Code edit (6 edits merged)
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For start pipe, in update, instead of a water w/h anim, make the valve rotate
Code edit (1 edits merged)
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Code edit (5 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'type')' in or related to this line: 'log('Flowing through pipe at:', key, 'Tile type:', tile.type);' Line Number: 510
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add log in flowThroughPipe
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Please fix the bug: 'Uncaught ReferenceError: _slicedToArray is not defined' in or related to this line: 'var _pos$split$map = pos.split(',').map(Number),' Line Number: 283
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var checkFlowInterval = setInterval(function () {' Line Number: 628
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in animateWaterFlow, set flow to true in start tile and wait until flow returns to false; then do same for the next tile until the end pipe tile.
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When puzzle is solved we will run an animation to simulate water flowing from start pipe to end pipe. Add a new function for flow animation; call it when puzzle is solved;
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prevent moves when !isPlaying
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add an isPlaying global defaulting to true; set it to false when level is solved
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Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'var visited = new Set();' Line Number: 438
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'currentLevel')' in or related to this line: 'levelText = new Text2('Level: ' + puzzleManager.currentLevel, {' Line Number: 726
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'levelText.setText('Level: ' + self.currentLevel + ' Solved!');' Line Number: 592
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Please fix the bug: 'Uncaught ReferenceError: levelText is not defined' in or related to this line: 'levelText.setText('Level: ' + self.currentLevel + ' Solved!');' Line Number: 592
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Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'var visited = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : new Set();' Line Number: 608
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Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'var visited = new Set();' Line Number: 424
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implement checkWinCondition
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ok, now after each player move, check if puzzle is solved. if so add "Solved !" in levelText
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add a text under the board to show current level number
Code edit (14 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -400,93 +400,77 @@
}
};
// Check if the current puzzle is solved
self.checkWinCondition = function () {
- // Implement win condition check
- // Should check if water can flow from start to end
- var visited = function () {
- var items = {};
- return {
- has: function has(key) {
- return items.hasOwnProperty(key);
- },
- add: function add(key) {
- items[key] = true;
- }
- };
- }();
- var startTile = null;
- var endTile = null;
- // Find start and end tiles
+ // Find start position
+ var startX = -1,
+ startY = -1;
for (var i = 0; i < self.gridSize; i++) {
for (var j = 0; j < self.gridSize; j++) {
if (self.grid[i][j].type === 'start') {
- startTile = {
- x: i,
- y: j
- };
+ startX = i;
+ startY = j;
+ break;
}
- if (self.grid[i][j].type === 'end') {
- endTile = {
- x: i,
- y: j
- };
- }
}
+ if (startX !== -1) {
+ break;
+ }
}
- // If start or end tile is missing, return false
- if (!startTile || !endTile) {
+ // Use a Set to track visited positions
+ var visited = new Set();
+ // Check if we can reach the end tile
+ return this.canReachEnd(startX, startY + 1, visited); // Start flowing down from start
+ };
+ self.canReachEnd = function (x, y, visited) {
+ // Check bounds
+ if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
return false;
}
- // Recursive function to check water flow
- function canFlow(x, y) {
- var key = "".concat(x, ",").concat(y);
- if (visited.has(key)) {
- return false;
- }
- visited.add(key);
- var tile = self.grid[x][y];
- if (!tile || tile.type === 'empty') {
- return false;
- }
- // If reached end tile, return true
- if (tile.type === 'end') {
+ // Create position key
+ var key = x + ',' + y;
+ if (visited.has(key)) {
+ return false;
+ }
+ visited.add(key);
+ var tile = self.grid[x][y];
+ if (!tile || tile.type === 'empty') {
+ return false;
+ }
+ // If we reached the end, success!
