|  | @@ -6,11 +6,11 @@
 | 
	
		
			
				|  |  |   *
 | 
	
		
			
				|  |  |   * ..squareOne...	= gameName
 | 
	
		
			
				|  |  |   * ..../...\.....
 | 
	
		
			
				|  |  | - * ...A.....B.... = gameMode
 | 
	
		
			
				|  |  | + * ...a.....b.... = gameMode
 | 
	
		
			
				|  |  |   * .....\./......
 | 
	
		
			
				|  |  |   * ......|.......
 | 
	
		
			
				|  |  |   * ...../.\......
 | 
	
		
			
				|  |  | - * .Plus...Minus. = gameOperation
 | 
	
		
			
				|  |  | + * .plus...minus. = gameOperation
 | 
	
		
			
				|  |  |   * .....\./......
 | 
	
		
			
				|  |  |   * ......|.......
 | 
	
		
			
				|  |  |   * ....1,2,3..... = gameDifficulty
 | 
	
	
		
			
				|  | @@ -22,16 +22,16 @@
 | 
	
		
			
				|  |  |   *
 | 
	
		
			
				|  |  |   * Game modes can be :
 | 
	
		
			
				|  |  |   *
 | 
	
		
			
				|  |  | - *   A : Player can select # of 'floor blocks' (hole in the ground)
 | 
	
		
			
				|  |  | + *   a : Player can select # of 'floor blocks' (hole in the ground)
 | 
	
		
			
				|  |  |   *       Selects size of hole to be made in the ground (to fill with the blocks in front of the truck)
 | 
	
		
			
				|  |  | - *   B : Player can select # of 'stacked blocks' (in front of the truck)
 | 
	
		
			
				|  |  | + *   b : Player can select # of 'stacked blocks' (in front of the truck)
 | 
	
		
			
				|  |  |   *       Selects number of blocks in front of the truck (to fill the hole on the ground)
 | 
	
		
			
				|  |  |   *
 | 
	
		
			
				|  |  |   * Operations can be :
 | 
	
		
			
				|  |  |   *
 | 
	
		
			
				|  |  | - *   Plus : addition of fractions
 | 
	
		
			
				|  |  | + *   plus : addition of fractions
 | 
	
		
			
				|  |  |   *     Represented by : tractor going to the right (floor positions 0..8)
 | 
	
		
			
				|  |  | - *   Minus : subtraction of fractions
 | 
	
		
			
				|  |  | + *   minus : subtraction of fractions
 | 
	
		
			
				|  |  |   *     Represented by: tractor going to the left (floor positions 8..0)
 | 
	
		
			
				|  |  |   *
 | 
	
		
			
				|  |  |   * @namespace
 | 
	
	
		
			
				|  | @@ -51,7 +51,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      this.divisorsList = ''; // Hold the divisors for each fraction on stacked blocks (created for postScore())
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    this.direc_level = gameOperation == 'Minus' ? -1 : 1; // Will be multiplied to values to easily change tractor direction when needed
 | 
	
		
			
				|  |  | +    this.direc_level = gameOperation == 'minus' ? -1 : 1; // Will be multiplied to values to easily change tractor direction when needed
 | 
	
		
			
				|  |  |      this.animationSpeed = 2 * this.direc_level; // X distance in which the tractor moves in each iteration of the animation
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      // GAME VARIABLES
 | 
	
	
		
			
				|  | @@ -59,7 +59,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |      this.defaultBlockHeight = 40 * 1.5; // Base block height
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      this.startX =
 | 
	
		
			
				|  |  | -      gameOperation == 'Minus' ? context.canvas.width - 170 * 1.5 : 170 * 1.5; // Initial 'x' coordinate for the tractor and stacked blocks
 | 
	
		
			
				|  |  | +      gameOperation == 'minus' ? context.canvas.width - 170 * 1.5 : 170 * 1.5; // Initial 'x' coordinate for the tractor and stacked blocks
 | 
	
