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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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/**** * Classes ****/ 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 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'] }, 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 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) { // 3π/2 (270 degrees) if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) { log('Corner pipe 3π/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 GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var currentState = GAME_STATE.INIT; // State management functions function initializeGame() { // Initialize game assets and variables 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 isPlaying = false; levelText.visible = true; levelText.text = "Level 1\nTap to Start"; } function handleMenuLoop() { // Update any menu animations here } function cleanMenuState() { levelText.text = "Level 1"; } function initNewRoundState() { // 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); } function handleNewRoundLoop() { // Any pre-game animations can go here } function cleanNewRoundState() { // Clean up any new round state } function initPlayingState() { // Start the gameplay isPlaying = true; } function handlePlayingLoop() { // Update game logic if (puzzleManager) { puzzleManager.update(); // Check if level is complete if (puzzleManager.isComplete) { changeGameState(GAME_STATE.SCORE); } } } function cleanPlayingState() { isPlaying = false; } function initScoreState() { // Show score screen levelText.visible = true; levelText.text = "Level Complete!\nTap to continue"; } function handleScoreLoop() { // Update any score animations if (puzzleManager) { puzzleManager.update(); } } function cleanScoreState() { levelText.visible = false; } 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; } } // Update input handlers to work with game states game.down = function (x, y, obj) { switch (currentState) { case GAME_STATE.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: 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) { 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(); } } } // Start the game initializeGame(); 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 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) { // 3π/2 (270 degrees) if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) { log('Corner pipe 3π/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); 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); } 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; } }
===================================================================
--- original.js
+++ change.js
@@ -404,8 +404,405 @@
/****
* 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']
+ },
+ 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 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) {
+ // 3π/2 (270 degrees)
+ if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
+ log('Corner pipe 3π/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 GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
NEW_ROUND: 'NEW_ROUND',
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