+ if (tile.type === 'end') {
+ return true;
+ }
+ // Get next possible positions based on current tile type and rotation
+ var nextPositions = [];
+ switch (tile.type) {
+ case 'straightPipeV':
+ nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
+ break;
+ case 'straightPipeH':
+ nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
+ break;
+ case 'cornerPipe':
+ // Check rotation to determine flow direction
+ if (tile.rotation === Math.PI * 0.5) {
+ // Left rotation
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
+ }
+ // Add other rotations as needed
+ break;
+ case 'crossPipe':
+ nextPositions.push([x - 1, y], [x + 1, y], [x, y - 1], [x, y + 1]); // All directions
+ break;
+ }
+ // Try each possible next position
+ for (var i = 0; i < nextPositions.length; i++) {
+ var nextX = nextPositions[i][0];
+ var nextY = nextPositions[i][1];
+ if (this.canReachEnd(nextX, nextY, visited)) {
return true;
}
- // Calculate next positions based on tile type and rotation
- var nextPositions = [];
- switch (tile.type) {
- case 'start':
- nextPositions.push([x, y + 1]); // Flow down
- break;
- case 'straightPipeV':
- nextPositions.push([x, y + 1], [x, y - 1]);
- break;
- case 'straightPipeH':
- nextPositions.push([x + 1, y], [x - 1, y]);
- break;
- case 'cornerPipe':
- if (tile.rotation === Math.PI * 0.5) {
- nextPositions.push([x, y - 1], [x + 1, y]);
- }
- // Add other rotation cases
- break;
- }
- // Check if water can flow to any of the next positions
- for (var _i = 0, _nextPositions = nextPositions; _i < _nextPositions.length; _i++) {
- var _nextPositions$_i = _slicedToArray2(_nextPositions[_i], 2),
- nextX = _nextPositions$_i[0],
- nextY = _nextPositions$_i[1];
- if (nextX >= 0 && nextX < self.gridSize && nextY >= 0 && nextY < self.gridSize) {
- if (canFlow(nextX, nextY)) {
- return true;
- }
- }
- }
- return false;
}
- // Start checking from the start tile
- return canFlow(startTile.x, startTile.y);
+ return false;
};
// Handle tile selection and movement
self.selectTile = function (x, y) {
// Convert screen coordinates to grid coordinates
@@ -586,19 +570,9 @@
}
}
};
self.waterFlow = function (x, y) {
- var visited = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : function () {
- var items = {};
- return {
- has: function has(key) {
- return items.hasOwnProperty(key);
- },
- add: function add(key) {
- items[key] = true;
- }
- };
- }();
+ var visited = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : new Set();
var key = "".concat(x, ",").concat(y);
if (visited.has(key)) {
return;
}
@@ -631,9 +605,9 @@
break;
}
// Continue flow to next positions
for (var _i = 0, _nextPositions = nextPositions; _i < _nextPositions.length; _i++) {
- var _nextPositions$_i = _slicedToArray2(_nextPositions[_i], 2),
+ var _nextPositions$_i = _slicedToArray(_nextPositions[_i], 2),
nextX = _nextPositions$_i[0],
nextY = _nextPositions$_i[1];
if (nextX >= 0 && nextX < self.gridSize && nextY >= 0 && nextY < self.gridSize) {
self.waterFlow(nextX, nextY, visited);
@@ -700,21 +674,18 @@
if (puzzleManager) {
puzzleManager.selectedTile = null;
}
};
+var levelText;
// Initialize game
-var levelText; // Define levelText in the global scope
function initializeGame() {
- // Initialize levelText in the global scope
puzzleManager = new PuzzleManager();
+ puzzleManager.initPuzzle();
+ // Create a text element to display the current level number
levelText = new Text2('Level: ' + puzzleManager.currentLevel, {
size: 100,
fill: "#ffffff"
});
- puzzleManager = new PuzzleManager();
- puzzleManager.initPuzzle();
- // Create a text element to display the current level number
- levelText.setText('Level: ' + puzzleManager.currentLevel);
// Set the position of the level text under the board
levelText.anchor.set(0.5, 0);
levelText.x = gridBoard.x;
levelText.y = gridBoard.y + gridBoard.height / 2 + 50;
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