Can't figure out how to place food in Fast Foodie

I have been working on Fast Foodie for quite a while now, and I can’t seem to figure out how to place the actual food. If anybody can tell me what I am doing wrong it would be much appreciated.
Thank you.

My code:

const gameState = {
  score: 0,
  starRating: 5,
  currentWaveCount: 1,
  customerIsReady: false,
  cam: {},
  gameSpeed: 3,
  currentMusic: {},
  totalWaveCount: 3,
  countdownTimer: 1500,
  readyForNextOrder: true,
  customersServedCount: 0
}




// Gameplay scene
class GameScene extends Phaser.Scene {
  constructor() {
    super({ key: 'GameScene' })
  }

updateCustomerCountText(){
  gameState.customersLeftCount = gameState.totalCustomerCount - gameState.customersServedCount

gameState.customerCountText.setText(`Customers left: ${gameState.customersLeftCount}`)


}

  preload() {
    // Preload images
    const baseURL = 'https://content.codecademy.com/courses/learn-phaser/fastfoodie/';
    this.load.image('Chef', `${baseURL}art/Chef.png`);
    this.load.image('Customer-1', `${baseURL}art/Customer-1.png`);
    this.load.image('Customer-2', `${baseURL}art/Customer-2.png`);
    this.load.image('Customer-3', `${baseURL}art/Customer-3.png`);
    this.load.image('Customer-4', `${baseURL}art/Customer-4.png`);
    this.load.image('Customer-5', `${baseURL}art/Customer-5.png`);
    this.load.image('Floor-Server', `${baseURL}art/Floor-Server.png`);
    this.load.image('Floor-Customer', `${baseURL}art/Floor-Customer.png`);
    this.load.image('Tray', `${baseURL}art/Tray.png`);
    this.load.image('Barrier', `${baseURL}art/Barrier.png`);
    this.load.image('Star-full', `${baseURL}art/Star-full.png`);
    this.load.image('Star-half', `${baseURL}art/Star-half.png`);
    this.load.image('Star-empty', `${baseURL}art/Star-empty.png`);

    // Preload song
    this.load.audio('gameplayTheme', [
      `${baseURL}audio/music/2-gameplayTheme.ogg`,
      `${baseURL}audio/music/2-gameplayTheme.mp3`
    ]); // Credit: "Pixel Song #18" by hmmm101: https://freesound.org/people/hmmm101

    // Preload SFX
    this.load.audio('placeFoodSFX', [
      `${baseURL}audio/sfx/placeFood.ogg`,
      `${baseURL}audio/sfx/placeFood.mp3`
    ]); // Credit: "action_02.wav" by dermotte: https://freesound.org/people/dermotte

    this.load.audio('servingCorrectSFX', [
      `${baseURL}audio/sfx/servingCorrect.ogg`,
      `${baseURL}audio/sfx/servingCorrect.mp3`
    ]); // Credit: "Video Game SFX Positive Action Long Tail" by rhodesmas: https://freesound.org/people/djlprojects

    this.load.audio('servingIncorrectSFX', [
      `${baseURL}audio/sfx/servingIncorrect.ogg`,
      `${baseURL}audio/sfx/servingIncorrect.mp3`
    ]); // Credit: "Incorrect 01" by rhodesmas: https://freesound.org/people/rhodesmas

    this.load.audio('servingEmptySFX', [
      `${baseURL}audio/sfx/servingEmpty.ogg`,
      `${baseURL}audio/sfx/servingEmpty.mp3`
    ]); // Credit: "Computer Error Noise [variants of KevinVG207's Freesound#331912].wav" by Timbre: https://freesound.org/people/Timbre

    this.load.audio('fiveStarsSFX', [
      `${baseURL}audio/sfx/fiveStars.ogg`,
      `${baseURL}audio/sfx/fiveStars.mp3`
    ]); // Credit: "Success 01" by rhodesmas: https://freesound.org/people/rhodesmas

    this.load.audio('nextWaveSFX', [
      `${baseURL}audio/sfx/nextWave.ogg`,
      `${baseURL}audio/sfx/nextWave.mp3`
    ]); // Credit: "old fashion radio jingle 2.wav" by rhodesmas: https://freesound.org/people/chimerical
  }

  create() {
    // Stop, reassign, and play the new music
    gameState.currentMusic.stop();
    gameState.currentMusic = this.sound.add('gameplayTheme');
    gameState.currentMusic.play({ loop: true });

