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animate waterdrops color between rancom white to blue tints
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animate waterdrops color between different blue tints
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Please fix the bug: 'ReferenceError: MAth is not defined' in or related to this line: 'self.rotation = Math.atan2(self.vy, self.vx) + MAth.PI * 0.5;' Line Number: 416
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rotate water drops in the direction of their movement
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create a global variable to store waterdrop anim interval; then call the ephemeral water drops creation in an interval every 2 sec
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for waterDrops, create a dedicated class then create a global array to reuse the object instead of destroying them
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when water reach end pipe and fontain appears, create ephemeral water drops (waterDrop asset) jumping in all directions from fontain center
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accelerate water speed during the anim
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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
/****
* 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.startFlowTicks = 0;
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.valve = self.attachAsset('vane', {
anchorX: 0.5,
anchorY: 0.5,
x: 20,
y: 15,
tint: self.baseTint
});
self.water = self.attachAsset('waterV', {
anchorX: 0.5,
anchorY: 0,
x: -0,
y: -120,
height: 0,
visible: false,
dir: ''
});
break;
case 'end':
self.attachAsset('endPipeAsset', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 55,
tint: self.baseTint
});
self.water = self.attachAsset('waterV', {
anchorX: 0.5,
anchorY: 0,
x: -0,
y: -120,
height: 0,
visible: false,
dir: ''
});
self.fountain = self.attachAsset('fontain', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
width: 0,
height: 0,
visible: false
});
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
});
self.water = self.attachAsset('waterV', {
anchorX: 0.5,
anchorY: 0,
x: -0,
y: -120,
height: 0,
visible: false,
dir: ''
});
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
});
// Vertical part of the water
self.waterV = self.attachAsset('waterV', {
anchorX: 0.5,
anchorY: 0,
width: 110,
x: -120,
y: -5,
rotation: -Math.PI / 2,
height: 0,
visible: false,
dir: ''
});
// Horizontal part of the water
self.waterH = self.attachAsset('waterH', {
anchorX: 0,
anchorY: 0.5,
x: -5,
y: -15,
width: 0,
rotation: -Math.PI / 2,
visible: false,
dir: ''
});
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.flow) {
if (!self.startFlowTicks) {
self.startFlowTicks = LK.ticks;
if (self.water) {
self.water.visible = true;
}
if (self.waterV) {
self.waterV.visible = true;
}
if (self.waterH) {
self.waterH.visible = true;
}
}
if (self.type === 'start') {
// Rotate valve for start pipe
var rotationValue = (LK.ticks - self.startFlowTicks) * 0.1;
if (self.valve) {
self.valve.rotation = rotationValue;
}
if (rotationValue >= Math.PI * 2) {
self.flow = false;
}
} else if (self.type === 'cornerPipe') {
// Corner pipe animation
var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
var halfSize = self.maxWaterSize / 2;
if (progress < self.maxWaterSize) {
// First animate the vertical part
if (progress < halfSize) {
if (self.waterV) {
self.waterV.height = progress;
}
}
// Then start the horizontal part
else {
if (self.waterV) {
self.waterV.height = halfSize;
}
if (self.waterH) {
self.waterH.width = Math.min(progress - halfSize, halfSize);
}
}
} else {
self.flow = false;
}
} else if (self.type === 'end' && self.fountain) {
// Animate fountain growth
var sizeValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
if (sizeValue < self.maxWaterSize) {
self.fountain.width = sizeValue;
self.fountain.height = sizeValue;
self.fountain.rotation += 0.1; // Add rotation to the fountain
self.fountain.visible = true;
} else {
self.flow = false;
}
} else if (self.water) {
// Regular pipe animation
var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
if (self.water.dir != '' && 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
****/
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),
x = _pos$split$map[0],
y = _pos$split$map[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 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;
}
}
// Start the flow animation from the start tile
self.flowThroughPipe(startX, startY, []);
};
self.flowThroughPipe = function (x, y, visited) {
var key = x + ',' + y;
