Fast Foodie... getting confused around 25

Hello everyone. I am working on the Phaser.js Fast Foodie project. This is a really difficult project and the directions seem vague and all over the place. I have been leaning on previous forum posts to get me this far but I think I need some additional help. I am setting up some checks to see how full the customer is. I’m not sure what condition exactly I should be checking for in 26, so I moved to the next else if and when I get to 32 I’m back to what I thought I was checking for in 29. Here is my full code because I am really not feeling confident about any of it. However, I am not throwing any errors and everything works so far. Only thing is I think I should be seeing food on the tray by this point and I am not. Please help. Here is the link to the project and the code I have so far. I have put comments saying which step I am on throughout the code.
https://www.codecademy.com/paths/create-video-games-with-phaser/tracks/game-dev-learn-phaser-visual-effects-and-capstone/modules/game-dev-project-capstone/projects/fastfoodie

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' })
  }

  // Step 15 - adding method
  updateCustomerCountText() {
    // Step 16
    gameState.customersLeftCount = gameState.totalCustomerCount - gameState.customersServedCount;
    // Step 17 - part 1 setting text
    gameState.customerCountText.setText(`Customers left: ${gameState.customersLeftCount}`);
  }

  // Step 26
  placeFood(food, fullnessValue) {
    // Step 27
    if (gameState.currentMeal.children.entries.length < 3 && gameState.customerIsReady === true) {
      let Xposition = gameState.tray.x;
      // Step 28
      switch(gameState.currentMeal.children.entries.length) {
        case 2: 
        Xposition += 100;
        break;

        case 1:
        Xposition -= 80;
      }
      gameState.currentMeal.create(Xposition, gameState.tray.y, food);
      // Step 28
      gameState.currentMeal.fullnessValue += fullnessValue;
    // Step 29
    for (let i = 0; i < gameState.currentMeal.fullnessValue; i++) {
      if (i < gameState.currentCustomer.fullnessCapacity) {
        // Step 30
      } else if (i === gameState.currentCustomer.fullnessCapacity) {
        gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0x3ADB40);
        gameState.currentCustomer.fullnessMeterBlocks[i].setStrokeStyle(2, 0xEB94E); 
      // Step 31
      } else if (i > gameState.currentCustomer.fullnessCapacity) {
        gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xDB533A);
        gameState.currentCustomer.fullnessMeterBlocks[i].setStrokeStyle(2, 0xB92E2E);
      }
    }
    }
  }

  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();

    // Step 18
    gameState.currentMeal = this.add.group();
    // Step 19
    gameState.currentMeal.fullnessValue = 0;

    // Step 24 & 25 - setting up keyboard keys
    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);
  }


  update() {
    // Step 10 - checking for readyForNextOrder to be true and if so resetting to false
    if (gameState.readyForNextOrder === true) {
      gameState.readyForNextOrder = false;
      // Step 11
      gameState.customerIsReady = false;
      // Step 12 
      gameState.currentCustomer = gameState.customers.children.entries[gameState.customersServedCount];
      // Step 13 - creating tween
      const tween = this.tweens.add({
        targets: gameState.currentCustomer,
        duration: 1000,
        delay: 100,
        angle: 90,
        ease: 'Power2',
        x: gameState.player.x,
        // Step 23
        onComplete: () => {
          gameState.currentCustomer.meterContainer.visible = true;
        }
      });
      // Step 14
      gameState.customerIsReady = true;
    }
  }

  /* WAVES */
  // Generate wave
  generateWave() {
    // Add the total number of customers per wave here:
    // Step 3 - generating number of customers in line
    gameState.totalCustomerCount = (Math.ceil(Math.random() * 10)) * gameState.currentWaveCount;
   
    // Step 17 - part 2 - updating text
    this.updateCustomerCountText();
    for (let i = 0; i < gameState.totalCustomerCount; i++) {
      // Create your container below and add your customers to it below:
      // Step 4
      const customerContainer = this.add.container(gameState.cam.worldView.right + (200 * i), gameState.cam.worldView.bottom - 140);
      // Step 5 - adding customerContainer to gameState.customers
      gameState.customers.add(customerContainer);

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

      // Draw customers here!
      // Step 6 drawing random customer sprite
      let customer = this.add.sprite(0, 0, `Customer-${customerImageKey}`).setScale(0.5);

      // Step 7 adding customer to container
      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;
      }

      // Step 20 - Edit the meterWidth 
      let meterWidth = customerContainer.fullnessCapacity * 10;
      customerContainer.meterContainer = this.add.container(0, customer.y + (meterWidth / 2));
      
      // Step 21 - 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;
    }
  }
}

Edit: I kept going and this is my completed placeFood() function but I don’t know where to put it. It breaks the code no matter where.

// Step 26 I don't know where this goes
  placeFood(food, fullnessValue) {
    // Step 27
    if (gameState.currentMeal.children.entries.length < 3 && gameState.customerIsReady === true) {
      let Xposition = gameState.tray.x;
      // Step 28
      switch(gameState.currentMeal.children.entries.length) {
        case 2: 
        Xposition += 100;
        break;

        case 1:
        Xposition -= 80;
      }
      gameState.currentMeal.create(Xposition, gameState.tray.y, food);
      // Step 28
      gameState.currentMeal.fullnessValue += fullnessValue;
    // Step 29
    for (let i = 0; i < gameState.currentMeal.fullnessValue; i++) {
      if (i < gameState.currentCustomer.fullnessCapacity) {
        // Step 30
      } else if (i === gameState.currentCustomer.fullnessCapacity) {
        gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0x3ADB40);
        gameState.currentCustomer.fullnessMeterBlocks[i].setStrokeStyle(2, 0xEB94E); 
      // Step 31
      } else if (i > gameState.currentCustomer.fullnessCapacity) {
        gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xDB533A);
        gameState.currentCustomer.fullnessMeterBlocks[i].setStrokeStyle(2, 0xB92E2E);
        // Step 32
      } else if (gameState.currentCustomer.fullnessCapacity === 0) {
        gameState.currentCustomer.fullnessMeterBlocks[i].setFillStyle(0xFFFA81);
      }
    }
    }
    // Step 33
    gameState.sfx.placeFood.play();
  }