    // Assign SFX
    gameState.sfx = {};
    gameState.sfx.placeFood = this.sound.add('placeFoodSFX');
    gameState.sfx.servingCorrect = this.sound.add('servingCorrectSFX');
    gameState.sfx.servingIncorrect = this.sound.add('servingIncorrectSFX');
    gameState.sfx.servingEmpty = this.sound.add('servingEmptySFX');
    gameState.sfx.fiveStars = this.sound.add('fiveStarsSFX');
    gameState.sfx.nextWave = this.sound.add('nextWaveSFX');

    // Create environment sprites
    gameState.floorServer = this.add.sprite(gameState.cam.midPoint.x, 0, 'Floor-Server').setScale(0.5).setOrigin(0.5, 0);
    gameState.floorCustomer = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.worldView.bottom, 'Floor-Customer').setScale(0.5).setOrigin(0.5, 1);
    gameState.table = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.midPoint.y, 'Barrier').setScale(0.5);

    // Create player and tray sprites
    gameState.tray = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.midPoint.y, 'Tray').setScale(0.5);
    gameState.player = this.add.sprite(gameState.cam.midPoint.x, 200, 'Chef').setScale(0.5);

    // Display the score
    gameState.scoreTitleText = this.add.text(gameState.cam.midPoint.x, 30, 'Score', { fontSize: '15px', fill: '#666666' }).setOrigin(0.5);
    gameState.scoreText = this.add.text(gameState.cam.midPoint.x, gameState.scoreTitleText.y + gameState.scoreTitleText.height + 20, gameState.score, { fontSize: '30px', fill: '#000000' }).setOrigin(0.5);

    // Display the wave count
    gameState.waveTitleText = this.add.text(gameState.cam.worldView.right - 20, 30, 'Wave', { fontSize: '64px', fill: '#666666' }).setOrigin(1, 1).setScale(0.25);
    gameState.waveCountText = this.add.text(gameState.cam.worldView.right - 20, 30, gameState.currentWaveCount + '/' + gameState.totalWaveCount, { fontSize: '120px', fill: '#000000' }).setOrigin(1, 0).setScale(0.25);

    // Display number of customers left
    gameState.customerCountText = this.add.text(gameState.cam.worldView.right - 20, 80, `Customers left: ${gameState.customersLeftCount}`, { fontSize: '15px', fill: '#000000' }).setOrigin(1);
    
    // Generate wave group
    gameState.customers = this.add.group();
    this.generateWave();

gameState.currentMeal = this.add.group({
   fullnessValue: 0
})

gameState.keys.Enter = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER)

gameState.keys.A = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)

gameState.keys.S = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S)

gameState.keys.D = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)


  }


  placeFood(food, fullnessValue) {

if (gameState.currentMeal.children.entries.length < 3 && gameState.customerIsReady === true){

let Xposition = tray.x;
 
switch (Xposition) {
  case 2:
    Xposition -= 90;
    break;
  case 3:
    Xposition += 90;
    break;
    }


  gameState.currentMeal.create(xPosition, gameState.tray.y, food).setScale(0.5);


gameState.currentMeal.fullnessValue.add(fullnessValue)


for (let i = 0; i < gameState.currentMeal.fullnessValue; i++) {
  if (i < gameState.currentCustomer.fullnessCapacity){
     if (i === gameState.currentCustomer.fullnessCapacity){

gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0x3ADB40).setStrokeStyle(2, 0x2EB94E)

     }

if (i > gameState.currentCustomer.fullnessCapacity){
  gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xDB533A).setStrokeStyle(2, 0xB92E2E)
}

if(i < gameState.currentCustomer.fullnessCapacity){

 gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xFFFA81)