if (visited.includes(key)) {
log('Already visited tile at', x, y);
return;
}
visited.push(key);
var tile = self.grid[x][y];
if (!tile || tile.type === 'empty') {
log('Invalid or empty tile at', x, y);
return;
}
log('Flowing through tile:', tile.type, 'at position:', x, y);
// Enable flow for current tile and set water direction
tile.flow = true;
if (tile.water) {
tile.water.visible = true;
// Set water direction based on tile type
switch (tile.type) {
case 'start':
case 'straightPipeV':
//tile.water.dir = 'tb';
break;
case 'straightPipeH':
//tile.water.dir = 'lr';
break;
case 'cornerPipe':
// Set direction based on rotation
if (tile.rotation === Math.PI * 0.5) {
//tile.water.dir = 'tr'; // top to right
}
// Add other rotation cases here
break;
case 'crossPipe':
// Set direction based on where water came from
if (self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
//tile.water.dir = 'tb';
} else if (self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
//tile.water.dir = 'lr';
}
break;
}
log('Set water direction for tile at', x, y, 'to:', tile.water.dir);
} else {
log('Warning: No water asset found for tile at', x, y);
}
// Wait for flow animation to complete before moving to next tile
LK.setTimeout(function () {
// Get next tile position based on current tile type
var nextPos = self.getNextPosition(x, y, tile);
if (nextPos) {
log('Moving to next tile at:', nextPos[0], nextPos[1]);
self.flowThroughPipe(nextPos[0], nextPos[1], visited);
} else {
log('No next position found for tile at', x, y);
}
}, 1200); // Wait 500ms before flowing to next tile
};
self.getNextPosition = function (x, y, tile) {
log('Getting next position for tile:', tile.type, 'at', x, y);
switch (tile.type) {
case 'start':
log('Start tile - flowing down');
return [x, y + 1];
// Flow down from start
case 'straightPipeV':
// Always flow downward if we came from above
if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
log('Vertical pipe - flowing down');
return [x, y + 1];
}
// Flow upward if we came from below
if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
log('Vertical pipe - flowing up');
return [x, y - 1];
}
// If no previous flow, default to flowing down
log('Vertical pipe - default flow down');
return [x, y + 1];
case 'straightPipeH':
// Always flow right if we came from left
if (x > 0 && self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
log('Horizontal pipe - flowing right');
return [x + 1, y];
}
// Flow left if we came from right
if (x < self.gridSize - 1 && self.grid[x + 1][y] && self.grid[x + 1][y].flow) {
log('Horizontal pipe - flowing left');
return [x - 1, y];
}
// If no previous flow, default to flowing right
log('Horizontal pipe - default flow right');
return [x + 1, y];
case 'cornerPipe':
// For corner pipe at π/2 (90 degrees), when water comes from above, flow right
if (Math.abs(tile.rotation - Math.PI * 0.5) < 0.01) {
// Use approximate equality for floating point
if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
log('Corner pipe π/2 - water from above, flowing right');
return [x + 1, y];
}
// Default to flowing right if no previous flow (shouldn't happen in normal gameplay)
log('Corner pipe π/2 - default flowing right');
return [x + 1, y];
} else if (Math.abs(tile.rotation - Math.PI) < 0.01) {
// π (180 degrees)
if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
log('Corner pipe π - water from above, flowing left');
return [x - 1, y];
}
} else if (Math.abs(tile.rotation - Math.PI * 1.5) < 0.01) {
// 3Ï€/2 (270 degrees)
if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
log('Corner pipe 3Ï€/2 - water from below, flowing left');
return [x - 1, y];
}
} else {
// 0 or default rotation
if (x > 0 && self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
log('Corner pipe 0 - water from left, flowing up');
return [x, y - 1];
}
}
break;
case 'crossPipe':
// For cross pipe, continue in the same direction we came from
if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
log('Cross pipe - flowing down');
return [x, y + 1];
}
if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
log('Cross pipe - flowing up');
return [x, y - 1];
}
if (x > 0 && self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
log('Cross pipe - flowing right');
return [x + 1, y];
}
if (x < self.gridSize - 1 && self.grid[x + 1][y] && self.grid[x + 1][y].flow) {
log('Cross pipe - flowing left');
return [x - 1, y];
}
break;
case 'end':
log('Reached end tile');
return null;
}
log('No valid next position found');
return null;
};
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();
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