		
			
				|  |  |      this.startY = context.canvas.height - 157 * 1.5 + 10;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      renderBackground();
 | 
	
	
		
			
				|  | @@ -92,7 +92,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |      // TRACTOR
 | 
	
		
			
				|  |  |      this.tractor = game.add.sprite(this.startX, this.startY, 'tractor', 0, 1.2);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    if (gameOperation == 'Plus') {
 | 
	
		
			
				|  |  | +    if (gameOperation == 'plus') {
 | 
	
		
			
				|  |  |        this.tractor.anchor(1, 0.5);
 | 
	
		
			
				|  |  |        this.tractor.animation = ['move', [0, 1, 2, 3, 4], 4];
 | 
	
		
			
				|  |  |      } else {
 | 
	
	
		
			
				|  | @@ -106,26 +106,26 @@ const squareOne = {
 | 
	
		
			
				|  |  |        blocks: [], // Group of 'stacked' block objects
 | 
	
		
			
				|  |  |        labels: [], // Group of fraction labels on the side of 'stacked' blocks
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      index: undefined, // (gameMode 'B') index of 'stacked' block selected by player
 | 
	
		
			
				|  |  | +      index: undefined, // (gameMode 'b') index of 'stacked' block selected by player
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        // Control variables for animation
 | 
	
		
			
				|  |  |        curIndex: 0, // (needs to be 0)
 | 
	
		
			
				|  |  |        curBlockEnd: undefined,
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        // Correct values
 | 
	
		
			
				|  |  | -      correctIndex: undefined, // (gameMode 'B') index of the CORRECT 'stacked' block
 | 
	
		
			
				|  |  | +      correctIndex: undefined, // (gameMode 'b') index of the CORRECT 'stacked' block
 | 
	
		
			
				|  |  |      };
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      // FLOOR BLOCKS variables
 | 
	
		
			
				|  |  |      this.floor = {
 | 
	
		
			
				|  |  |        blocks: [], // Group of 'floor' block objects
 | 
	
		
			
				|  |  | -      index: undefined, // (gameMode 'A') index of 'floor' block selected by player
 | 
	
		
			
				|  |  | +      index: undefined, // (gameMode 'a') index of 'floor' block selected by player
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        // Control variables for animation
 | 
	
		
			
				|  |  |        curIndex: -1, // (needs to be -1)
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        // Correct values
 | 
	
		
			
				|  |  | -      correctIndex: undefined, // (gameMode 'A') index of the CORRECT 'floor' block
 | 
	
		
			
				|  |  | +      correctIndex: undefined, // (gameMode 'a') index of the CORRECT 'floor' block
 | 
	
		
			
				|  |  |        correctX: undefined, // 'x' coordinate of CORRECT 'floor' block
 | 
	
		
			
				|  |  |        correctXA: undefined, // Temporary variable
 | 
	
		
			
				|  |  |        correctXB: undefined, // Temporary variable
 | 
	
	
		
			
				|  | @@ -139,7 +139,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      // SELECTION ARROW
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +    if (gameMode == 'a') {
 | 
	
		
			
				|  |  |        this.arrow = game.add.image(
 | 
	
		
			
				|  |  |          this.startX + this.defaultBlockWidth * this.direc_level,
 | 
	
		
			
				|  |  |          this.startY + 35,
 | 
	
	
		
			
				|  | @@ -191,9 +191,9 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        // Check if block falls
 | 
	
		
			
				|  |  |        if (
 | 
	
		
			
				|  |  | -        (gameOperation == 'Plus' &&
 | 
	
		
			
				|  |  | +        (gameOperation == 'plus' &&
 | 
	
		
			
				|  |  |            stck.blocks[0].x >= stck.curBlockEnd + restOfCurBlock) ||
 | 
	
		
			
				|  |  | -        (gameOperation == 'Minus' &&
 | 
	
		
			
				|  |  | +        (gameOperation == 'minus' &&
 | 
	
		
			
				|  |  |            stck.blocks[0].x <= stck.curBlockEnd + restOfCurBlock)
 | 
	
		
			
				|  |  |        ) {
 | 
	
		
			
				|  |  |          let lowerBlock = true;
 | 
	
	
		
			
				|  | @@ -202,20 +202,20 @@ const squareOne = {
 | 
	
		
			
				|  |  |            stck.blocks[0].x +
 | 
	
		
			
				|  |  |            stck.blocks[stck.curIndex].width * self.direc_level;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -        // If current index is (A) last stacked index (correct index - fixed)
 | 
	
