User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return vial.liquids.every(function (liquid) {' Line Number: 315
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return (vial.liquids || []).every(function (liquid) {' Line Number: 315
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'return vial.liquids.every(function (liquid) {' Line Number: 315
User prompt
Add a number of tries with a max of 100 to avoid infinite loop
User prompt
Call isSolvable in distributeLiquid
User prompt
Implement isSolvable that checks all combinations to find whether puzzle is solvable
User prompt
In renderLiquids, use asset LiquidBase and apply the liquid.color as a tint
Code edit (1 edits merged)
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User prompt
Update Colors to Colors more vivacious
Code edit (1 edits merged)
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User prompt
Now use LiquidBase instead of Liquid
Code edit (1 edits merged)
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Create a LiquidBase class that does the same as Liquid class but take a color name, use the liquidBase asset and tint it using global colorList object. Just create the class, don’t use it yet
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Please fix the bug: 'Script error.' in or related to this line: 'var liquidGraphics = self.attachAsset(liquid.color, {' Line Number: 118
User prompt
Use color instead of colorName in LiquidBase
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var liquidGraphics = self.attachAsset(liquid.color, {' Line Number: 118
User prompt
Create a LiquidBase class that does the same as Liquid class but take a color name, use the liquidBase asset and tint it using global colorList object
User prompt
Create a global colorList object with entries like ‘blue’: 0x0000FF
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User prompt
No numPortions should be 1/base_liquid_ratio
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In level 5 for example I had 1.25 of each liquid. That shouldn’t be possible. Always 1 Per color
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In level 5 for example I had 1.25 of each liquid. That shouldn’t be possible. Always 1
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distributeLiquids Sometimes calls add liquid with a null value. Fix that
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/**** * 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 ****/ var colorList = { blue: 0x0000FF, // DodgerBlue green: 0x00FF00, // LimeGreen red: 0xFF0000, // OrangeRed white: 0xFFFFFF }; 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 = [new LiquidBase('blue'), new LiquidBase('green'), new LiquidBase('red')]; } } }; // 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; 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); } } } // Check if the puzzle is solvable var tries = 0; while (!self.isSolvable() && tries < 100) { console.log("Puzzle is not solvable, redistributing liquids..."); self.distributeLiquids(); tries++; } if (tries >= 100) { console.log("Max tries reached. Puzzle might not be solvable."); } } }; // Check if the puzzle is solvable self.isSolvable = function () { // Helper function to clone the state of the vials function cloneVials(vials) { return vials.map(function (vial) { return { liquids: vial.liquids.map(function (liquid) { return { color: liquid.color, ratio: liquid.ratio }; }) }; }); } // Helper function to check if all vials are either empty or contain only one color function isSolved(vials) { return vials.every(function (vial) { if (vial.liquids.length === 0) { return true; } var firstColor = vial.liquids[0].color; return (vial.liquids || []).every(function (liquid) { return liquid.color === firstColor; }); }); } // Recursive function to check if the puzzle is solvable function canSolve(vials) { if (isSolved(vials)) { return true; } for (var i = 0; i < vials.length; i++) { for (var j = 0; j < vials.length; j++) { if (i !== j && vials[i].liquids.length > 0) { var topLiquid = vials[i].liquids[vials[i].liquids.length - 1]; var destinationVial = vials[j]; var canPour = destinationVial.liquids.length === 0 || destinationVial.liquids[destinationVial.liquids.length - 1].color === topLiquid.color; if (canPour) { var newVials = cloneVials(vials); var pourRatio = Math.min(topLiquid.ratio, 1 - destinationVial.liquids.reduce(function (sum, liquid) { return sum + liquid.ratio; }, 0)); newVials[i].liquids[newVials[i].liquids.length - 1].ratio -= pourRatio; if (newVials[i].liquids[newVials[i].liquids.length - 1].ratio === 0) { newVials[i].liquids.pop(); } if (newVials[j].liquids.length > 0 && newVials[j].liquids[newVials[j].liquids.length - 1].color === topLiquid.color) { newVials[j].liquids[newVials[j].liquids.length - 1].ratio += pourRatio; } else { newVials[j].liquids.push({ color: topLiquid.color, ratio: pourRatio }); } if (canSolve(newVials)) { return true; } } } } } return false; } // Check if the current state of the puzzle is solvable return canSolve(cloneVials(self.vials)); }; // 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(); } }; 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() { puzzleManager = new PuzzleManager(); initRound(); score = 0; // Initialize the score with 0 initUI(); updateScore(score); 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 }
===================================================================
--- original.js
+++ change.js
@@ -302,9 +302,9 @@
if (vial.liquids.length === 0) {
return true;
}
var firstColor = vial.liquids[0].color;
- return vial.liquids.every(function (liquid) {
+ return (vial.liquids || []).every(function (liquid) {
return liquid.color === firstColor;
});
});
}
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