; var timeLeft = 60; // Initialize the timer with 60 seconds var score = 0; // Initialize the score with 0 var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create timer display var timerTxt = new Text2('60', { size: 100, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); // Function to update score function updateScore(newScore) { score = newScore; scoreTxt.setText(score.toString()); } // Function to update timer function updateTimer(newTime) { timeLeft = newTime; timerTxt.setText(timeLeft.toString()); } function createTube(x, y) { var newTube = new Tube(); newTube.scale.set(1.4, 1.4); newTube.x = 2048 / 4 * (tubes.length + 1); newTube.y = (2732 - 735.42 * 2) / 2 + 600; tubes.push(newTube); game.addChild(newTube); } function createLiquid(color) { var liquid = new Liquid(color); liquid.color = color; return liquid; } // Create initial tubes createTube(2048 / 4, (2732 - 735.42 * 2) / 2 + 600); createTube(2048 * 2 / 4, (2732 - 735.42 * 2) / 2 + 600); createTube(2048 * 3 / 4, (2732 - 735.42 * 2) / 2 + 600); tubes[0].addLiquid(createLiquid('liquidGreen')); tubes[1].addLiquid(createLiquid('liquidGreen')); // Game update function game.update = function () { // Update timer if (LK.ticks % 60 == 0) { // Decrease time every second updateTimer(timeLeft - 1); if (timeLeft <= 0) { if (selectedTube) { selectedTube.scale.set(1, 1); // Reset the scale of the selected tube } LK.showGameOver(); } // Check if all liquids of the same color are grouped in the same tube var allGrouped = true; for (var i = 0; i < tubes.length; i++) { if (tubes[i].liquidsAssets.length > 0) { var firstColor = tubes[i].liquids[0]; for (var j = 1; j < tubes[i].liquids.length; j++) { if (tubes[i].liquids[j] !== firstColor) { allGrouped = false; break; } } if (tubes[i].liquidsAssets.length < 4) { allGrouped = false; break; } } } if (allGrouped) { LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -92,19 +92,27 @@
var Vial = Container.expand(function () {
var self = Container.call(this);
self.liquids = []; // Initialize functional representation
self.addLiquid = function (liquid, ratio) {
- self.liquids.push({
- color: liquid.color,
- index: self.liquids.length,
- ratio: ratio
- });
+ if (self.liquids.length > 0 && self.liquids[self.liquids.length - 1].color === liquid.color) {
+ self.liquids[self.liquids.length - 1].ratio += ratio;
+ } else {
+ self.liquids.push({
+ color: liquid.color,
+ index: self.liquids.length,
+ ratio: ratio
+ });
+ }
};
self.removeLiquid = function (ratio) {
if (self.liquids.length > 0) {
var topLiquid = self.liquids[self.liquids.length - 1];
if (ratio >= topLiquid.ratio) {
- return self.liquids.pop();
+ var removedLiquid = self.liquids.pop();
+ if (self.liquids.length > 0 && self.liquids[self.liquids.length - 1].color === removedLiquid.color) {
+ self.liquids[self.liquids.length - 1].ratio += removedLiquid.ratio;
+ }
+ return removedLiquid;
} else {
topLiquid.ratio -= ratio;
return {
color: topLiquid.color,
Basic white Restart icon (rounded arrow). UI
Une classe d’une école de sorcière sans les élèves.
un sablier de sorcière.
a bubble.
exploded broken glass
Yound generously beautifull teacher witch smiling, with glasses, a black witch hat, holding a little brown book in her hands and looking at the camera. wearing light black clothes. Torso head and hat should appear.
tap
Sound effect
drop
Sound effect
reset
Sound effect
wrong
Sound effect
yes
Sound effect
goodJob
Sound effect
pouring
Sound effect
welcome
Sound effect
rememberTheRules
Sound effect
letsgo
Sound effect
hurryUp
Sound effect
boom
Sound effect
tryAgain
Sound effect
rainbowBoom
Sound effect
youDidIt
Sound effect
letmetry
Sound effect
rainbowMix
Sound effect
thankYou1
Sound effect
thankYou2
Sound effect
thankYou3
Sound effect
thankYou4
Sound effect
bonusTime
Sound effect