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Like the fontain, let the valve turn indefinetly
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Please fix the bug: 'Timeout.tick error: self.normalizeRotation is not a function' in or related to this line: 'var normalizedRotation = self.normalizeRotation(tile.rotation);' Line Number: 760
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught TypeError: self.normalizeRotation is not a function' in or related to this line: 'var normalizedRotation = self.normalizeRotation(tile.rotation);' Line Number: 752
Code edit (8 edits merged)
Please save this source code
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add detail logs using log() in flowThroughPipe enough to debug the water flow not working
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'normalizeRotation')' in or related to this line: 'self.normalizeRotation = function (rotation) {' Line Number: 1134
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Please fix the bug: 'Uncaught TypeError: self.normalizeRotation is not a function' in or related to this line: 'var normalizedRotation = self.normalizeRotation(tile.rotation);' Line Number: 839
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log canReachEnd result (use log())
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also log canReachEnd
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add detailed logs inside checkWinCondition
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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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/**** * 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 ****/ function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles(r) { if (Array.isArray(r)) { return r; } } var PuzzleManager = function PuzzleManager() { var self = this; // Properties self.currentLevel = 1; self.maxLevels = 30; self.grid = []; self.gridSize = 4; self.selectedTile = null; self.waterFlowing = false; self.isComplete = 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 }; self.initPuzzle = function () { log("Initializing puzzle for level", self.currentLevel); // Clear existing grid self.grid = []; // Get level config var config = self.levelConfigs[self.currentLevel]; if (!config) { log("No configuration for level", self.currentLevel); return; } // Initialize grid for (var i = 0; i < self.gridSize; i++) { self.grid[i] = []; for (var j = 0; j < self.gridSize; j++) { var tile = new Tile(); if (config.tiles[i] && config.tiles[i][j]) { tile.setType(config.tiles[i][j], i, j); } tile.updatePosition(i, j); self.grid[i][j] = tile; game.addChild(tile); } } // Apply rotations if (config.rotations) { for (var pos in config.rotations) { var _pos$split$map = pos.split(',').map(Number), _pos$split$map2 = _slicedToArray(_pos$split$map, 2), x = _pos$split$map2[0], y = _pos$split$map2[1]; self.grid[x][y].setRotation(config.rotations[pos]); } } }; 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.isComplete = true; self.startWaterFlow(); levelText.setText('Level: ' + self.currentLevel + ' Solved!'); isPlaying = false; } }; self.reset = function () { self.currentLevel = 1; self.selectedTile = null; self.isComplete = false; self.waterFlowing = false; self.initPuzzle(); }; return self; }; /**** * Game Variables ****/ var debug = true; function log() { if (debug) { console.log.apply(console, arguments); } } // Game constants var tileSize = 400; var boardOffsetX = 90; var boardOffsetY = -100; // Game state variables var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var currentState = GAME_STATE.INIT; var isPlaying = true; var gridBoard; var isMouseDown = false; var startX = 0; var startY = 0; var selectedTile = null; var dragThreshold = 20; var levelText; var waterDrops = []; var waterDropInterval; var puzzleManager; /**** * Helper Functions ****/ 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; } } /**** * Game State Management ****/ 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; } } /**** * Event Handlers ****/ 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 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 (currentState === GAME_STATE.PLAYING && puzzleManager) { puzzleManager.selectedTile = null; } }; /**** * 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(); } } } gridBoard = LK.getAsset('gridBoard', { anchorX: 0.5 }); gridBoard.x = 2048 / 2; gridBoard.y = 2732 / 2; game.addChild(gridBoard); // Start the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -19,9 +19,9 @@
self.rotation = 0;
// Methods
self.setType = function (type, x, y) {
self.type = type;
- var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs && puzzleManager.levelConfigs[puzzleManager.currentLevel] && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';
+ var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';
if (type == 'empty') {
return;
}
// Attach baseTile asset
@@ -404,51 +404,193 @@
/****
* Game Code
****/
+function _slicedToArray(r, e) {
+ return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
+}
+function _nonIterableRest() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+}
+function _unsupportedIterableToArray(r, a) {
+ if (r) {
+ if ("string" == typeof r) {
+ return _arrayLikeToArray(r, a);
+ }
+ var t = {}.toString.call(r).slice(8, -1);
+ return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
+ }
+}
+function _arrayLikeToArray(r, a) {
+ (null == a || a > r.length) && (a = r.length);
+ for (var e = 0, n = Array(a); e < a; e++) {
+ n[e] = r[e];
+ }
+ return n;
+}
+function _iterableToArrayLimit(r, l) {
