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log states enter and change and the checkWinCondition
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/**** 
* Classes
****/ 
var GridBoard = Container.expand(function () {
	var self = Container.call(this);
	// Initialize properties and methods for GridBoard
	self.resetGrid = function () {
		// Logic to reset the grid
	};
	self.showMessage = function (title, message) {
		// Logic to show a message
	};
	self.hideMessage = function () {
		// Logic to hide a message
	};
	self.enableInput = function () {
		// Logic to enable input
	};
	self.disableInput = function () {
		// Logic to disable input
	};
	self.update = function () {
		// Logic to update the grid board
	};
	self.isLevelComplete = function () {
		// Logic to check if the level is complete
		return false;
	};
	self.getScore = function () {
		// Logic to get the score
		return 0;
	};
	self.startWaterAnimation = function () {
		// Logic to start water animation
	};
	self.stopWaterAnimation = function () {
		// Logic to stop water animation
	};
	return self;
});
var Tile = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.type = 'empty';
	self.baseTint = 0x8FBE00;
	self.baseTintLight = 0x5ED000;
	self.maxWaterSize = 260;
	self.flowSpeed = 12;
	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
				});
				// Corner part of the water
				self.waterCorner = self.attachAsset('waterCorner', {
					anchorX: 1,
					anchorY: 1,
					width: 108,
					height: 108,
					x: -65,
					y: -65,
					rotation: -Math.PI / 2,
					//-Math.PI / 2, at start to -Math.PI,
					visible: false,
					dir: ''
				});
				// 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: -50,
					//-15,
					width: 0,
					height: 112,
					rotation: -Math.PI / 2,
					visible: false,
					dir: ''
				});
				// Corner part of the water
				self.waterCornerCover = self.attachAsset('waterCorner', {
					anchorX: 1,
					anchorY: 1,
					width: 108,
					height: 108,
					x: -65,
					y: -65,
					rotation: -Math.PI,
					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; // Accelerate water speed
				var thirdSize = self.maxWaterSize / 3 - 10; // Split animation into three phases
				var sidesSize = self.maxWaterSize / 3; //+ 40;
				if (progress < self.maxWaterSize) {
					// Phase 1: Vertical water grows
					if (progress < thirdSize) {
						if (self.waterV) {
							self.waterV.height = progress;
						}
					}
					// Phase 2: Corner water appears and rotates
					else if (progress < thirdSize * 2) {
						if (self.waterV) {
							self.waterV.height = thirdSize; // Keep vertical at full first-phase height
						}
						if (self.waterCorner) {
							self.waterCorner.visible = true;
							self.waterCorner.alpha = Math.min(Math.max(0, ((progress - thirdSize) / thirdSize - 0.5) * 2, 0), 1); // Animate alpha from 0 to 1
							// Calculate rotation from -PI/2 to -PI
							var rotationProgress = (progress - thirdSize) / thirdSize; // 0 to 1
							self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2;
						}
					}
					// Phase 3: Horizontal water grows
					else {
						if (self.waterV) {
							self.waterV.height = thirdSize;
						}
						if (self.waterCorner) {
							self.waterCorner.visible = true;
							self.waterCorner.alpha = 1;
							self.waterCorner.rotation = -Math.PI; // Keep at final rotation
						}
						if (self.waterH) {
							self.waterH.visible = true;
							self.waterH.width = Math.min(progress - thirdSize * 2, sidesSize);
						}
					}
				} 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.visible = true;
				} else {
					self.flow = false;
					if (!waterDropInterval) {
						createWaterDrops(self.x, self.y, game);
						waterDropInterval = LK.setInterval(function () {
							createWaterDrops(self.x, self.y, game);
						}, 500 + Math.random() * 500);
					}
				}
			} 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;
				}
			}
		}
		if (self.type === 'end' && self.fountain && self.fountain.visible) {
			self.fountain.rotation += 0.1; // Rotate the fountain indefinitely
		}
	};
	self.setType(self.type);
	return self;
});
var WaterDrop = Container.expand(function () {
	var self = Container.call(this);
	var waterDropGraphics = self.attachAsset('waterDrop', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set initial tint to a random  color
