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Fix liquids positions
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Still near the top of vials instead of bottom. Fix that radically
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No you reverted back to the wrong position at the top of vials. Please fix that seriously
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When I try value 700 fro liquids y it looks better. With that information fix liquids positions
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Still liquids are rendered at the top of vials, fix that please seriously
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Still Currently liquids are rendered at the top of vials, fix that
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Currently liquids are rendered at the top of vials, fix that
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Fix the line liquidGraphics.scale.y = liquid.ratio; because it prevents liquids from being visible
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Use property liquids instead of global liquids In iniLiquids and distributeLiquids only; don’t do anything else
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Add a public property liquids in puzzleManager
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Include self.vials = [new Vial(), new Vial(), new Vial()]; // Initialize vials with new Vial instances in initVials
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Don’t use 'liquid' + color.charAt(0).toUpperCase() + color.slice(1) just color
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In Liquid class store the colour parameter in a public property
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Please fix the bug: 'Script error.' in or related to this line: 'var liquidGraphics = self.attachAsset('liquid' + liquid.color.charAt(0).toUpperCase() + liquid.color.slice(1), {' Line Number: 101
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Please fix the bug: 'Script error.' in or related to this line: 'var liquidGraphics = self.attachAsset('liquid' + liquid.color.charAt(0).toUpperCase() + liquid.color.slice(1) + 'Shape', {' Line Number: 101
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Please fix the bug: 'Script error.' in or related to this line: 'var liquidGraphics = self.attachAsset('liquid' + liquid.color.charAt(0).toUpperCase() + liquid.color.slice(1), {' Line Number: 101
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Please fix the bug: 'Script error.' in or related to this line: 'var liquidGraphics = self.attachAsset('liquid' + color.charAt(0).toUpperCase() + color.slice(1), {' Line Number: 101
/**** * Classes ****/ var Liquid = Container.expand(function (color) { var self = Container.call(this); self.color = color; var liquidGraphics = self.attachAsset(color, { anchorX: 0.5, anchorY: 0.0 }); return self; }); var Vial = Container.expand(function () { var self = Container.call(this); // Attach graphical representation var tubeGraphics = self.attachAsset('tube', { anchorX: 0.5, anchorY: 0.0 }); self.addChild(tubeGraphics); 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 + 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 totalRatio = destinationTube.liquids.reduce(function (sum, liquid) { return sum + liquid.ratio; }, 0); var availableSpace = 1 - totalRatio; return Math.min(sameColorCount, availableSpace) / sameColorCount; }; self.renderLiquids = function () { // Remove all existing liquid graphics for (var i = self.children.length - 1; i >= 0; i--) { if (self.children[i] !== tubeGraphics) { self.removeChild(self.children[i]); } } // Add new liquid graphics based on the current state of self.liquids for (var j = 0; j < self.liquids.length; j++) { var liquid = self.liquids[j]; var liquidGraphics = self.attachAsset(liquid.color, { anchorX: 0.5, anchorY: 0 }); //liquidGraphics.scale.y = liquid.ratio; liquidGraphics.y = tubeGraphics.height - (j + 1) * 200 * liquid.ratio; self.addChild(liquidGraphics); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create an instance of the PuzzleManager var PuzzleManager = function PuzzleManager() { var self = this; self.liquids = []; // Public property to store liquids self.initVials = function () { self.vials = [new Vial(), new Vial(), new Vial()]; // Initialize vials with new Vial instances var positions = [{ x: 2048 / 4, y: (2732 - 735.42 * 2) / 2 + 600 }, { x: 2048 * 2 / 4, y: (2732 - 735.42 * 2) / 2 + 600 }, { x: 2048 * 3 / 4, y: (2732 - 735.42 * 2) / 2 + 600 }]; for (var i = 0; i < self.vials.length; i++) { self.vials[i].x = positions[i].x; self.vials[i].y = positions[i].y; game.addChild(self.vials[i]); } }; // Initialize liquids self.initLiquids = function (level) { // Create and initialize liquid objects based on level if (level === 1) { self.liquids = [new Liquid('liquidGreen'), new Liquid('liquidGreen')]; } else { self.liquids = [new Liquid('liquidBlue'), new Liquid('liquidBlue'), new Liquid('liquidGreen'), new Liquid('liquidGreen'), new Liquid('liquidRed'), new Liquid('liquidRed')]; } }; // Distribute liquids into tubes or vials self.distributeLiquids = function () { // Distribute initialized liquids into the provided vials if (self.vials.length > 0) { for (var i = 0; i < self.liquids.length; i++) { var vialIndex = i % self.vials.length; self.vials[vialIndex].addLiquid(self.liquids[i], BASE_LIQUID_RATIO); } } }; // Check if the puzzle is solvable self.isSolvable = function () { // Implement logic to check if the current state of the puzzle is solvable // Placeholder logic: always return true for now return true; }; // Check for win conditions self.checkWinCondition = function () { // Implement logic to check if the puzzle is solved for (var i = 0; i < self.vials.length; i++) { if (self.vials[i].liquids.length > 0) { var firstColor = self.vials[i].liquids[0].color; for (var j = 1; j < self.vials[i].liquids.length; j++) { if (self.vials[i].liquids[j].color !== firstColor) { return false; } } } } return true; }; // Initialize the puzzle manager self.init = function (level) { self.initVials(); self.initLiquids(level); self.distributeLiquids(); for (var i = 0; i < self.vials.length; i++) { self.vials[i].renderLiquids(); } }; return self; }; // var tubes = []; // Removed redundant initialization var puzzleManager = new PuzzleManager(); puzzleManager.init(1); // Example level parameter var BASE_LIQUID_RATIO = 0.25; // var tubes = []; // Removed redundant initialization var selectedTube = null; 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()); } // 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(); } } };
===================================================================
--- original.js
+++ change.js
@@ -90,11 +90,11 @@
for (var j = 0; j < self.liquids.length; j++) {
var liquid = self.liquids[j];
var liquidGraphics = self.attachAsset(liquid.color, {
anchorX: 0.5,
- anchorY: 1.0
+ anchorY: 0
});
- liquidGraphics.scale.y = liquid.ratio * (tubeGraphics.height / 200);
+ //liquidGraphics.scale.y = liquid.ratio;
liquidGraphics.y = tubeGraphics.height - (j + 1) * 200 * liquid.ratio;
self.addChild(liquidGraphics);
}
};
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