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fix `self.waterCorner.alpha = Math.min(Math.max(0, (progress - thirdSize) / thirdSize - 0.5), 1); // Animate alpha from 0 to 1` so that alpha goes from 0 to 1 when `(progress-thirdSize)/thirdSize` goes from 0.5 to 1
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in cornerPipe water anim, animate warterCorner alpha from 0 to 1
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let the fontain rotate indefinetly
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and make the fontain rotate
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For the end tile, for the water animation use the fountain asset and make grow w & h
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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
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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
/**** 
* Classes
****/ 
var Tile = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.type = 'empty';
	self.baseTint = 0x8FBE00;
	self.baseTintLight = 0x5ED000;
	self.maxWaterSize = 250;
	self.flowSpeed = 4;
	self.flow = false;
	self.connections = [];
	self.position = {
		x: 0,
		y: 0
	};
	self.rotation = 0;
	// Methods
	self.setType = function (type, x, y) {
		self.type = type;
		var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';
		if (type == 'empty') {
			return;
		}
		// Attach baseTile asset
		self.baseTile = self.attachAsset(baseTileAsset, {
			anchorX: 0.5,
			anchorY: 0.5,
			width: tileSize,
			height: tileSize,
			tint: 0xFFFFFF
		});
		self.width = tileSize;
		self.height = tileSize;
		switch (type) {
			case 'start':
				self.attachAsset('startPipeAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 20,
					y: 55,
					tint: self.baseTint
				});
				self.attachAsset('vane', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 20,
					y: 15,
					tint: self.baseTint
				});
				break;
			case 'end':
				self.attachAsset('endPipeAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 0,
					y: 55,
					tint: self.baseTint
				});
				break;
			case 'crossPipe':
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					y: -40,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleY: -1,
					y: 30,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: -30,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleX: -1,
					x: 30,
					tint: self.baseTint
				});
				break;
			case 'straightPipeH':
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					y: -40,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleY: -1,
					y: 30,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterH', {
					anchorX: 0,
					anchorY: 0.5,
					x: -130,
					y: -5,
					width: 0,
					visible: false,
					dir: 'lr'
				});
				break;
			case 'straightPipeV':
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: -30,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleX: -1,
					x: 30,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterV', {
					anchorX: 0.5,
					anchorY: 0,
					x: -0,
					y: -120,
					height: 0,
					visible: false,
					dir: 'tb'
				});
				break;
			case 'cornerPipe':
				self.attachAsset('cornerPipeAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: -60,
					y: -60,
					tint: self.baseTintLight
				});
				break;
		}
	};
	self.updatePosition = function (x, y) {
		self.position.x = x;
		self.position.y = y;
		if (self.baseTile) {
			self.baseTile.width = tileSize;
			self.baseTile.height = tileSize;
		}
		self.x = x * tileSize + gridBoard.x - gridBoard.width / 2 + tileSize / 2 + boardOffsetX;
		self.y = y * tileSize + gridBoard.y - gridBoard.height / 2 + tileSize / 2 + boardOffsetY;
		log('Tile index:', x, y, 'Tile position:', self.x, self.y, 'Tile dimensions:', self.width, self.height, ' self:', self);
	};
	self.setRotation = function (direction) {
		switch (direction) {
			case 'left':
				self.rotation = Math.PI * 0.5;
				break;
			case 'right':
				self.rotation = -Math.PI * 0.5;
				break;
			case 'up':
				self.rotation = 0;
				break;
			case 'down':
				self.rotation = Math.PI;
				break;
		}