	var rainbowColors = [0xC7ECFE, 0xDDFDFF, 0xF4FFFF, 0xC8F8FF]; // Rainbow [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x8B00FF];
	waterDropGraphics.tint = rainbowColors[Math.floor(Math.random() * rainbowColors.length)];
	self.vx = 0;
	self.vy = 0;
	self.life = 0;
	self.size = 7;
	self.alpha = 0.75 + Math.random() * 0.25;
	self.update = function () {
		self.x += self.vx;
		self.y += self.vy;
		self.rotation = Math.atan2(self.vy, self.vx) + Math.PI * 0.55;
		// Animate size 
		var sizeProgress = (120 - self.life) / 120; // Assuming life starts at 120
		waterDropGraphics.width = self.size + sizeProgress * self.size * 2;
		waterDropGraphics.height = self.size * 2 + sizeProgress * self.size * 4;
		self.life--;
		if (self.life <= 0) {
			self.visible = false;
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
var GAME_STATE = {
	INIT: 'INIT',
	MENU: 'MENU',
	NEW_ROUND: 'NEW_ROUND',
	PLAYING: 'PLAYING',
	SCORE: 'SCORE'
};
var currentState = GAME_STATE.INIT;
// State management functions
function gameInitialize() {
	// Initialize game assets and variables
	gridBoard = new GridBoard();
	game.addChild(gridBoard);
	// Set up water drops array
	waterDrops = [];
	// Transition to menu state
	changeGameState(GAME_STATE.MENU);
}
function initMenuState() {
	// Show level selection UI using gridBoard
	gridBoard.visible = true;
	// For now, just show one level
	gridBoard.showMessage("Level 1", "Tap to Start");
}
function handleMenuLoop() {
	// Any continuous menu animations can go here
}
function cleanMenuState() {
	gridBoard.hideMessage();
}
function initNewRoundState() {
	// Prepare the level
	gridBoard.resetGrid();
	gridBoard.showMessage("Get Ready!", "");
	// After a short delay, transition to PLAYING state
	LK.setTimeout(function () {
		changeGameState(GAME_STATE.PLAYING);
	}, 1000);
}
function handleNewRoundLoop() {
	// Any pre-game animations can go here
}
function cleanNewRoundState() {
	gridBoard.hideMessage();
}
function initPlayingState() {
	// Start the gameplay
	gridBoard.enableInput();
}
function handlePlayingLoop() {
	// Update game logic
	gridBoard.update();
	// Check if level is complete
	if (gridBoard.isLevelComplete()) {
		changeGameState(GAME_STATE.SCORE);
	}
}
function cleanPlayingState() {
	gridBoard.disableInput();
}
function initScoreState() {
	// Show score and water animation
	gridBoard.showMessage("Level Complete!", "Score: " + gridBoard.getScore());
	// Start water animation
	gridBoard.startWaterAnimation();
}
function handleScoreLoop() {
	// Update water animation
	gridBoard.update();
}
function cleanScoreState() {
	gridBoard.hideMessage();
	gridBoard.stopWaterAnimation();
}
function changeGameState(newState) {
	// Clean up current state
	switch (currentState) {
		case GAME_STATE.MENU:
			cleanMenuState();
			break;
		case GAME_STATE.NEW_ROUND:
			cleanNewRoundState();
			break;
		case GAME_STATE.PLAYING:
			cleanPlayingState();
			break;
		case GAME_STATE.SCORE:
			cleanScoreState();
			break;
	}
	// Initialize new state
	currentState = newState;
	switch (newState) {
		case GAME_STATE.MENU:
			initMenuState();
			break;
		case GAME_STATE.NEW_ROUND:
			initNewRoundState();
			break;
		case GAME_STATE.PLAYING:
			initPlayingState();
			break;
		case GAME_STATE.SCORE:
			initScoreState();
			break;
	}
}
// Input handler
game.on('down', function (x, y, obj) {
	switch (currentState) {
		case GAME_STATE.MENU:
			// Start new round when tapped in menu
			changeGameState(GAME_STATE.NEW_ROUND);
			break;
		case GAME_STATE.SCORE:
			// Return to menu when tapped in score screen
			changeGameState(GAME_STATE.MENU);
			break;
	}
});
// Main update loop
function update() {
	// Handle state-specific updates
	switch (currentState) {
		case GAME_STATE.MENU:
			handleMenuLoop();
			break;
		case GAME_STATE.NEW_ROUND:
			handleNewRoundLoop();
			break;
		case GAME_STATE.PLAYING:
			handlePlayingLoop();
			break;
		case GAME_STATE.SCORE:
			handleScoreLoop();
			break;
	}
	// Update water drops
	for (var i = waterDrops.length - 1; i >= 0; i--) {
		if (waterDrops[i].visible) {
			waterDrops[i].update();
		}
	}
}
// Initialize the game
gameInitialize();
var waterDrops = [];
var waterDropInterval;
function createWaterDrops(x, y, game) {
	for (var i = 0; i < 10; i++) {
		var waterDrop = waterDrops.find(function (drop) {
			return !drop.visible;
		});