		
			
				|  |  | -        // If current index is (B) selected stacked index
 | 
	
		
			
				|  |  | +        // If current index is (a) last stacked index (correct index - fixed)
 | 
	
		
			
				|  |  | +        // If current index is (b) selected stacked index
 | 
	
		
			
				|  |  |          if (stck.curIndex == stck.index) {
 | 
	
		
			
				|  |  | -          // floor.index : (A) selected floor index
 | 
	
		
			
				|  |  | -          // floor.index : (B) last floor index (correct index - fixed)
 | 
	
		
			
				|  |  | +          // floor.index : (a) selected floor index
 | 
	
		
			
				|  |  | +          // floor.index : (b) last floor index (correct index - fixed)
 | 
	
		
			
				|  |  |            const selectedEnd =
 | 
	
		
			
				|  |  |              floor.blocks[floor.index].x +
 | 
	
		
			
				|  |  |              floor.blocks[0].width * self.direc_level;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -          // (A) last stacked block (fixed) doesnt fit selected gap AKA NOT ENOUGH FLOOR BLOCKS (DOESNT CHECK TOO MANY)
 | 
	
		
			
				|  |  | -          // (B) selected stacked index doesnt fit last floor gap (fixed) AKA TOO MANY STACKED BLOCKS (DOESNT CHECK NOT ENOUGH)
 | 
	
		
			
				|  |  | +          // (a) last stacked block (fixed) doesnt fit selected gap AKA NOT ENOUGH FLOOR BLOCKS (DOESNT CHECK TOO MANY)
 | 
	
		
			
				|  |  | +          // (b) selected stacked index doesnt fit last floor gap (fixed) AKA TOO MANY STACKED BLOCKS (DOESNT CHECK NOT ENOUGH)
 | 
	
		
			
				|  |  |            if (
 | 
	
		
			
				|  |  | -            (gameOperation == 'Plus' && curEnd > selectedEnd) ||
 | 
	
		
			
				|  |  | -            (gameOperation == 'Minus' && curEnd < selectedEnd)
 | 
	
		
			
				|  |  | +            (gameOperation == 'plus' && curEnd > selectedEnd) ||
 | 
	
		
			
				|  |  | +            (gameOperation == 'minus' && curEnd < selectedEnd)
 | 
	
		
			
				|  |  |            ) {
 | 
	
		
			
				|  |  |              lowerBlock = false;
 | 
	
		
			
				|  |  |            }
 | 
	
	
		
			
				|  | @@ -227,13 +227,13 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |          // Fill floor gap
 | 
	
		
			
				|  |  |          if (lowerBlock) {
 | 
	
		
			
				|  |  | -          // Until (A) selected floor index
 | 
	
		
			
				|  |  | -          // Until (B) last floor index (correct index - fixed)
 | 
	
		
			
				|  |  | +          // Until (a) selected floor index
 | 
	
		
			
				|  |  | +          // Until (b) last floor index (correct index - fixed)
 | 
	
		
			
				|  |  |            // Updates floor index to be equivalent to stacked index (and change alpha so floor appears to be filled)
 | 
	
		
			
				|  |  |            for (let i = 0; i <= floor.index; i++) {
 | 
	
		
			
				|  |  |              if (
 | 
	
		
			
				|  |  | -              (gameOperation == 'Plus' && floor.blocks[i].x < curEnd) ||
 | 
	
