User prompt
Add necessary debug text to help me debug the poured liquid no disappearing
User prompt
Handle the case of re-tapping the same vial (unselect)
User prompt
Rename canPoure to canPour
User prompt
Rules are not correctly implemented as poured liquid is not removed from source vial. Don’t change liquids positions, just remove poured liquid
User prompt
Rules are not correctly implemented as poured liquid is not removed from source vial
User prompt
Don’t use up event, it’s not adapted here. Restore the size after pouring or if selection is wrong
User prompt
You didn’t reimplement the vial highlight by making it bigger
User prompt
Now reimplement the user interaction with vials, like you did with tubes in the beginning Remember we used local down event instead of global down event
User prompt
Now reimplement the user interaction with vials, like you did with tubes in the beginning
Code edit (2 edits merged)
Please save this source code
User prompt
Add an offset to liquids y so they don’t appear out of vial bottom
Code edit (4 edits merged)
Please save this source code
User prompt
Use add child at to ensure liquids are behind the vials in render order
Code edit (3 edits merged)
Please save this source code
User prompt
Add tubeGraphics.height to debug text
User prompt
Write liquidGraphics.y in debug for index 0
Code edit (1 edits merged)
Please save this source code
User prompt
Add a debug text to the game
User prompt
Use another technique because liquids are still at the top :(
User prompt
Fix liquids positions
User prompt
Still near the top of vials instead of bottom. Fix that radically
User prompt
No you reverted back to the wrong position at the top of vials. Please fix that seriously
User prompt
When I try value 700 fro liquids y it looks better. With that information fix liquids positions
Code edit (2 edits merged)
Please save this source code
User prompt
Still liquids are rendered at the top of vials, fix that please seriously
/**** * 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, alpha: 0.65 }); 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: 1.0 }); liquidGraphics.y = tubeGraphics.height - 25; // Adjust the offset to prevent liquids from appearing out of the vial bottom self.addChildAt(liquidGraphics, 0); // Add debug text for liquidGraphics.y for index 0 and tubeGraphics.height if (j === 0) { updateDebugText('.y for index 0: ' + liquidGraphics.y + ' | .height: ' + tubeGraphics.height); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add event listeners for user interaction with vials game.down = function (x, y, obj) { var point = game.toLocal(obj.global); for (var i = 0; i < puzzleManager.vials.length; i++) { if (puzzleManager.vials[i].containsPoint(point)) { selectedTube = puzzleManager.vials[i]; selectedTube.scale.set(1.1, 1.1); // Scale up the selected tube break; } } }; game.up = function (x, y, obj) { if (selectedTube) { var point = game.toLocal(obj.global); for (var i = 0; i < puzzleManager.vials.length; i++) { if (puzzleManager.vials[i].containsPoint(point) && puzzleManager.vials[i] !== selectedTube) { var pourRatio = selectedTube.canPoure(puzzleManager.vials[i]); if (pourRatio > 0) { var liquid = selectedTube.removeLiquid(pourRatio); puzzleManager.vials[i].addLiquid(liquid, pourRatio); puzzleManager.vials[i].renderLiquids(); updateScore(score + 1); // Update score } break; } } selectedTube.scale.set(1, 1); // Reset the scale of the selected tube selectedTube = null; } }; // Create debug text var debugTxt = new Text2('Debug Info', { size: 50, fill: "#FFFFFF" }); debugTxt.anchor.set(0, 1); LK.gui.bottom.addChild(debugTxt); // Function to update debug text function updateDebugText(info) { debugTxt.setText(info); } // 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 // Update debug text with current time and score updateDebugText('Time: ' + timeLeft + ' | Score: ' + score); } ; LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -114,8 +114,38 @@
/****
* Game Code
****/
+// Add event listeners for user interaction with vials
+game.down = function (x, y, obj) {
+ var point = game.toLocal(obj.global);
+ for (var i = 0; i < puzzleManager.vials.length; i++) {
+ if (puzzleManager.vials[i].containsPoint(point)) {
+ selectedTube = puzzleManager.vials[i];
+ selectedTube.scale.set(1.1, 1.1); // Scale up the selected tube
+ break;
+ }
+ }
+};
+game.up = function (x, y, obj) {
+ if (selectedTube) {
+ var point = game.toLocal(obj.global);
+ for (var i = 0; i < puzzleManager.vials.length; i++) {
+ if (puzzleManager.vials[i].containsPoint(point) && puzzleManager.vials[i] !== selectedTube) {
+ var pourRatio = selectedTube.canPoure(puzzleManager.vials[i]);
+ if (pourRatio > 0) {
+ var liquid = selectedTube.removeLiquid(pourRatio);
+ puzzleManager.vials[i].addLiquid(liquid, pourRatio);
+ puzzleManager.vials[i].renderLiquids();
+ updateScore(score + 1); // Update score
+ }
+ break;
+ }
+ }
+ selectedTube.scale.set(1, 1); // Reset the scale of the selected tube
+ selectedTube = null;
+ }
+};
// Create debug text
var debugTxt = new Text2('Debug Info', {
size: 50,
fill: "#FFFFFF"
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