		if (!waterDrop) {
			waterDrop = new WaterDrop();
			waterDrops.push(waterDrop);
			game.addChild(waterDrop);
		}
		waterDrop.x = x;
		waterDrop.y = y;
		var angle = Math.random() * Math.PI * 2;
		var speed = Math.random() * 3 + 3;
		var easeFactor = Math.random() * 0.05 + 0.95; // Random easing factor between 0.95 and 1.0
		waterDrop.vx = Math.cos(angle) * speed * easeFactor;
		waterDrop.vy = Math.sin(angle) * speed * easeFactor;
		waterDrop.life = 120;
		waterDrop.visible = true;
	}
}
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);
			}
		}, 300); // 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 Ο/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 Ο/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 Ο/2 - default flowing right');
					return [x + 1, y];
				} else if (Math.abs(tile.rotation - Math.PI) < 0.01) {
					// Ο (180 degrees)
					if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
						log('Corner pipe Ο - water from above, flowing left');
						return [x - 1, y];
					}
				} else if (Math.abs(tile.rotation - Math.PI * 1.5) < 0.01) {
					// 3Ο/2 (270 degrees)
					if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
						log('Corner pipe 3Ο/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(); ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,44 @@
 /**** 
 * Classes
 ****/ 
+var GridBoard = Container.expand(function () {
+	var self = Container.call(this);
+	// Initialize properties and methods for GridBoard
+	self.resetGrid = function () {
+		// Logic to reset the grid
+	};
+	self.showMessage = function (title, message) {
+		// Logic to show a message
+	};
+	self.hideMessage = function () {
+		// Logic to hide a message
+	};
+	self.enableInput = function () {
+		// Logic to enable input
+	};
+	self.disableInput = function () {
+		// Logic to disable input
+	};
+	self.update = function () {
+		// Logic to update the grid board
+	};
+	self.isLevelComplete = function () {
+		// Logic to check if the level is complete
+		return false;
+	};
+	self.getScore = function () {
+		// Logic to get the score
+		return 0;
+	};
+	self.startWaterAnimation = function () {
+		// Logic to start water animation
+	};
+	self.stopWaterAnimation = function () {
+		// Logic to stop water animation
+	};
+	return self;
+});
 var Tile = Container.expand(function () {
 	var self = Container.call(this);
 	// Properties
 	self.type = 'empty';
@@ -382,12 +419,9 @@
 	self.update = function () {
 		self.x += self.vx;
 		self.y += self.vy;
 		self.rotation = Math.atan2(self.vy, self.vx) + Math.PI * 0.55;
-		// Animate color between random white to blue tints
-		//var randomTint = Math.random() * 0x00FFFF + 0xFFFFFF;
-		//waterDropGraphics.tint = randomTint;
-		// Animate size from w=5 to w=15 and h=10 to h=30
+		// Animate size 
 		var sizeProgress = (120 - self.life) / 120; // Assuming life starts at 120
 		waterDropGraphics.width = self.size + sizeProgress * self.size * 2;
 		waterDropGraphics.height = self.size * 2 + sizeProgress * self.size * 4;
 		self.life--;
@@ -407,8 +441,154 @@
 
 /**** 
 * Game Code
 ****/ 
+var GAME_STATE = {
+	INIT: 'INIT',
+	MENU: 'MENU',
+	NEW_ROUND: 'NEW_ROUND',
+	PLAYING: 'PLAYING',
+	SCORE: 'SCORE'
+};
+var currentState = GAME_STATE.INIT;
+// State management functions
+function gameInitialize() {
+	// Initialize game assets and variables
+	gridBoard = new GridBoard();
+	game.addChild(gridBoard);
+	// Set up water drops array
+	waterDrops = [];
+	// Transition to menu state
+	changeGameState(GAME_STATE.MENU);
+}
+function initMenuState() {
+	// Show level selection UI using gridBoard
+	gridBoard.visible = true;
+	// For now, just show one level
+	gridBoard.showMessage("Level 1", "Tap to Start");
+}
+function handleMenuLoop() {
+	// Any continuous menu animations can go here
+}
+function cleanMenuState() {
+	gridBoard.hideMessage();
+}
+function initNewRoundState() {
+	// Prepare the level
+	gridBoard.resetGrid();
+	gridBoard.showMessage("Get Ready!", "");
+	// After a short delay, transition to PLAYING state
+	LK.setTimeout(function () {
+		changeGameState(GAME_STATE.PLAYING);
+	}, 1000);
+}
+function handleNewRoundLoop() {
+	// Any pre-game animations can go here
+}
+function cleanNewRoundState() {
+	gridBoard.hideMessage();
+}
+function initPlayingState() {
+	// Start the gameplay
+	gridBoard.enableInput();
+}