		
			
				|  |  | -              (gameOperation == 'Minus' && floor.blocks[i].x > curEnd)
 | 
	
		
			
				|  |  | +              (gameOperation == 'plus' && floor.blocks[i].x < curEnd) ||
 | 
	
		
			
				|  |  | +              (gameOperation == 'minus' && floor.blocks[i].x > curEnd)
 | 
	
		
			
				|  |  |              ) {
 | 
	
		
			
				|  |  |                floor.blocks[i].alpha = 0.2;
 | 
	
		
			
				|  |  |                floor.curIndex = i;
 | 
	
	
		
			
				|  | @@ -263,7 +263,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        game.animation.stop(self.tractor.animation[0]);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +      if (gameMode == 'a') {
 | 
	
		
			
				|  |  |          self.result = self.floor.index == self.floor.correctIndex;
 | 
	
		
			
				|  |  |        } else {
 | 
	
		
			
				|  |  |          self.result = self.stck.index == self.stck.correctIndex;
 | 
	
	
		
			
				|  | @@ -328,8 +328,8 @@ const squareOne = {
 | 
	
		
			
				|  |  |      if (!self.hasClicked) {
 | 
	
		
			
				|  |  |        document.body.style.cursor = 'pointer';
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      // On gameMode A
 | 
	
		
			
				|  |  | -      if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +      // On gameMode (a)
 | 
	
		
			
				|  |  | +      if (gameMode == 'a') {
 | 
	
		
			
				|  |  |          for (let i in self.floor.blocks) {
 | 
	
		
			
				|  |  |            self.floor.blocks[i].alpha = i <= cur.index ? 1 : 0.5;
 | 
	
		
			
				|  |  |          }
 | 
	
	
		
			
				|  | @@ -337,7 +337,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |          // Saves the index of the selected 'floor' block
 | 
	
		
			
				|  |  |          self.floor.index = cur.index;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -        // On gameMode B
 | 
	
		
			
				|  |  | +        // On gameMode (b)
 | 
	
		
			
				|  |  |        } else {
 | 
	
		
			
				|  |  |          for (let i in self.stck.blocks) {
 | 
	
		
			
				|  |  |            self.stck.blocks[i].alpha = i <= cur.index ? 0.5 : 0.2;
 | 
	
	
		
			
				|  | @@ -356,14 +356,14 @@ const squareOne = {
 | 
	
		
			
				|  |  |      if (!self.hasClicked) {
 | 
	
		
			
				|  |  |        document.body.style.cursor = 'auto';
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      // On game mode A
 | 
	
		
			
				|  |  | -      if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +      // On game mode (a)
 | 
	
		
			
				|  |  | +      if (gameMode == 'a') {
 | 
	
		
			
				|  |  |          for (let i in self.floor.blocks) {
 | 
	
		
			
				|  |  |            self.floor.blocks[i].alpha = 0.5; // Back to normal
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |          self.floor.index = -1;
 | 
	
		
			
				|  |  | -        // On game mode B
 | 
	
		
			
				|  |  | +        // On game mode (b)
 | 
	
		
			
				|  |  |        } else {
 | 
	
		
			
				|  |  |          for (let i in self.stck.blocks) {
 | 
	
		
			
				|  |  |            self.stck.blocks[i].alpha = 0.5; // Back to normal
 | 
	
	
		
			
				|  | @@ -381,8 +381,8 @@ const squareOne = {
 | 
	
		
			
				|  |  |      if (!self.hasClicked && !self.animateEnding) {
 | 
	
		
			
				|  |  |        document.body.style.cursor = 'auto';
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      // On gameMode A
 | 
	
		
			
				|  |  | -      if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +      // On gameMode (a)
 | 
	
		
			
				|  |  | +      if (gameMode == 'a') {
 | 
	
		
			
				|  |  |          // Turns selection arrow completely visible
 | 
	
		
			
				|  |  |          self.arrow.alpha = 1;
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -394,7 +394,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |          // (FIXED : self.STCK.index) save the 'stacked' blocks index
 | 
	