}

  }

}


  }
}

  update() {


if(Phaser.Input.Keyboard.JustDown(gameState.keys.A)) {
  this.placeFood('Burger', 5)
} 



if (gameState.readyForNextOrder === true) {
  gameState.readyForNextOrder = false
  gameState.customerIsReady = false
  gameState.currentCustomer = gameState.customers.children.entries[gameState.customersServedCount]

const tween = this.tweens.add({
  targets: gameState.currentCustomer,
  x: gameState.player.x,
  delay: 100,
  angle: 90,
  duration: 1000,
  ease: 'Power2',
  onComplete: () => {
    gameState.customerIsReady = true,
    gameState.currentCustomer.meterContainer.visible = true
  }
  })


}



  }

  /* WAVES */
  // Generate wave
  generateWave() {
    // Add the total number of customers per wave here:


gameState.totalCustomerCount = Math.ceil(Math.random() * gameState.currentWaveCount)

this.updateCustomerCountText()

    for (let i = 0; i < gameState.totalCustomerCount; i++) {
      // Create your container below and add your customers to it below:



let customerContainer = this.add.container(gameState.cam.worldView.right + (200 * i), gameState.cam.worldView.bottom - 140)

gameState.customers.add(customerContainer)


      // Customer sprite randomizer
      let customerImageKey = Math.ceil(Math.random() * 5);

      // Draw customers here!

      let customer = this.add.sprite(0, 0, `Customer-${customerImageKey}`).setScale(0.5)

customerContainer.add(customer)

      // Fullness meter container
      customerContainer.fullnessMeter = this.add.group();

      // Define capacity
      customerContainer.fullnessCapacity = Math.ceil(Math.random() * 5 * gameState.totalWaveCount);

      // If capacity is an impossible number, reshuffle it until it isn't
      while (customerContainer.fullnessCapacity === 12 || customerContainer.fullnessCapacity === 14) {
        customerContainer.fullnessCapacity = Math.ceil(Math.random() * 5) * gameState.totalWaveCount;
      }

      // Edit the meterWidth
      let meterWidth = customerContainer.fullnessCapacity * 10;
      customerContainer.meterContainer = this.add.container(0, customer.y + (meterWidth / 2));
      
      // Add the customerContainer.meterContainer to customerContainer

customerContainer.add(customerContainer.meterContainer)
      // Add meter base
      customerContainer.meterBase = this.add.rectangle(-130, customer.y, meterWidth, 33, 0x707070).setOrigin(0);
      customerContainer.meterBase.setStrokeStyle(6, 0x707070);
      customerContainer.meterBase.angle = -90;
      customerContainer.meterContainer.add(customerContainer.meterBase);

      // Add timer countdown meter body
      customerContainer.timerMeterBody = this.add.rectangle(customerContainer.meterBase.x + 22, customer.y + 1, meterWidth + 4, 12, 0x3ADB40).setOrigin(0);
      customerContainer.timerMeterBody.angle = -90;
      customerContainer.meterContainer.add(customerContainer.timerMeterBody);

      // Create container for individual fullness blocks
      customerContainer.fullnessMeterBlocks = [];

      // Create fullness meter blocks
      for (let j = 0; j < customerContainer.fullnessCapacity; j++) {
        customerContainer.fullnessMeterBlocks[j] = this.add.rectangle(customerContainer.meterBase.x, customer.y - (10 * j), 10, 20, 0xDBD53A).setOrigin(0);
        customerContainer.fullnessMeterBlocks[j].setStrokeStyle(2, 0xB9B42E);
        customerContainer.fullnessMeterBlocks[j].angle = -90;
        customerContainer.fullnessMeter.add(customerContainer.fullnessMeterBlocks[j]);
        customerContainer.meterContainer.add(customerContainer.fullnessMeterBlocks[j]);
      }

      // Hide meters
      customerContainer.meterContainer.visible = false;
    }
  }
}

**[quote=“board2386632122, post:1, topic:629895, full:true”]
I have been working on Fast Foodie for quite a while now, and I can’t seem to figure out how to place the actual food. If anybody can tell me what I am doing wrong it would be much appreciated.
Thank you.

