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Fix Bug in win check for gameType divided_screen #7
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- There were two different state for the divided screen gameplay One has the 'odd cats' message on right and the other one has to the left. - The win check was not correctly checked for the gameplay when odd cats' message was on left. - now there is a if condition which checks which gameplay is currently being played in divided_screen gametype, which then correctly checks the win for that gameplay
@chimosky Can you please review this bugfix |
if cat.x > alloc.width // 2 and catsCount[cat.cat_id-1] % 2 == 0: | ||
correctly_placed = False | ||
break | ||
if self.sides[0] == SideType.ODD: |
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Why this check?
Tested 57bfe0e, doesn't work as expected. |
Thanks. Another repository I wasn't watching. Your mention drew my attention. 😁 Tested the game logic;
"Classify each kind of cat as even or odd" is either deceptive or ambiguous. I'm not sure if that is intended, and if the translations have kept that intention. I would have expected something more in the fashion of direct instruction, mentioning colour rather than kind; like "For each colour of cat, classify according to the quantity parity, even or odd. Move cats into the marked areas by dragging them. The game ends when the timer expires. You win if all the classifications are correct." However, this is rather long. "Is the amount of cats on the screen even or odd?" is also a strange way to put it. Rather than amount, I'd use quantity or number. These messages were initially written by a developer with English as a second language, and further work has mostly been by others who (from my memory) also had that advantage. Someone like me with the disadvantage of only English (and Elvish) may see things differently. 😬 |
Agreed, it was confusing for me. Opened #8 to track this. |
Steps to reproduce:
Reason:
It was checking for the evenCats on the left even though oddCats are to be checked.