		
			
				|  |  |          self.stck.index = self.stck.blocks.length - 1;
 | 
	
		
			
				|  |  | -        // On gameMode B
 | 
	
		
			
				|  |  | +        // On gameMode (b)
 | 
	
		
			
				|  |  |        } else {
 | 
	
		
			
				|  |  |          for (let i in self.stck.blocks) {
 | 
	
		
			
				|  |  |            // (FIXED : self.STCK.index)
 | 
	
	
		
			
				|  | @@ -437,7 +437,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |     */
 | 
	
		
			
				|  |  |    createStckBlocks: function () {
 | 
	
		
			
				|  |  |      let hasBaseDifficulty = false; // Will be true after next for loop if level has at least one '1/difficulty' fraction (if false, restart)
 | 
	
		
			
				|  |  | -    const max = gameMode == 'B' ? 10 : curMapPosition + 4; // Maximum number of stacked blocks for the level
 | 
	
		
			
				|  |  | +    const max = gameMode == 'b' ? 10 : curMapPosition + 4; // Maximum number of stacked blocks for the level
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      const total = game.math.randomInRange(curMapPosition + 2, max); // Current number of stacked blocks for the level
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -456,7 +456,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |        self.floor.correctXA += curBlockWidth * self.direc_level;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |        // Create stacked block (close to tractor)
 | 
	
		
			
				|  |  | -      const lineColor = gameOperation == 'Minus' ? colors.red : colors.blueDark;
 | 
	
		
			
				|  |  | +      const lineColor = gameOperation == 'minus' ? colors.red : colors.blueDark;
 | 
	
		
			
				|  |  |        const lineSize = 2;
 | 
	
		
			
				|  |  |        const block = game.add.geom.rect(
 | 
	
		
			
				|  |  |          self.startX,
 | 
	
	
		
			
				|  | @@ -468,11 +468,11 @@ const squareOne = {
 | 
	
		
			
				|  |  |          colors.white,
 | 
	
		
			
				|  |  |          1
 | 
	
		
			
				|  |  |        );
 | 
	
		
			
				|  |  | -      const anchor = gameOperation == 'Minus' ? 1 : 0;
 | 
	
		
			
				|  |  | +      const anchor = gameOperation == 'minus' ? 1 : 0;
 | 
	
		
			
				|  |  |        block.anchor(anchor, 0);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      // If game is type B, adding events to stacked blocks
 | 
	
		
			
				|  |  | -      if (gameMode == 'B') {
 | 
	
		
			
				|  |  | +      // If game mode is (b), adding events to stacked blocks
 | 
	
		
			
				|  |  | +      if (gameMode == 'b') {
 | 
	
		
			
				|  |  |          block.alpha = 0.5;
 | 
	
		
			
				|  |  |          block.index = i;
 | 
	
		
			
				|  |  |        }
 | 
	
	
		
			
				|  | @@ -527,10 +527,10 @@ const squareOne = {
 | 
	
		
			
				|  |  |      // Check for errors (level too easy for its difficulty or end position out of bounds)
 | 
	
		
			
				|  |  |      if (
 | 
	
		
			
				|  |  |        !hasBaseDifficulty ||
 | 
	
		
			
				|  |  | -      (gameOperation == 'Plus' &&
 | 
	
		
			
				|  |  | +      (gameOperation == 'plus' &&
 | 
	
		
			
				|  |  |          (self.floor.correctXA < self.startX + self.defaultBlockWidth ||
 | 
	
		
			
				|  |  |            self.floor.correctXA > self.startX + 8 * self.defaultBlockWidth)) ||
 | 
	
		
			
				|  |  | -      (gameOperation == 'Minus' &&
 | 
	
		
			
				|  |  | +      (gameOperation == 'minus' &&
 | 
	
		
			
				|  |  |          (self.floor.correctXA < self.startX - 8 * self.defaultBlockWidth ||
 | 
	