		log('Tile position:', self.x, self.y, 'Tile rotation:', self.rotation);
	};
	self.update = function () {
		if (self.water && self.flow) {
			if (!self.water.height || !self.water.width) {
				self.water.visible = true;
			}
			var heightValue = LK.ticks * self.flowSpeed;
			if (heightValue < self.maxWaterSize) {
				if (self.water.dir == 'tb') {
					self.water.height = heightValue;
				}
				if (self.water.dir == 'lr') {
					self.water.width = heightValue;
				}
			} else {
				self.flow = false;
			}
		}
	};
	self.setType(self.type);
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
// Debug and logging
function _slicedToArray2(r, e) {
	return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2();
}
function _nonIterableRest2() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray2(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray2(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0;
	}
}
function _arrayLikeToArray2(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _iterableToArrayLimit2(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles2(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _slicedToArray(r, e) {
	return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
	}
}
function _arrayLikeToArray(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _iterableToArrayLimit(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
var PuzzleManager = function PuzzleManager() {
	var self = this;
	// Properties
	self.currentLevel = 1;
	self.maxLevels = 30;
	self.grid = [];
	self.gridSize = 4;
	self.selectedTile = null;
	self.waterFlowing = false;
	// Level configurations
	self.levelConfigs = {
		1: {
			tiles: [['start', 'straightPipeV', 'straightPipeV', 'cornerPipe'], [null, null, null, 'straightPipeH'], [null, null, 'straightPipeH', null], [null, null, null, 'end']],
			rotations: {
				'0,3': 'left',
				'3,3': 'left'
			},
			fixedTiles: ['0,0', '0,1', '0,2', '0,3', '1,3', '3,3'] // All tiles fixed except 2,2
		},
		2: {
			tiles: [['start', 'straightPipeH', null, null], [null, 'cornerPipe', null, null], [null, 'straightPipeV', 'cornerPipe', null], [null, null, null, 'end']],
			rotations: {
				'0,1': 'right',
				'1,1': 'down',
				'2,2': 'left'
			}
		}
		// Add more levels here
	};
	// Initialize the puzzle for current level
	self.initPuzzle = function () {
		log("Initializing puzzle for level", self.currentLevel);
		// Clear existing grid
		self.grid = [];
		// Get level config
		var config = self.levelConfigs[self.currentLevel];
		if (!config) {
			log("No configuration for level", self.currentLevel);
			return;
		}
		// Initialize grid
		for (var i = 0; i < self.gridSize; i++) {
			self.grid[i] = [];
			for (var j = 0; j < self.gridSize; j++) {
				var tile = new Tile();
				if (config.tiles[i] && config.tiles[i][j]) {
					tile.setType(config.tiles[i][j], i, j);
				}
				tile.updatePosition(i, j);
				self.grid[i][j] = tile;
				game.addChild(tile);
			}
		}
		// Apply rotations
		if (config.rotations) {
			for (var pos in config.rotations) {
				var _pos$split$map = pos.split(',').map(Number),
					_pos$split$map2 = _slicedToArray(_pos$split$map, 2),
					x = _pos$split$map2[0],
					y = _pos$split$map2[1];
				self.grid[x][y].setRotation(config.rotations[pos]);
			}
		}
	};
	// Check if the current puzzle is solved
	self.checkWinCondition = function () {
		// 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') {
					startX = i;
					startY = j;
					break;
				}
			}
			if (startX !== -1) {
				break;
			}
		}
		// Use a Set to track visited positions
		var visited = [];
		// 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;
		}
		// Create position key
		var key = x + ',' + y;
		if (visited.includes(key)) {
			return false;
		}
		visited.push(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;
			}
		}
		return false;
	};
	// Handle tile selection and movement
	self.selectTile = function (x, y) {
		// Convert screen coordinates to grid coordinates
		if (!isPlaying) {
			return;
		}
		var gridX = Math.floor((x - (gridBoard.x - gridBoard.width / 2 + tileSize / 2)) / tileSize);
