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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
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add an asset for empty tile
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Tile index: 0 0 Tile position: 1024 1366 VM11:134 Tile index: 0 1 Tile position: 1024 1766 VM11:134 Tile index: 0 2 Tile position: 1024 2166 VM11:134 Tile index: 0 3 Tile position: 1024 2566 VM11:134 Tile index: 1 0 Tile position: 1424 1366 VM11:134 Tile index: 1 1 Tile position: 1424 1766 VM11:134 Tile index: 1 2 Tile position: 1424 2166 VM11:134 Tile index: 1 3 Tile position: 1424 2566 VM11:134 Tile index: 2 0 Tile position: 1824 1366 VM11:134 Tile index: 2 1 Tile position: 1824 1766 VM11:134 Tile index: 2 2 Tile position: 1824 2166 VM11:134 Tile index: 2 3 Tile position: 1824 2566 VM11:134 Tile index: 3 0 Tile position: 2224 1366 VM11:134 Tile index: 3 1 Tile position: 2224 1766 VM11:134 Tile index: 3 2 Tile position: 2224 2166 VM11:134 Tile index: 3 3 Tile position: 2224 2566 Fix positions because currently Tiles position starts at the board center instead of the board top left corner
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Here is the log : Tile index: 0 0 Tile position: 84 426 VM25:134 Tile index: 0 1 Tile position: 84 826 VM25:134 Tile index: 0 2 Tile position: 84 1226 VM25:134 Tile index: 0 3 Tile position: 84 1626 VM25:134 Tile index: 1 0 Tile position: 484 426 VM25:134 Tile index: 1 1 Tile position: 484 826 VM25:134 Tile index: 1 2 Tile position: 484 1226 VM25:134 Tile index: 1 3 Tile position: 484 1626 VM25:134 Tile index: 2 0 Tile position: 884 426 VM25:134 Tile index: 2 1 Tile position: 884 826 VM25:134 Tile index: 2 2 Tile position: 884 1226 VM25:134 Tile index: 2 3 Tile position: 884 1626 VM25:134 Tile index: 3 0 Tile position: 1284 426 VM25:134 Tile index: 3 1 Tile position: 1284 826 VM25:134 Tile index: 3 2 Tile position: 1284 1226 VM25:134 Tile index: 3 3 Tile position: 1284 1626 on screen I see 5 files only. Fix tiles.
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update also grid[2][2].setType('movable'); grid[1][2].setType('movable');
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no I mean, remove case 'movable' and add 2 cases : 'straightPipe' and 'cornerPipe'
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remove movablePipe, use straightPipe and cornerPipe instead
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I see no logs, meaning updatePosition isn't called
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log tiles indexes and positions using log()
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add a global log() function that makes console.debug if global debug is true
/**** * 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 var baseTile = self.attachAsset('baseTile', { anchorX: 0.5, anchorY: 0.5 }); self.width = baseTile.width; self.height = baseTile.height; // Attach appropriate asset based on type switch (type) { case 'start': self.attachAsset('startTile', { anchorX: 0.5, anchorY: 0.5 }); self.width = self.width; self.height = self.height; break; case 'end': self.attachAsset('endTile', { anchorX: 0.5, anchorY: 0.5 }); self.width = tileSize; self.height = tileSize; break; case 'fixed': self.attachAsset('fixedPipe', { anchorX: 0.5, anchorY: 0.5 }); self.width = tileSize; self.height = tileSize; break; case 'straightPipe': self.attachAsset('straightPipe', { anchorX: 0.5, anchorY: 0.5 }); self.width = tileSize; self.height = tileSize; break; case 'cornerPipe': self.attachAsset('cornerPipe', { anchorX: 0.5, anchorY: 0.5 }); self.width = tileSize; self.height = tileSize; break; case 'empty': self.attachAsset('emptyTile', { anchorX: 0.5, anchorY: 0.5 }); self.width = tileSize; self.height = tileSize; break; } }; // Method to update the tile's position self.updatePosition = function (x, y) { self.position.x = x; self.position.y = y; self.x = x * tileSize + gridBoard.x - gridBoard.width / 2 + self.width / 2; self.y = y * tileSize + gridBoard.y - gridBoard.height / 2 + self.height / 2; self.width = self.width; self.height = self.height; log('Tile index:', x, y, 'Tile position:', self.x, self.y, 'Tile dimensions:', self.width, self.height, ' Tile size:', tileSize); }; 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; var tileSize = 400; // 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();
===================================================================
--- original.js
+++ change.js
@@ -27,10 +27,10 @@
self.attachAsset('startTile', {
anchorX: 0.5,
anchorY: 0.5
});
- self.width = tileSize;
- self.height = tileSize;
+ self.width = self.width;
+ self.height = self.height;
break;
case 'end':
self.attachAsset('endTile', {
anchorX: 0.5,
@@ -78,10 +78,10 @@
self.position.x = x;
self.position.y = y;
self.x = x * tileSize + gridBoard.x - gridBoard.width / 2 + self.width / 2;
self.y = y * tileSize + gridBoard.y - gridBoard.height / 2 + self.height / 2;
- self.width = tileSize;
- self.height = tileSize;
+ self.width = self.width;
+ self.height = self.height;
log('Tile index:', x, y, 'Tile position:', self.x, self.y, 'Tile dimensions:', self.width, self.height, ' Tile size:', tileSize);
};
return self;
});
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