+function handlePlayingLoop() {
+	// Update game logic
+	gridBoard.update();
+	// Check if level is complete
+	if (gridBoard.isLevelComplete()) {
+		changeGameState(GAME_STATE.SCORE);
+	}
+}
+function cleanPlayingState() {
+	gridBoard.disableInput();
+}
+function initScoreState() {
+	// Show score and water animation
+	gridBoard.showMessage("Level Complete!", "Score: " + gridBoard.getScore());
+	// Start water animation
+	gridBoard.startWaterAnimation();
+}
+function handleScoreLoop() {
+	// Update water animation
+	gridBoard.update();
+}
+function cleanScoreState() {
+	gridBoard.hideMessage();
+	gridBoard.stopWaterAnimation();
+}
+function changeGameState(newState) {
+	// Clean up current state
+	switch (currentState) {
+		case GAME_STATE.MENU:
+			cleanMenuState();
+			break;
+		case GAME_STATE.NEW_ROUND:
+			cleanNewRoundState();
+			break;
+		case GAME_STATE.PLAYING:
+			cleanPlayingState();
+			break;
+		case GAME_STATE.SCORE:
+			cleanScoreState();
+			break;
+	}
+	// Initialize new state
+	currentState = newState;
+	switch (newState) {
+		case GAME_STATE.MENU:
+			initMenuState();
+			break;
+		case GAME_STATE.NEW_ROUND:
+			initNewRoundState();
+			break;
+		case GAME_STATE.PLAYING:
+			initPlayingState();
+			break;
+		case GAME_STATE.SCORE:
+			initScoreState();
+			break;
+	}
+}
+// Input handler
+game.on('down', function (x, y, obj) {
+	switch (currentState) {
+		case GAME_STATE.MENU:
+			// Start new round when tapped in menu
+			changeGameState(GAME_STATE.NEW_ROUND);
+			break;
+		case GAME_STATE.SCORE:
+			// Return to menu when tapped in score screen
+			changeGameState(GAME_STATE.MENU);
+			break;
+	}
+});
+// Main update loop
+function update() {
+	// Handle state-specific updates
+	switch (currentState) {
+		case GAME_STATE.MENU:
+			handleMenuLoop();
+			break;
+		case GAME_STATE.NEW_ROUND:
+			handleNewRoundLoop();
+			break;
+		case GAME_STATE.PLAYING:
+			handlePlayingLoop();
+			break;
+		case GAME_STATE.SCORE:
+			handleScoreLoop();
+			break;
+	}
+	// Update water drops
+	for (var i = waterDrops.length - 1; i >= 0; i--) {
+		if (waterDrops[i].visible) {
+			waterDrops[i].update();
+		}
+	}
+}
+// Initialize the game
+gameInitialize();
 var waterDrops = [];
 var waterDropInterval;
 function createWaterDrops(x, y, game) {
 	for (var i = 0; i < 10; i++) {
:quality(85)/https://cdn.frvr.ai/675ee824eb1e8cb9a4112d39.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/675efc2dc09b2ac5a2d5e69c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/675f0079c09b2ac5a2d5e6b6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67608dd1dd0ea71dc49cb892.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/676091b3dd0ea71dc49cb8d6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609314dd0ea71dc49cb8dd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609417dd0ea71dc49cb8e6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609c5bdd0ea71dc49cb922.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6763c93400d0b55d46b5c989.png%3F3) 
 straigth zenith view square light wooden pallet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6763cda800d0b55d46b5c99a.png%3F3) 
 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.
:quality(85)/https://cdn.frvr.ai/6771626fb7d7d61ce947a750.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67716e32b7d7d61ce947a785.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771b052f22179f74e2f8688.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771b2bbf22179f74e2f86bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6775704d09f127fede9ecc8c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677572d509f127fede9eccc2.png%3F3) 
 simple yellow rating star. Modern video game style
:quality(85)/https://cdn.frvr.ai/6775b1194092767f3c012b3a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677667743ed42f57c4b74968.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668033ed42f57c4b74970.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668423ed42f57c4b74975.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668c13ed42f57c4b7497c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677803e49a90e8c7f345394a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6784033d5446b29dfd6758af.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6784080d5446b29dfd67594b.png%3F3) 
 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