User prompt
log states enter and change and the checkWinCondition
Code edit (1 edits merged)
Please save this source code
User prompt
add logs in checkWinCondition
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: self.checkWinCondition is not a function' in or related to this line: 'if (self.checkWinCondition()) {' Line Number: 640
Code edit (1 edits merged)
Please save this source code
User prompt
add log in initPuzlle
User prompt
add a log in each initXXXState function
User prompt
add log on states changes
Code edit (1 edits merged)
Please save this source code
User prompt
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
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: puzzleManager.rotateTile is not a function' in or related to this line: 'puzzleManager.rotateTile(angle);' Line Number: 1033
User prompt
Please fix the bug: 'Uncaught TypeError: puzzleManager.deselectTile is not a function' in or related to this line: 'puzzleManager.deselectTile();' Line Number: 1037
User prompt
Please fix the bug: 'Uncaught TypeError: puzzleManager.reset is not a function' in or related to this line: 'puzzleManager.reset();' Line Number: 916
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: PuzzleManager is not a constructor' in or related to this line: 'puzzleManager = new PuzzleManager();' Line Number: 439
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 493
User prompt
Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 494
User prompt
Please fix the bug: 'TypeError: gridBoard.hideMessage is not a function' in or related to this line: 'gridBoard.hideMessage();' Line Number: 493
User prompt
Please fix the bug: 'Uncaught ReferenceError: GridBoard is not defined' in or related to this line: 'gridBoard = new GridBoard();' Line Number: 439
Code edit (3 edits merged)
Please save this source code
/**** 
* 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