My code:

const gameState = {
  score: 0,
  starRating: 5,
  currentWaveCount: 1,
  customerIsReady: false,
  cam: {},
  gameSpeed: 3,
  currentMusic: {},
  totalWaveCount: 3,
  countdownTimer: 1500,
  readyForNextOrder: true,
  customersServedCount: 0
}




// Gameplay scene
class GameScene extends Phaser.Scene {
  constructor() {
    super({ key: 'GameScene' })
  }

updateCustomerCountText(){
  gameState.customersLeftCount = gameState.totalCustomerCount - gameState.customersServedCount

gameState.customerCountText.setText(`Customers left: ${gameState.customersLeftCount}`)


}

  preload() {
    // Preload images
    const baseURL = 'https://content.codecademy.com/courses/learn-phaser/fastfoodie/';
    this.load.image('Chef', `${baseURL}art/Chef.png`);
    this.load.image('Customer-1', `${baseURL}art/Customer-1.png`);
    this.load.image('Customer-2', `${baseURL}art/Customer-2.png`);
    this.load.image('Customer-3', `${baseURL}art/Customer-3.png`);
    this.load.image('Customer-4', `${baseURL}art/Customer-4.png`);
    this.load.image('Customer-5', `${baseURL}art/Customer-5.png`);
    this.load.image('Floor-Server', `${baseURL}art/Floor-Server.png`);
    this.load.image('Floor-Customer', `${baseURL}art/Floor-Customer.png`);
    this.load.image('Tray', `${baseURL}art/Tray.png`);
    this.load.image('Barrier', `${baseURL}art/Barrier.png`);
    this.load.image('Star-full', `${baseURL}art/Star-full.png`);
    this.load.image('Star-half', `${baseURL}art/Star-half.png`);
    this.load.image('Star-empty', `${baseURL}art/Star-empty.png`);

    // Preload song
    this.load.audio('gameplayTheme', [
      `${baseURL}audio/music/2-gameplayTheme.ogg`,
      `${baseURL}audio/music/2-gameplayTheme.mp3`
    ]); // Credit: "Pixel Song #18" by hmmm101: https://freesound.org/people/hmmm101

    // Preload SFX
    this.load.audio('placeFoodSFX', [
      `${baseURL}audio/sfx/placeFood.ogg`,
      `${baseURL}audio/sfx/placeFood.mp3`
    ]); // Credit: "action_02.wav" by dermotte: https://freesound.org/people/dermotte

    this.load.audio('servingCorrectSFX', [
      `${baseURL}audio/sfx/servingCorrect.ogg`,
      `${baseURL}audio/sfx/servingCorrect.mp3`
    ]); // Credit: "Video Game SFX Positive Action Long Tail" by rhodesmas: https://freesound.org/people/djlprojects

    this.load.audio('servingIncorrectSFX', [
      `${baseURL}audio/sfx/servingIncorrect.ogg`,
      `${baseURL}audio/sfx/servingIncorrect.mp3`
    ]); // Credit: "Incorrect 01" by rhodesmas: https://freesound.org/people/rhodesmas

    this.load.audio('servingEmptySFX', [
      `${baseURL}audio/sfx/servingEmpty.ogg`,
      `${baseURL}audio/sfx/servingEmpty.mp3`
    ]); // Credit: "Computer Error Noise [variants of KevinVG207's Freesound#331912].wav" by Timbre: https://freesound.org/people/Timbre

    this.load.audio('fiveStarsSFX', [
      `${baseURL}audio/sfx/fiveStars.ogg`,
      `${baseURL}audio/sfx/fiveStars.mp3`
    ]); // Credit: "Success 01" by rhodesmas: https://freesound.org/people/rhodesmas

    this.load.audio('nextWaveSFX', [
      `${baseURL}audio/sfx/nextWave.ogg`,
      `${baseURL}audio/sfx/nextWave.mp3`
    ]); // Credit: "old fashion radio jingle 2.wav" by rhodesmas: https://freesound.org/people/chimerical
  }

  create() {
    // Stop, reassign, and play the new music
    gameState.currentMusic.stop();
    gameState.currentMusic = this.sound.add('gameplayTheme');
    gameState.currentMusic.play({ loop: true });

