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change the sin anim by something more linear
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change alpha animation by a tint animation from black to white
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add an update function in Tint class. if self.water1 and self.water2 aren't null, animate their alpha with sin function
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in Tile.setType, use baseMobileTile instead of baseTile for types straightPipeH, straightPipeV and cornerPipe
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'width')' in or related to this line: 'self.baseTile.width = tileSize;' Line Number: 96
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even a junior dev won't fix a bug by doing ``` self.width = self.width; self.height = self.height; ``` Please take it seriouly
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please ensure that
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Please fix the bug: 'Uncaught TypeError: self.attachAsset(...).then is not a function' in or related to this line: 'var baseTile = self.attachAsset('baseTile', {' Line Number: 31
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`log('Tile index:', x, y, 'Tile position:', self.x, self.y, 'Tile dimensions:', self.width, self.height, ' Tile size:', tileSize);` log : "Tile index: 0 0 Tile position: 84 426 Tile dimensions: 0 0 Tile size: 400" Explain why self.width, self.height are logged 0 and 0; althrough the 2 lines before are self.width = tileSize; self.height = tileSize;
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did not fix : Tile index: 0 0 Tile position: 84 426 Tile dimensions: 0 0 Tile size: 400
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I don't understand why this log: Tile index: 0 0 Tile position: 84 426 Tile dimensions: 0 0 Tile size: 400 I added : self.width = tileSize; self.height = tileSize; but it returns to 0
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I see in the logs for example... Tile index: 0 0 Tile position: 84 426 Tile dimensions: 0 0 => add a new global for tile size, and use it
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in log('Tile index:', x, y, 'Tile position:', self.x, self.y); log also w & h
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log gridBord dimensions and location
/****
* Classes
****/
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Define a Tile class to represent each tile in the grid
var Tile = Container.expand(function () {
var self = Container.call(this);
self.type = 'empty'; // Default type
self.connections = []; // Connection points for pipes
self.position = {
x: 0,
y: 0
}; // Grid position
// Method to set the tile type
self.setType = function (type) {
self.type = type;
// Attach baseTile asset
self.attachAsset('baseTile', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach appropriate asset based on type
switch (type) {
case 'start':
self.attachAsset('startTile', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'end':
self.attachAsset('endTile', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'fixed':
self.attachAsset('fixedPipe', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'straightPipe':
self.attachAsset('straightPipe', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'cornerPipe':
self.attachAsset('cornerPipe', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'empty':
self.attachAsset('emptyTile', {
anchorX: 0.5,
anchorY: 0.5
});
break;
}
};
// Method to update the tile's position
self.updatePosition = function (x, y) {
self.position.x = x;
self.position.y = y;
self.x = x * 400 + gridBoard.x - gridBoard.width / 2 + self.width / 2;
self.y = y * 400 + gridBoard.y - gridBoard.height / 2 + self.height / 2;
log('Tile index:', x, y, 'Tile position:', self.x, self.y);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Add a global log() function that makes console.debug if global debug is true
function log() {
if (debug) {
var _console;
(_console = console).log.apply(_console, arguments);
}
}
var debug = true;
// Add the gridBoard to the game and place it at the center
var gridBoard = LK.getAsset('gridBoard', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(gridBoard);
gridBoard.x = 2048 / 2;
gridBoard.y = 2732 / 2;
// Log gridBoard dimensions and location
console.log("gridBoard width: " + gridBoard.width);
console.log("gridBoard height: " + gridBoard.height);
console.log("gridBoard x position: " + gridBoard.x);
console.log("gridBoard y position: " + gridBoard.y);
// Initialize the grid
var grid = [];
var gridSize = 4; // 4x4 grid
// Create the grid and populate it with tiles
for (var i = 0; i < gridSize; i++) {
grid[i] = [];
for (var j = 0; j < gridSize; j++) {
var tile = new Tile();
tile.updatePosition(i, j); // Update the position to be in terms of grid indexes
grid[i][j] = tile;
game.addChild(tile);
}
}
// Set up initial puzzle configuration
grid[0][0].setType('start');
grid[3][3].setType('end');
grid[1][1].setType('fixed');
grid[2][2].setType('straightPipe');
grid[1][2].setType('cornerPipe');
// Function to handle sliding of tiles
function slideTiles(direction) {
// Implement sliding logic based on direction
// Validate moves and update tile positions
}
// Function to trace the water path
function traceWaterPath() {
// Implement path tracing logic
// Check if the path is complete from start to end
}
// Event listeners for user interactions
game.down = function (x, y, obj) {
// Determine which tile was clicked and initiate sliding
};
game.up = function (x, y, obj) {
// Finalize sliding and check for puzzle completion
};
// Game update loop
game.update = function () {
// Continuously check for path completion
traceWaterPath();
};
// Initialize the game with a simple puzzle
function initializePuzzle() {
log("initializePuzzle...");
// Set up a solvable puzzle configuration
// Ensure start and end tiles are connected through movable pipes
}
// Add a global 'debug' variable
initializePuzzle();
straigth zenith view square light wooden pallet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
straigth zenith view square wooden pallet with big screws in each corner Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple yellow rating star. Modern video game style
tileSlide
Sound effect
levelWon
Sound effect
tileBlocked
Sound effect
fountain
Sound effect
waterInPipe
Sound effect
bgMusic
Music
logoBounce
Sound effect
levelStart
Sound effect
bgMusic2
Music
flowerPop
Sound effect
roundResult
Sound effect
gameWon
Sound effect
resetSound
Sound effect
birds
Sound effect
birds2
Sound effect
birds3
Sound effect