		
			
				|  |  |            self.floor.correctXA > self.startX - self.defaultBlockWidth))
 | 
	
		
			
				|  |  |      ) {
 | 
	
	
		
			
				|  | @@ -562,8 +562,8 @@ const squareOne = {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      const blockWidth = self.defaultBlockWidth / divisor; // Width of each floor block
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    // If game is type B, selectiong a random floor x position
 | 
	
		
			
				|  |  | -    if (gameMode == 'B') {
 | 
	
		
			
				|  |  | +    // If game is type (b), selectiong a random floor x position
 | 
	
		
			
				|  |  | +    if (gameMode == 'b') {
 | 
	
		
			
				|  |  |        self.stck.correctIndex = game.math.randomInRange(
 | 
	
		
			
				|  |  |          0,
 | 
	
		
			
				|  |  |          self.stck.blocks.length - 1
 | 
	
	
		
			
				|  | @@ -586,20 +586,20 @@ const squareOne = {
 | 
	
		
			
				|  |  |          self.startX +
 | 
	
		
			
				|  |  |          (self.defaultBlockWidth + i * blockWidth) * self.direc_level;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      if (flag && gameMode == 'A') {
 | 
	
		
			
				|  |  | +      if (flag && gameMode == 'a') {
 | 
	
		
			
				|  |  |          if (
 | 
	
		
			
				|  |  | -          (gameOperation == 'Plus' && x >= self.floor.correctXA) ||
 | 
	
		
			
				|  |  | -          (gameOperation == 'Minus' && x <= self.floor.correctXA)
 | 
	
		
			
				|  |  | +          (gameOperation == 'plus' && x >= self.floor.correctXA) ||
 | 
	
		
			
				|  |  | +          (gameOperation == 'minus' && x <= self.floor.correctXA)
 | 
	
		
			
				|  |  |          ) {
 | 
	
		
			
				|  |  |            self.floor.correctIndex = i - 1; // Set index of correct floor block
 | 
	
		
			
				|  |  |            flag = false;
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |        }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      if (gameMode == 'B') {
 | 
	
		
			
				|  |  | +      if (gameMode == 'b') {
 | 
	
		
			
				|  |  |          if (
 | 
	
		
			
				|  |  | -          (gameOperation == 'Plus' && x >= self.floor.correctXB) ||
 | 
	
		
			
				|  |  | -          (gameOperation == 'Minus' && x <= self.floor.correctXB)
 | 
	
		
			
				|  |  | +          (gameOperation == 'plus' && x >= self.floor.correctXB) ||
 | 
	
		
			
				|  |  | +          (gameOperation == 'minus' && x <= self.floor.correctXB)
 | 
	
		
			
				|  |  |          ) {
 | 
	
		
			
				|  |  |            total = i;
 | 
	
		
			
				|  |  |            break;
 | 
	
	
		
			
				|  | @@ -618,11 +618,11 @@ const squareOne = {
 | 
	
		
			
				|  |  |          colors.blueBgInsideLevel,
 | 
	
		
			
				|  |  |          1
 | 
	
		
			
				|  |  |        );
 | 
	
		
			
				|  |  | -      const anchor = gameOperation == 'Minus' ? 1 : 0;
 | 
	
		
			
				|  |  | +      const anchor = gameOperation == 'minus' ? 1 : 0;
 | 
	
		
			
				|  |  |        block.anchor(anchor, 0);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      // If game is type A, adding events to floor blocks
 | 
	
		
			
				|  |  | -      if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +      // If game is type (a), adding events to floor blocks
 | 
	
		
			
				|  |  | +      if (gameMode == 'a') {
 | 
	
		
			
				|  |  |          block.alpha = 0.5;
 | 
	
		
			
				|  |  |          block.index = i;
 | 
	
		
			
				|  |  |        }
 | 
	
	
		
			
				|  | @@ -631,8 +631,8 @@ const squareOne = {
 | 
	
		
			
				|  |  |        self.floor.blocks.push(block);
 | 
	
		
			
				|  |  |      }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    if (gameMode == 'A') self.floor.correctX = self.floor.correctXA;
 | 
	
