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log states enter and change and the checkWinCondition
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add logs in checkWinCondition
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Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'return self.canReachEnd(startX, startY, new Set());' Line Number: 676
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Please fix the bug: 'Uncaught TypeError: self.checkWinCondition is not a function' in or related to this line: 'if (self.checkWinCondition()) {' Line Number: 640
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add log in initPuzlle
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add a log in each initXXXState function
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add log on states changes
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'updatePosition')' in or related to this line: 'emptyTile.updatePosition(x, y);' Line Number: 493
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';' Line Number: 43
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Please fix the bug: 'Uncaught TypeError: puzzleManager.rotateTile is not a function' in or related to this line: 'puzzleManager.rotateTile(angle);' Line Number: 1033
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Please fix the bug: 'Uncaught TypeError: puzzleManager.deselectTile is not a function' in or related to this line: 'puzzleManager.deselectTile();' Line Number: 1037
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Please fix the bug: 'Uncaught TypeError: puzzleManager.reset is not a function' in or related to this line: 'puzzleManager.reset();' Line Number: 916
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Please fix the bug: 'Uncaught TypeError: PuzzleManager is not a constructor' in or related to this line: 'puzzleManager = new PuzzleManager();' Line Number: 439
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Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 493
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Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 494
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Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 493
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Please fix the bug: 'Uncaught ReferenceError: GridBoard is not defined' in or related to this line: 'gridBoard = new GridBoard();' Line Number: 439
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===================================================================
--- original.js
+++ change.js
@@ -1,44 +1,7 @@
/****
* 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';
@@ -450,33 +413,41 @@
SCORE: 'SCORE'
};
var currentState = GAME_STATE.INIT;
// State management functions
-function gameInitialize() {
+function initializeGame() {
// Initialize game assets and variables
- gridBoard = new GridBoard();
- game.addChild(gridBoard);
- // Set up water drops array
- waterDrops = [];
+ puzzleManager = new PuzzleManager();
+ // Initialize level text
+ levelText = new Text2("Level 1", {
+ size: 100,
+ fill: "#ffffff"
+ });
+ levelText.x = 2048 / 2;
+ levelText.y = 200;
+ levelText.anchorX = 0.5;
+ // Add the level text to the game
+ game.addChild(levelText);
// 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");
+ // Show level selection UI
+ isPlaying = false;
+ levelText.visible = true;
+ levelText.text = "Level 1\nTap to Start";
}
function handleMenuLoop() {
- // Any continuous menu animations can go here
+ // Update any menu animations here
}
function cleanMenuState() {
- gridBoard.hideMessage();
+ levelText.text = "Level 1";
}
function initNewRoundState() {
- // Prepare the level
- gridBoard.resetGrid();
- gridBoard.showMessage("Get Ready!", "");
+ // Reset puzzle manager for new round
+ if (puzzleManager) {
+ puzzleManager.reset();
+ }
// After a short delay, transition to PLAYING state
LK.setTimeout(function () {
changeGameState(GAME_STATE.PLAYING);
}, 1000);
@@ -484,38 +455,40 @@
function handleNewRoundLoop() {
// Any pre-game animations can go here
}
function cleanNewRoundState() {
- gridBoard.hideMessage();
+ // Clean up any new round state
}
function initPlayingState() {
// Start the gameplay
- gridBoard.enableInput();
+ isPlaying = true;
}
function handlePlayingLoop() {
// Update game logic
- gridBoard.update();
- // Check if level is complete
- if (gridBoard.isLevelComplete()) {
- changeGameState(GAME_STATE.SCORE);
+ if (puzzleManager) {
+ puzzleManager.update();
+ // Check if level is complete
+ if (puzzleManager.isComplete) {
+ changeGameState(GAME_STATE.SCORE);
+ }
}
}
function cleanPlayingState() {
- gridBoard.disableInput();
+ isPlaying = false;
}
function initScoreState() {
- // Show score and water animation
- gridBoard.showMessage("Level Complete!", "Score: " + gridBoard.getScore());
- // Start water animation
- gridBoard.startWaterAnimation();
+ // Show score screen
+ levelText.visible = true;
+ levelText.text = "Level Complete!\nTap to continue";
}
function handleScoreLoop() {
- // Update water animation
- gridBoard.update();
+ // Update any score animations
+ if (puzzleManager) {
+ puzzleManager.update();
+ }
}
function cleanScoreState() {
- gridBoard.hideMessage();
- gridBoard.stopWaterAnimation();
+ levelText.visible = false;
}
function changeGameState(newState) {
// Clean up current state
switch (currentState) {
@@ -548,21 +521,46 @@
initScoreState();
break;
}
}
-// Input handler
-game.on('down', function (x, y, obj) {
+// Update input handlers to work with game states
+game.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.PLAYING:
+ startX = x;
+ startY = y;
+ isMouseDown = true;
+ if (puzzleManager) {
+ puzzleManager.selectTile(x, y);
+ }
+ break;
case GAME_STATE.SCORE:
- // Return to menu when tapped in score screen
changeGameState(GAME_STATE.MENU);
break;
}
-});
+};
+game.move = function (x, y, obj) {
+ if (currentState !== GAME_STATE.PLAYING || !isMouseDown || !puzzleManager || !puzzleManager.selectedTile) {
+ return;
+ }
+ var dx = x - startX;
+ var dy = y - startY;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > dragThreshold) {
+ var angle = Math.atan2(dy, dx);
+ puzzleManager.rotateTile(angle);
+ isMouseDown = false; // Reset after move
+ }
+};
+game.up = function (x, y, obj) {
+ isMouseDown = false;
+ if (currentState === GAME_STATE.PLAYING && puzzleManager) {
+ puzzleManager.deselectTile();
+ }
+};
// Main update loop
function update() {
// Handle state-specific updates
switch (currentState) {
@@ -585,33 +583,10 @@
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;
- }
-}
+// Start the game
+initializeGame();
var PuzzleManager = function PuzzleManager() {
var self = this;
// Properties
self.currentLevel = 1;
@@ -1027,60 +1002,35 @@
var startY = 0;
var selectedTile = null;
var dragThreshold = 20;
// Initialize game board
-gridBoard = new GridBoard();
+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';
+var levelText;
+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);
}
- puzzleManager.moveTile(direction);
- isMouseDown = false; // Reset after move
+ 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;
}
-};
-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();
\ No newline at end of file
+}
\ No newline at end of file
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