    // Assign SFX
    gameState.sfx = {};
    gameState.sfx.placeFood = this.sound.add('placeFoodSFX');
    gameState.sfx.servingCorrect = this.sound.add('servingCorrectSFX');
    gameState.sfx.servingIncorrect = this.sound.add('servingIncorrectSFX');
    gameState.sfx.servingEmpty = this.sound.add('servingEmptySFX');
    gameState.sfx.fiveStars = this.sound.add('fiveStarsSFX');
    gameState.sfx.nextWave = this.sound.add('nextWaveSFX');

    // Create environment sprites
    gameState.floorServer = this.add.sprite(gameState.cam.midPoint.x, 0, 'Floor-Server').setScale(0.5).setOrigin(0.5, 0);
    gameState.floorCustomer = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.worldView.bottom, 'Floor-Customer').setScale(0.5).setOrigin(0.5, 1);
    gameState.table = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.midPoint.y, 'Barrier').setScale(0.5);

    // Create player and tray sprites
    gameState.tray = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.midPoint.y, 'Tray').setScale(0.5);
    gameState.player = this.add.sprite(gameState.cam.midPoint.x, 200, 'Chef').setScale(0.5);

    // Display the score
    gameState.scoreTitleText = this.add.text(gameState.cam.midPoint.x, 30, 'Score', { fontSize: '15px', fill: '#666666' }).setOrigin(0.5);
    gameState.scoreText = this.add.text(gameState.cam.midPoint.x, gameState.scoreTitleText.y + gameState.scoreTitleText.height + 20, gameState.score, { fontSize: '30px', fill: '#000000' }).setOrigin(0.5);

    // Display the wave count
    gameState.waveTitleText = this.add.text(gameState.cam.worldView.right - 20, 30, 'Wave', { fontSize: '64px', fill: '#666666' }).setOrigin(1, 1).setScale(0.25);
    gameState.waveCountText = this.add.text(gameState.cam.worldView.right - 20, 30, gameState.currentWaveCount + '/' + gameState.totalWaveCount, { fontSize: '120px', fill: '#000000' }).setOrigin(1, 0).setScale(0.25);

    // Display number of customers left
    gameState.customerCountText = this.add.text(gameState.cam.worldView.right - 20, 80, `Customers left: ${gameState.customersLeftCount}`, { fontSize: '15px', fill: '#000000' }).setOrigin(1);
    
    // Generate wave group
    gameState.customers = this.add.group();
    this.generateWave();

gameState.currentMeal = this.add.group({
   fullnessValue: 0
})

gameState.keys.Enter = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER)

gameState.keys.A = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)

gameState.keys.S = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S)

gameState.keys.D = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)


  }


  placeFood(food, fullnessValue) {

if (gameState.currentMeal.children.entries.length < 3 && gameState.customerIsReady === true){

let Xposition = tray.x;
 
switch (Xposition) {
  case 2:
    Xposition -= 90;
    break;
  case 3:
    Xposition += 90;
    break;
    }


  gameState.currentMeal.create(xPosition, gameState.tray.y, food).setScale(0.5);


gameState.currentMeal.fullnessValue.add(fullnessValue)


for (let i = 0; i < gameState.currentMeal.fullnessValue; i++) {
  if (i < gameState.currentCustomer.fullnessCapacity){
     if (i === gameState.currentCustomer.fullnessCapacity){

gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0x3ADB40).setStrokeStyle(2, 0x2EB94E)

     }

if (i > gameState.currentCustomer.fullnessCapacity){
  gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xDB533A).setStrokeStyle(2, 0xB92E2E)
}

if(i < gameState.currentCustomer.fullnessCapacity){

 gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xFFFA81)