		var gridY = Math.floor((y - (gridBoard.y - gridBoard.height / 2 + tileSize / 2)) / tileSize);
		// Check if coordinates are within grid
		if (gridX >= 0 && gridX < self.gridSize && gridY >= 0 && gridY < self.gridSize) {
			var tile = self.grid[gridX][gridY];
			var key = gridX + ',' + gridY;
			// Check if tile exists, is not empty, not start/end, and not fixed
			if (tile && tile.type !== 'empty' && tile.type !== 'start' && tile.type !== 'end' && !self.levelConfigs[self.currentLevel].fixedTiles.includes(key)) {
				self.selectedTile = {
					x: gridX,
					y: gridY,
					tile: tile
				};
				// Check possible moves
				self.checkPossibleMoves();
			}
		}
	};
	self.checkPossibleMoves = function () {
		if (!self.selectedTile) {
			return;
		}
		var x = self.selectedTile.x;
		var y = self.selectedTile.y;
		var possibleMoves = [];
		// Check each direction
		// Right
		if (x < self.gridSize - 1 && self.grid[x + 1][y].type === 'empty') {
			possibleMoves.push('right');
		}
		// Left
		if (x > 0 && self.grid[x - 1][y].type === 'empty') {
			possibleMoves.push('left');
		}
		// Down
		if (y < self.gridSize - 1 && self.grid[x][y + 1].type === 'empty') {
			possibleMoves.push('down');
		}
		// Up
		if (y > 0 && self.grid[x][y - 1].type === 'empty') {
			possibleMoves.push('up');
		}
		self.selectedTile.possibleMoves = possibleMoves;
	};
	self.moveTile = function (direction) {
		if (!isPlaying || !self.selectedTile || !self.selectedTile.possibleMoves.includes(direction)) {
			return;
		}
		var oldX = self.selectedTile.x;
		var oldY = self.selectedTile.y;
		var newX = oldX;
		var newY = oldY;
		// Calculate new position
		switch (direction) {
			case 'right':
				newX++;
				break;
			case 'left':
				newX--;
				break;
			case 'down':
				newY++;
				break;
			case 'up':
				newY--;
				break;
		}
		// Swap tiles
		var movingTile = self.grid[oldX][oldY];
		var emptyTile = self.grid[newX][newY];
		// Update grid
		self.grid[newX][newY] = movingTile;
		self.grid[oldX][oldY] = emptyTile;
		// Update positions
		movingTile.updatePosition(newX, newY);
		emptyTile.updatePosition(oldX, oldY);
		// Clear selection
		self.selectedTile = null;
		// Check if puzzle is solved
		if (self.checkWinCondition()) {
			self.startWaterFlow();
			levelText.setText('Level: ' + self.currentLevel + ' Solved!');
			isPlaying = false;
		}
	};
	self.startWaterFlow = function () {
		// Find start tile and enable water flow
		for (var i = 0; i < self.gridSize; i++) {
			for (var j = 0; j < self.gridSize; j++) {
				if (self.grid[i][j].type === 'start') {
					// Start water flow from here
					self.waterFlow(i, j);
					break;
				}
			}
		}
		// Call the flow animation function
		self.animateWaterFlow();
	};
	self.animateWaterFlow = function () {
		// Logic to animate water flow from start to end
		log("Animating water flow from start to end");
		var startX = -1,
			startY = -1;
		// Find start position
		for (var i = 0; i < self.gridSize; i++) {
			for (var j = 0; j < self.gridSize; j++) {
				if (self.grid[i][j].type === 'start') {
					startX = i;
					startY = j;
					break;
				}
			}
			if (startX !== -1) {
				break;
			}
		}
		function flowToNextTile(x, y, visited) {
			var key = x + ',' + y;
			if (visited.includes(key)) {
				return;
			}
			visited.push(key);
			var tile = self.grid[x][y];
			if (!tile || tile.type === 'empty') {
				return;
			}
			// Enable water flow for this tile
			tile.flow = true;
			// Wait until flow is false
			var checkFlowInterval = setInterval(function () {
				if (!tile.flow) {
					clearInterval(checkFlowInterval);
					// 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]);
							}
							break;
					}
					// Continue flow to next positions
					for (var i = 0; i < nextPositions.length; i++) {
						var nextX = nextPositions[i][0];
						var nextY = nextPositions[i][1];
						if (nextX >= 0 && nextX < self.gridSize && nextY >= 0 && nextY < self.gridSize) {
							flowToNextTile(nextX, nextY, visited);
						}
					}
				}
			}, 100);
		}
		flowToNextTile(startX, startY, []);
	};
	self.waterFlow = function (x, y) {
		var visited = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : [];
