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Ensure that sum of ratios per color is always 1 when distributing
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When highlighting a vial, it should move up By selectionYOffset (new global with value 300), then restored to its initial position when poured or unselected
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When highlighting a vial, it should move up a bit
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Ensure distributeLiquids doesn’t add liquids with ratio 0
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When playing I see in level 3 colours with ratios 0.8 or 0.66666 : ratios should only be multiples of BASE_LIQUID_RATIO
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In distributeLiquids, level >2, ensure each color ratio sum is 1
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In distributeLiquids, level >2, add randomness and use BASE_LIQUID_RATIO multiples
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In distributeLiquids, handle case of levels > 2
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In initVials, build positions depending on nbVials. Vials should be arranged in lines of 5 max
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In initVials, nbVials should be level + 1 with a max of 10
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In initVials, build positions depending on nbVials
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In initVials, add a local variable nbVials
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Please fix the bug: 'Script error.' in or related to this line: 'self.vials[i].x = positions[i].x;' Line Number: 201
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Fix renderLiquids because it renders all liquids at same y. It should be cumulative
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In distributeLiquids ensure Sum of ratios for each color must be 1
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When starting a new round, remove eventual previous vials
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In level 2 there should be 2 liquids and 3 vials
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Update level txt when leVel up
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Add a new text for level at top left
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Use currentLevel
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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 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.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 { 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.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(liquid.color, { anchorX: 0.5, anchorY: 1.0 }); 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 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 Liquid('liquidGreen')]; } else { if (level === 2) { self.liquids = [new Liquid('liquidBlue'), new Liquid('liquidGreen')]; } else { self.liquids = [new Liquid('liquidBlue'), new Liquid('liquidGreen'), new Liquid('liquidRed')]; } } }; // Distribute liquids into tubes or vials self.distributeLiquids = function () { // Distribute initialized liquids into the provided vials if (self.vials.length > 0) { 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 { // For levels greater than 2, distribute liquids with randomness and BASE_LIQUID_RATIO multiples var liquidIndex = 0; var totalVials = self.vials.length; var totalLiquids = self.liquids.length; var maxVolume = 1.0; var minVolume = BASE_LIQUID_RATIO; var colorRatios = Array(totalLiquids).fill(0); for (var j = 0; j < totalVials; j++) { var remainingVolume = maxVolume; while (remainingVolume > 0) { var randomVolume; do { randomVolume = Math.min(minVolume * Math.floor(Math.random() * (1 / minVolume)), remainingVolume); } while (randomVolume === 0); self.vials[j].addLiquid(self.liquids[liquidIndex], randomVolume); remainingVolume -= randomVolume; colorRatios[liquidIndex] += randomVolume; liquidIndex = (liquidIndex + 1) % totalLiquids; } } // Adjust ratios to ensure each color ratio sum is 1 for (var k = 0; k < totalLiquids; k++) { var adjustmentFactor = 1 / colorRatios[k]; for (var j = 0; j < totalVials; j++) { for (var l = 0; l < self.vials[j].liquids.length; l++) { if (self.vials[j].liquids[l].color === self.liquids[k].color) { self.vials[j].liquids[l].ratio = Math.round(self.vials[j].liquids[l].ratio * adjustmentFactor / minVolume) * minVolume; } } } } // Ensure the sum of ratios per color is exactly 1 for (var k = 0; k < totalLiquids; k++) { var colorSum = 0; for (var j = 0; j < totalVials; j++) { for (var l = 0; l < self.vials[j].liquids.length; l++) { if (self.vials[j].liquids[l].color === self.liquids[k].color) { colorSum += self.vials[j].liquids[l].ratio; } } } var difference = 1 - colorSum; if (difference !== 0) { for (var j = 0; j < totalVials; j++) { for (var l = 0; l < self.vials[j].liquids.length; l++) { if (self.vials[j].liquids[l].color === self.liquids[k].color) { self.vials[j].liquids[l].ratio += difference; break; } } if (difference !== 0) { break; } } } } } } }; // 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 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
@@ -243,8 +243,33 @@
}
}
}
}
+ // Ensure the sum of ratios per color is exactly 1
+ for (var k = 0; k < totalLiquids; k++) {
+ var colorSum = 0;
+ for (var j = 0; j < totalVials; j++) {
+ for (var l = 0; l < self.vials[j].liquids.length; l++) {
+ if (self.vials[j].liquids[l].color === self.liquids[k].color) {
+ colorSum += self.vials[j].liquids[l].ratio;
+ }
+ }
+ }
+ var difference = 1 - colorSum;
+ if (difference !== 0) {
+ for (var j = 0; j < totalVials; j++) {
+ for (var l = 0; l < self.vials[j].liquids.length; l++) {
+ if (self.vials[j].liquids[l].color === self.liquids[k].color) {
+ self.vials[j].liquids[l].ratio += difference;
+ break;
+ }
+ }
+ if (difference !== 0) {
+ break;
+ }
+ }
+ }
+ }
}
}
};
// Check if the puzzle is solvable
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