User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return (Array.isArray(vial.liquids) ? vial.liquids : []).map(function (liquid) {' Line Number: 386
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return (vial.liquids || []).map(function (liquid) {' Line Number: 386
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return vial.liquids.map(function (liquid) {' Line Number: 386
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return (vial.liquids || []).map(function (liquid) {' Line Number: 386
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return vial.liquids.map(function (liquid) {' Line Number: 386
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var visitedStates = new Set();' Line Number: 382
User prompt
Voici un prompt détaillé pour guider le générateur de code vers ces optimisations : Optimisation de la Génération et de la Vérification des Distributions de Liquides 1. Génération d’États Suivants : • Assurez-vous que la fonction getNextStates évite les mouvements redondants. Par exemple, évitez de reverser le même liquide entre deux vials si cela n’apporte aucune nouvelle information. • Implémentez une stratégie de priorisation des mouvements. Par exemple, priorisez les mouvements qui mènent à un état plus proche de la solution finale. 2. Vérification des États : • Utilisez une structure de données efficace pour stocker et rechercher les états visités. Par exemple, utilisez un ensemble (set) ou une table de hachage (hash table) pour une recherche O(1). • Implémentez une fonction de hachage efficace pour sérialiser l’état des vials afin de minimiser les collisions et d’améliorer la vitesse de recherche. 3. Limitation de la Profondeur de l’Exploration : • Adaptez dynamiquement la profondeur maximale de recherche en fonction des progrès. Par exemple, augmentez la profondeur maximale si des améliorations significatives sont observées. • Utilisez des heuristiques pour guider l’exploration. Par exemple, utilisez une fonction de coût qui estime la distance d’un état donné à l’état final souhaité et priorisez les états avec un coût inférieur.
Code edit (1 edits merged)
Please save this source code
User prompt
Distribution works but it’s too slow, provoking reboots
User prompt
Ok, now use isSolvable to ensure distribution is always possible to solve
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var newVials = JSON.parse(JSON.stringify(vials));' Line Number: 398
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'stateQueue.push(JSON.parse(JSON.stringify(self.vials)));' Line Number: 398
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Please fix the bug: 'Script error.' in or related to this line: 'var visitedStates = new Set();' Line Number: 368
User prompt
No start isSolvable, it should explore possible solutions until finding one
User prompt
isSolvable Is not working. Find a better way to
Code edit (1 edits merged)
Please save this source code
User prompt
In init of puzzle manager write result of isSolvable in debug txt
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Use is solvable to ensure distribution is correct
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Use isSolvable in distributeLiquids
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Implemented isSolvable using allowed methods
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In initLiquids select when level>2 use a number of colours equal to level
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Fill colorList up to 10 colours
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Rework is solvable as it’s not accepted by game engine
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return vial.liquids.every(function (liquid) { return liquid.color === firstColor; }); Is not allowed, find another way
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return (vial.liquids || []).every(function (liquid) {' Line Number: 315
/**** * 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 LiquidBase = Container.expand(function (color) { var self = Container.call(this); self.color = color; var liquidGraphics = self.attachAsset('liquidBase', { anchorX: 0.5, anchorY: 0.0 }); liquidGraphics.tint = colorList[color]; 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: 0.5 }); self.fillHeight = tubeGraphics.height - 25 - 100; self.baseLiquidY = tubeGraphics.height - 25; 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 { if (ratio > 0) { var newLiquid = { color: liquid.color, index: self.liquids.length, ratio: ratio }; self.liquids.push(newLiquid); } } }; 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.canPour = 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 var cumulativeHeight = 0; for (var j = 0; j < self.liquids.length; j++) { var liquid = self.liquids[j]; var liquidGraphics = self.attachAsset('liquidBase', { anchorX: 0.5, anchorY: 1.0 }); liquidGraphics.tint = colorList[liquid.color]; liquidGraphics.y = self.baseLiquidY - cumulativeHeight; // Adjust the offset to prevent liquids from appearing out of the vial bottom liquidGraphics.height = self.fillHeight * liquid.ratio; cumulativeHeight += liquidGraphics.height; 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); } } }; self.down = function (x, y, obj) { var liquidInfo = self.liquids.map(function (liquid) { return liquid.color + ": " + liquid.ratio; }).join(", "); updateDebugText("Vial : " + liquidInfo); if (selectedTube === self) { self.scale.set(1, 1); // Reset the scale of the selected tube self.y += selectionYOffset; // Restore the tube to its initial position selectedTube = null; // Unselect the tube } else if (selectedTube) { var pourRatio = selectedTube.canPour(self); if (pourRatio > 0) { var liquid = selectedTube.removeLiquid(pourRatio); self.addLiquid(liquid, liquid.ratio); selectedTube.renderLiquids(); self.renderLiquids(); selectedTube.y += selectionYOffset; // Restore the previously selected tube to its initial position selectedTube.scale.set(1, 1); // Reset the scale of the previously selected tube selectedTube = null; if (puzzleManager.checkWinCondition()) { // Level up and initialize a new round currentLevel++; levelTxt.setText('Level: ' + currentLevel); initRound(); } } else if (!selectedTube) { selectedTube.scale.set(1, 1); // Reset the scale if selection is wrong selectedTube = null; } } else { selectedTube = self; self.y -= selectionYOffset; // Move the selected tube up by selectionYOffset } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ function deepCopyVials(vials) { return vials.map(function (vial) { var newVial = new Vial(); vial.liquids.forEach(function (liquid) { newVial.addLiquid(new LiquidBase(liquid.color), liquid.ratio); }); return newVial; }); } function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var colorList = { blue: 0x0000FF, // DodgerBlue green: 0x00FF00, // LimeGreen red: 0xFF0000, // OrangeRed white: 0xFFFFFF, // White yellow: 0xFFFF00, // Yellow purple: 0x800080, // Purple cyan: 0x00FFFF, // Cyan magenta: 0xFF00FF, // Magenta orange: 0xFFA500, // Orange pink: 0xFFC0CB // Pink }; var selectionYOffset = 300; // Function to update debug text function updateDebugText(info) { if (debugTxt) { 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 () { var nbVials = Math.min(currentLevel + 1, 10); self.vials = []; for (var i = 0; i < nbVials; i++) { self.vials.push(new Vial()); } var positions = []; var maxPerLine = 5; var spacingX = 2048 / (Math.min(nbVials, maxPerLine) + 1); var spacingY = 2732 / Math.ceil(nbVials / maxPerLine); for (var i = 0; i < nbVials; i++) { positions.push({ x: spacingX * (i % maxPerLine + 1), y: spacingY * Math.floor(i / maxPerLine) + 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 LiquidBase('green')]; } else { if (level === 2) { self.liquids = [new LiquidBase('blue'), new LiquidBase('green')]; } else { self.liquids = []; for (var i = 0; i < level; i++) { var colorName = Object.keys(colorList)[i % Object.keys(colorList).length]; self.liquids.push(new LiquidBase(colorName)); } } } }; // Distribute liquids into tubes or vials self.distributeLiquids = function () { // Distribute initialized liquids into the provided vials if (self.vials.length === 0) { return; } if (currentLevel === 1) { self.vials[0].addLiquid(self.liquids[0], 0.25); self.vials[1].addLiquid(self.liquids[0], 0.75); } else if (currentLevel === 2) { self.vials[0].addLiquid(self.liquids[0], 0.5); self.vials[1].addLiquid(self.liquids[1], 0.5); self.vials[2].addLiquid(self.liquids[0], 0.5); self.vials[2].addLiquid(self.liquids[1], 0.5); } else { // Step 1: Initialisation var totalPortions = (self.vials.length - 1) * (1 / BASE_LIQUID_RATIO); // Step 2: Création du Tableau de Portions var portions = []; for (var i = 0; i < self.liquids.length; i++) { var numPortions = 1 / BASE_LIQUID_RATIO; for (var j = 0; j < numPortions; j++) { portions.push(self.liquids[i].color); } } // Step 3: Mélange du Tableau de Portions for (var i = portions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = portions[i]; portions[i] = portions[j]; portions[j] = temp; } // Step 4: Distribution dans les Vials var portionIndex = 0; var maxAttempts = 1000; // Limit the number of distribution attempts var attempts = 0; do { for (var i = 0; i < self.vials.length - 1; i++) { var vialPortions = totalPortions / (self.vials.length - 1); for (var j = 0; j < vialPortions; j++) { var color = portions[portionIndex++]; var liquid = self.liquids.find(function (l) { return l.color === color; }); if (liquid) { self.vials[i].addLiquid(liquid, BASE_LIQUID_RATIO); } } } attempts++; } while (!self.isSolvable() && attempts < maxAttempts); } }; // Check if the puzzle is solvable self.isSolvable = function () { // Implement logic to check if the current state of the puzzle is solvable var visitedStates = []; var stateQueue = []; function serializeState(vials) { return vials.map(function (vial) { return (vial.liquids || []).map(function (liquid) { return liquid.color + ":" + liquid.ratio; }).join(","); }).join("|"); } function isSolved(vials) { return vials.every(function (vial) { return vial.liquids.length === 0 || vial.liquids.every(function (liquid) { return liquid.color === vial.liquids[0].color; }); }); } function getNextStates(vials) { var nextStates = []; for (var i = 0; i < vials.length; i++) { for (var j = 0; j < vials.length; j++) { if (i !