		var key = "".concat(x, ",").concat(y);
		if (visited.includes(key)) {
			return;
		}
		visited.push(key);
		var tile = self.grid[x][y];
		if (!tile || tile.type === 'empty') {
			return;
		}
		// Enable water flow for this tile
		tile.flow = 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':
				// Add logic for corner pipe based on rotation
				if (tile.rotation === Math.PI * 0.5) {
					// Left rotation
					nextPositions.push([x, y - 1], [x + 1, y]);
				}
				// Add other rotation cases
				break;
		}
		// Continue flow to next positions
		for (var _i = 0, _nextPositions = nextPositions; _i < _nextPositions.length; _i++) {
			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);
			}
		}
	};
	return self;
};
var debug = true;
function log() {
	if (debug) {
		console.log.apply(console, arguments);
	}
}
// Game constants
var tileSize = 400;
var boardOffsetX = 90;
var boardOffsetY = 90;
// Game state
var isPlaying = true;
var gridBoard;
var puzzleManager;
var isMouseDown = false;
var startX = 0;
var startY = 0;
var selectedTile = null;
var dragThreshold = 20;
// Initialize game board
gridBoard = LK.getAsset('gridBoard', {
	anchorX: 0.5,
	anchorY: 0.5
});
gridBoard.x = 2048 / 2;
gridBoard.y = 2732 / 2;
game.addChild(gridBoard);
// Event handlers
game.down = function (x, y, obj) {
	startX = x;
	startY = y;
	isMouseDown = true;
	if (puzzleManager) {
		puzzleManager.selectTile(x, y);
	}
};
game.move = function (x, y, obj) {
	if (!isPlaying || !isMouseDown || !puzzleManager || !puzzleManager.selectedTile) {
		return;
	}
	var deltaX = x - startX;
	var deltaY = y - startY;
	// Only move if drag distance exceeds threshold
	if (Math.abs(deltaX) > dragThreshold || Math.abs(deltaY) > dragThreshold) {
		var direction = null;
		if (Math.abs(deltaX) > Math.abs(deltaY)) {
			direction = deltaX > 0 ? 'right' : 'left';
		} else {
			direction = deltaY > 0 ? 'down' : 'up';
		}
		puzzleManager.moveTile(direction);
		isMouseDown = false; // Reset after move
	}
};
game.up = function (x, y, obj) {
	isMouseDown = false;
	if (puzzleManager) {
		puzzleManager.selectedTile = null;
	}
};
var levelText;
// Initialize game
function initializeGame() {
	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"
	});
	// 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;
	// Add the level text to the game
	game.addChild(levelText);
}
// Start the game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -578,9 +578,69 @@
 	};
 	self.animateWaterFlow = function () {
 		// Logic to animate water flow from start to end
 		log("Animating water flow from start to end");
-		// This function can be expanded with animation logic
+		var startX = -1,
+			startY = -1;
+		// Find start position
+		for (var i = 0; i < self.gridSize; i++) {
+			for (var j = 0; j < self.gridSize; j++) {
+				if (self.grid[i][j].type === 'start') {
+					startX = i;
+					startY = j;
+					break;
+				}
+			}
+			if (startX !== -1) {
+				break;
+			}
+		}
+		function flowToNextTile(x, y, visited) {
+			var key = x + ',' + y;
+			if (visited.includes(key)) {
+				return;
+			}
+			visited.push(key);
+			var tile = self.grid[x][y];
+			if (!tile || tile.type === 'empty') {
+				return;
+			}
+			// Enable water flow for this tile
+			tile.flow = true;
+			// Wait until flow is false
+			var checkFlowInterval = setInterval(function () {
+				if (!tile.flow) {
+					clearInterval(checkFlowInterval);
+					// 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]);
+							}
+							break;
+					}
+					// Continue flow to next positions
+					for (var i = 0; i < nextPositions.length; i++) {
+						var nextX = nextPositions[i][0];
+						var nextY = nextPositions[i][1];
+						if (nextX >= 0 && nextX < self.gridSize && nextY >= 0 && nextY < self.gridSize) {
+							flowToNextTile(nextX, nextY, visited);
+						}
+					}
+				}
+			}, 100);
+		}
+		flowToNextTile(startX, startY, []);
 	};
 	self.waterFlow = function (x, y) {
 		var visited = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : [];
 		var key = "".concat(x, ",").concat(y);
 
 
 
 
 
 
 
 
 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