		
			
				|  |  | -    else if (gameMode == 'B') self.floor.correctX = self.floor.correctXB;
 | 
	
		
			
				|  |  | +    if (gameMode == 'a') self.floor.correctX = self.floor.correctXA;
 | 
	
		
			
				|  |  | +    else if (gameMode == 'b') self.floor.correctX = self.floor.correctXB;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      // Creates labels on the floor to display the numbers
 | 
	
		
			
				|  |  |      for (let i = 1; i < 10; i++) {
 | 
	
	
		
			
				|  | @@ -651,12 +651,12 @@ const squareOne = {
 | 
	
		
			
				|  |  |     */
 | 
	
		
			
				|  |  |    viewHelp: function () {
 | 
	
		
			
				|  |  |      if (!self.hasClicked) {
 | 
	
		
			
				|  |  | -      // On gameMode A
 | 
	
		
			
				|  |  | -      if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +      // On gameMode (a)
 | 
	
		
			
				|  |  | +      if (gameMode == 'a') {
 | 
	
		
			
				|  |  |          const aux = self.floor.blocks[0];
 | 
	
		
			
				|  |  |          self.help.x = self.floor.correctX - (aux.width / 2) * self.direc_level;
 | 
	
		
			
				|  |  |          self.help.y = 501;
 | 
	
		
			
				|  |  | -        // On gameMode B
 | 
	
		
			
				|  |  | +        // On gameMode (b)
 | 
	
		
			
				|  |  |        } else {
 | 
	
		
			
				|  |  |          const aux = self.stck.blocks[self.stck.correctIndex];
 | 
	
		
			
				|  |  |          self.help.x = aux.x + (aux.width / 2) * self.direc_level;
 | 
	
	
		
			
				|  | @@ -676,7 +676,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |      const x = game.math.getMouse(mouseEvent).x;
 | 
	
		
			
				|  |  |      const y = game.math.getMouse(mouseEvent).y;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +    if (gameMode == 'a') {
 | 
	
		
			
				|  |  |        self.floor.blocks.forEach((cur) => {
 | 
	
		
			
				|  |  |          if (game.math.isOverIcon(x, y, cur)) self.clickSquare(cur);
 | 
	
		
			
				|  |  |        });
 | 
	
	
		
			
				|  | @@ -702,7 +702,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |      let flagA = false;
 | 
	
		
			
				|  |  |      let flagB = false;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    if (gameMode == 'A') {
 | 
	
		
			
				|  |  | +    if (gameMode == 'a') {
 | 
	
		
			
				|  |  |        // Make arrow follow mouse
 | 
	
		
			
				|  |  |        if (!self.hasClicked && !self.animateEnding) {
 | 
	
		
			
				|  |  |          if (game.math.distanceToPointer(self.arrow.x, x, self.arrow.y, y) > 8) {
 | 
	
	
		
			
				|  | @@ -717,10 +717,10 @@ const squareOne = {
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |        });
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      if (!flagA) self.outSquare('A');
 | 
	
		
			
				|  |  | +      if (!flagA) self.outSquare('a');
 | 
	
		
			
				|  |  |      }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -    if (gameMode == 'B') {
 | 
	
		
			
				|  |  | +    if (gameMode == 'b') {
 | 
	
		
			
				|  |  |        self.stck.blocks.forEach((cur) => {
 | 
	
		
			
				|  |  |          if (game.math.isOverIcon(x, y, cur)) {
 | 
	
		
			
				|  |  |            flagB = true;
 | 
	
	
		
			
				|  | @@ -728,7 +728,7 @@ const squareOne = {
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |        });
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -      if (!flagB) self.outSquare('B');
 | 
	
		
			
				|  |  | +      if (!flagB) self.outSquare('b');
 | 
	
		
			
				|  |  |      }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |      navigationIcons.onInputOver(x, y);
 |