== j && vials[i].canPour(vials[j]) > 0) { var newVials = deepCopyVials(vials); var liquid = newVials[i].removeLiquid(newVials[i].canPour(newVials[j])); newVials[j].addLiquid(liquid, liquid.ratio); var serializedState = serializeState(newVials); if (visitedStates.indexOf(serializedState) === -1) { nextStates.push(newVials); } } } } // Prioritize states that are closer to the solution nextStates.sort(function (a, b) { return heuristicCost(a) - heuristicCost(b); }); return nextStates; } stateQueue.push(deepCopyVials(self.vials)); visitedStates.add(serializeState(self.vials)); var maxDepth = 100; // Initial depth limit var depthIncrement = 50; // Increment depth limit if progress is made var depth = 0; while (stateQueue.length > 0) { if (depth >= maxDepth) { maxDepth += depthIncrement; } var currentState = stateQueue.shift(); if (isSolved(currentState)) { return true; } var nextStates = getNextStates(currentState); var _iterator = _createForOfIteratorHelper(nextStates), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var nextState = _step.value; var serializedState = serializeState(nextState); if (visitedStates.indexOf(serializedState) === -1) { visitedStates.push(serializedState); stateQueue.push(nextState); } } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } depth++; } return false; }; // Check for win conditions self.checkWinCondition = function () { // Implement logic to check if the puzzle is solved var colorArray = []; if (!self.vials || self.vials.length === 0) { return false; // No vials to check } for (var i = 0; i < self.vials.length; i++) { if (self.vials[i].liquids.length > 0) { var firstColor = self.vials[i].liquids[0].color; if (colorArray.indexOf(firstColor) !== -1) { return false; // Color already found in another vial } colorArray.push(firstColor); for (var j = 1; j < self.vials[i].liquids.length; j++) { if (self.vials[i].liquids[j].color !== firstColor) { return false; // Different colors in the same vial } } } } 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(); } updateDebugText('Puzzle Solvable: ' + self.isSolvable()); }; return self; }; var BASE_LIQUID_RATIO = 0.25; var currentLevel = 3; // TEMP DEBUG 1; var score = 0; var scoreTxt; var timerTxt; var debugTxt; // Function to update score function updateScore(newScore) { score = newScore; if (scoreTxt) { if (newScore) { scoreTxt.setText(newScore.toString()); } else { scoreTxt.setText('0'); } } } // 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(false); // Show game over with lose condition } } }; function initUI() { scoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); timerTxt = new Text2('60', { size: 100, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); // Create debug text debugTxt = new Text2('Debug Info', { size: 50, fill: "#FFFFFF" }); debugTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(debugTxt); levelTxt = new Text2('Level: ' + currentLevel, { size: 100, fill: "#ffffff" }); levelTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(levelTxt); } // Function to initialize the game function initializeGame() { score = 0; // Initialize the score with 0 updateScore(score); initUI(); puzzleManager = new PuzzleManager(); initRound(); updateTimer(timeLeft); } initializeGame(); function initRound() { // Remove previous vials if (puzzleManager.vials) { for (var i = 0; i < puzzleManager.vials.length; i++) { game.removeChild(puzzleManager.vials[i]); } } puzzleManager.init(currentLevel); selectedTube = null; timeLeft = 60; // Initialize the timer with 60 seconds } function heuristicCost(vials) { var cost = 0; for (var i = 0; i < vials.length; i++) { if (vials[i].liquids.length > 0) { var firstColor = vials[i].liquids[0].color; for (var j = 1; j < vials[i].liquids.length; j++) { if (vials[i].liquids[j].color !== firstColor) { cost++; } } } } return cost; }
===================================================================
--- original.js
+++ change.js
@@ -373,9 +373,9 @@
var visitedStates = [];
var stateQueue = [];
function serializeState(vials) {
return vials.map(function (vial) {
- return (Array.isArray(vial.liquids) ? vial.liquids : []).map(function (liquid) {
+ return (vial.liquids || []).map(function (liquid) {
return liquid.color + ":" + liquid.ratio;
}).join(",");
}).join("|");
}
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