+ var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
+ if (null != t) {
+ var e,
+ n,
+ i,
+ u,
+ a = [],
+ f = !0,
+ o = !1;
+ try {
+ if (i = (t = t.call(r)).next, 0 === l) {
+ if (Object(t) !== t) {
+ return;
+ }
+ f = !1;
+ } else {
+ for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
+ ;
+ }
+ }
+ } catch (r) {
+ o = !0, n = r;
+ } finally {
+ try {
+ if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
+ return;
+ }
+ } finally {
+ if (o) {
+ throw n;
+ }
+ }
+ }
+ return a;
+ }
+}
+function _arrayWithHoles(r) {
+ if (Array.isArray(r)) {
+ return r;
+ }
+}
var PuzzleManager = function PuzzleManager() {
var self = this;
// Properties
self.currentLevel = 1;
+ self.maxLevels = 30;
+ self.grid = [];
+ self.gridSize = 4;
self.selectedTile = null;
+ self.waterFlowing = false;
self.isComplete = false;
- // Methods
- self.selectTile = function (x, y) {
- // Convert screen coordinates to grid coordinates
- var gridX = Math.floor((x - boardOffsetX) / tileSize);
- var gridY = Math.floor((y - boardOffsetY) / tileSize);
- // Check if coordinates are within grid bounds
- if (gridX >= 0 && gridX < 3 && gridY >= 0 && gridY < 3) {
- self.selectedTile = self.grid[gridY][gridX];
+ // 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
};
- self.reset = function () {
- self.currentLevel = 1;
- self.selectedTile = null;
- self.isComplete = false;
- self.initPuzzle();
- };
self.initPuzzle = function () {
- // Initialize grid
- log('Initializing Puzzle');
+ log("Initializing puzzle for level", self.currentLevel);
+ // Clear existing grid
self.grid = [];
- for (var i = 0; i < 3; i++) {
+ // 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 < 3; j++) {
+ for (var j = 0; j < self.gridSize; j++) {
var tile = new Tile();
+ if (config.tiles[i] && config.tiles[i][j]) {
+ tile.setType(config.tiles[i][j], i, j);
+ }
+ tile.updatePosition(i, j);
self.grid[i][j] = tile;
game.addChild(tile);
}
}
+ // Apply rotations
+ if (config.rotations) {
+ for (var pos in config.rotations) {
+ var _pos$split$map = pos.split(',').map(Number),
+ _pos$split$map2 = _slicedToArray(_pos$split$map, 2),
+ x = _pos$split$map2[0],
+ y = _pos$split$map2[1];
+ self.grid[x][y].setRotation(config.rotations[pos]);
+ }
+ }
};
- self.moveTile = function (direction) {
+ 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.position.x;
- var y = self.selectedTile.position.y;
- var newX = x;
- var newY = y;
+ 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++;
@@ -463,91 +605,32 @@
newY--;
break;
}
// Swap tiles
- var movingTile = self.selectedTile;
- var emptyTile = self.grid[newY][newX];
+ var movingTile = self.grid[oldX][oldY];
+ var emptyTile = self.grid[newX][newY];
// Update grid
- self.grid[newY][newX] = movingTile;
- self.grid[y][x] = emptyTile;
+ self.grid[newX][newY] = movingTile;
+ self.grid[oldX][oldY] = emptyTile;
// Update positions
movingTile.updatePosition(newX, newY);
- if (emptyTile) {
- emptyTile.updatePosition(x, y);
- }
+ emptyTile.updatePosition(oldX, oldY);
// Clear selection
self.selectedTile = null;
- };
- self.checkWinCondition = function () {
- // Find start position
- var startX = -1,
- startY = -1;
- for (var i = 0; i < 3; i++) {
- for (var j = 0; j < 3; j++) {
- if (self.grid[i][j].type === 'start') {
- startX = i;
- startY = j;
- break;
- }
- }
- if (startX !== -1) {
- break;
- }
+ // Check if puzzle is solved
+ if (self.checkWinCondition()) {
+ self.isComplete = true;
+ self.startWaterFlow();
+ levelText.setText('Level: ' + self.currentLevel + ' Solved!');
+ isPlaying = false;
}
- // 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 >= 3 || y < 0 || y >= 3) {
- 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;
+ self.reset = function () {
+ self.currentLevel = 1;
+ self.selectedTile = null;
+ self.isComplete = false;
+ self.waterFlowing = false;
+ self.initPuzzle();
};
return self;
};
/****
@@ -609,11 +692,26 @@
}
/****
* Game State Management
****/
+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
- log('Initializing Menu State');
isPlaying = false;
levelText.visible = true;
levelText.text = "Level 1\nTap to Start";
}
@@ -623,9 +721,8 @@
function cleanMenuState() {
levelText.text = "Level 1";
}
function initNewRoundState() {
- log('Initializing New Round State');
// Reset puzzle manager for new round
if (puzzleManager) {
puzzleManager.reset();
}
@@ -640,9 +737,8 @@
function cleanNewRoundState() {
// Clean up any new round state
}
function initPlayingState() {
- log('Initializing Playing State');
// Start the gameplay
isPlaying = true;
}
function handlePlayingLoop() {
@@ -658,9 +754,8 @@
function cleanPlayingState() {
isPlaying = false;
}
function initScoreState() {
- log('Initializing Score State');
// Show score screen
levelText.visible = true;
levelText.text = "Level Complete!\nTap to continue";
}
@@ -690,9 +785,8 @@
break;
}
// Initialize new state
currentState = newState;
- log('Changing game state from', currentState, 'to', newState);
switch (newState) {
case GAME_STATE.MENU:
initMenuState();
break;
@@ -777,29 +871,12 @@
waterDrops[i].update();
}
}
}
-function initializeGame() {
- gridBoard = LK.getAsset('gridBoard', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- gridBoard.x = 2048 / 2;
- gridBoard.y = 2732 / 2;
- game.addChild(gridBoard);
- // 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);
-}
+gridBoard = LK.getAsset('gridBoard', {
+ anchorX: 0.5
+});
+gridBoard.x = 2048 / 2;
+gridBoard.y = 2732 / 2;
+game.addChild(gridBoard);
// Start the game
initializeGame();
\ 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