}

  }

}


  }
}

  update() {


if(Phaser.Input.Keyboard.JustDown(gameState.keys.A)) {
  this.placeFood('Burger', 5)
} 



if (gameState.readyForNextOrder === true) {
  gameState.readyForNextOrder = false
  gameState.customerIsReady = false
  gameState.currentCustomer = gameState.customers.children.entries[gameState.customersServedCount]

const tween = this.tweens.add({
  targets: gameState.currentCustomer,
  x: gameState.player.x,
  delay: 100,
  angle: 90,
  duration: 1000,
  ease: 'Power2',
  onComplete: () => {
    gameState.customerIsReady = true,
    gameState.currentCustomer.meterContainer.visible = true
  }
  })


}



  }

  /* WAVES */
  // Generate wave
  generateWave() {
    // Add the total number of customers per wave here:


gameState.totalCustomerCount = Math.ceil(Math.random() * gameState.currentWaveCount)

this.updateCustomerCountText()

    for (let i = 0; i < gameState.totalCustomerCount; i++) {
      // Create your container below and add your customers to it below:



let customerContainer = this.add.container(gameState.cam.worldView.right + (200 * i), gameState.cam.worldView.bottom - 140)

gameState.customers.add(customerContainer)


      // Customer sprite randomizer
      let customerImageKey = Math.ceil(Math.random() * 5);

      // Draw customers here!

      let customer = this.add.sprite(0, 0, `Customer-${customerImageKey}`).setScale(0.5)

customerContainer.add(customer)

      // Fullness meter container
      customerContainer.fullnessMeter = this.add.group();

      // Define capacity
      customerContainer.fullnessCapacity = Math.ceil(Math.random() * 5 * gameState.totalWaveCount);

      // If capacity is an impossible number, reshuffle it until it isn't
      while (customerContainer.fullnessCapacity === 12 || customerContainer.fullnessCapacity === 14) {
        customerContainer.fullnessCapacity = Math.ceil(Math.random() * 5) * gameState.totalWaveCount;
      }

      // Edit the meterWidth
      let meterWidth = customerContainer.fullnessCapacity * 10;
      customerContainer.meterContainer = this.add.container(0, customer.y + (meterWidth / 2));
      
      // Add the customerContainer.meterContainer to customerContainer

customerContainer.add(customerContainer.meterContainer)
      // Add meter base
      customerContainer.meterBase = this.add.rectangle(-130, customer.y, meterWidth, 33, 0x707070).setOrigin(0);
      customerContainer.meterBase.setStrokeStyle(6, 0x707070);
      customerContainer.meterBase.angle = -90;
      customerContainer.meterContainer.add(customerContainer.meterBase);

      // Add timer countdown meter body
      customerContainer.timerMeterBody = this.add.rectangle(customerContainer.meterBase.x + 22, customer.y + 1, meterWidth + 4, 12, 0x3ADB40).setOrigin(0);
      customerContainer.timerMeterBody.angle = -90;
      customerContainer.meterContainer.add(customerContainer.timerMeterBody);

      // Create container for individual fullness blocks
      customerContainer.fullnessMeterBlocks = [];

      // Create fullness meter blocks
      for (let j = 0; j < customerContainer.fullnessCapacity; j++) {
        customerContainer.fullnessMeterBlocks[j] = this.add.rectangle(customerContainer.meterBase.x, customer.y - (10 * j), 10, 20, 0xDBD53A).setOrigin(0);
        customerContainer.fullnessMeterBlocks[j].setStrokeStyle(2, 0xB9B42E);
        customerContainer.fullnessMeterBlocks[j].angle = -90;
        customerContainer.fullnessMeter.add(customerContainer.fullnessMeterBlocks[j]);
        customerContainer.meterContainer.add(customerContainer.fullnessMeterBlocks[j]);
      }

      // Hide meters
      customerContainer.meterContainer.visible = false;
    }
  }
}

[/quote]

strong text**

I’m sorry, but I’m not exactly sure what you mean.

hi @board2386632122 ,

maybe I can suggest that you could elaborate the error you’re receiving while building this application? Then later, the community can better understand your question.

Thanks! Looking forward to reading your problem statement.