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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
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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)
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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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===================================================================
--- original.js
+++ change.js
@@ -623,24 +623,122 @@
levelText.setText('Level: ' + self.currentLevel + ' Solved!');
isPlaying = false;
}
};
- self.checkWinCondition = function () {
- // Implement the logic to check if the current puzzle state is a winning state
- // This is a placeholder implementation
- return self.grid.every(function (row) {
- return row.every(function (tile) {
- return tile.type !== 'empty';
- });
- });
- };
self.reset = function () {
self.currentLevel = 1;
self.selectedTile = null;
self.isComplete = false;
self.waterFlowing = false;
self.initPuzzle();
};
+ self.checkWinCondition = function () {
+ // Find start tile
+ var startTile = null;
+ var startX = 0;
+ var startY = 0;
+ for (var i = 0; i < self.gridSize; i++) {
+ for (var j = 0; j < self.gridSize; j++) {
+ if (self.grid[i][j].type === 'start') {
+ startTile = self.grid[i][j];
+ startX = i;
+ startY = j;
+ break;
+ }
+ }
+ if (startTile) {
+ break;
+ }
+ }
+ if (!startTile) {
+ return false;
+ }
+ // Check if there's a valid path from start to end
+ return self.canReachEnd(startX, startY, new Set());
+ };
+ self.canReachEnd = function (x, y, visited) {
+ // Check bounds
+ if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
+ return false;
+ }
+ // Get current tile
+ var tile = self.grid[x][y];
+ if (!tile) {
+ return false;
+ }
+ // Mark as visited
+ var key = x + ',' + y;
+ if (visited.has(key)) {
+ return false;
+ }
+ visited.add(key);
+ // If we reached the end tile, success!
+ if (tile.type === 'end') {
+ return true;
+ }
+ // Get possible directions based on tile type and rotation
+ var directions = [];
+ switch (tile.type) {
+ case 'start':
+ directions.push([0, 1]); // Down
+ break;
+ case 'straightPipeV':
+ directions.push([0, 1], [0, -1]); // Up and down
+ break;
+ case 'straightPipeH':
+ directions.push([1, 0], [-1, 0]); // Left and right
+ break;
+ case 'cornerPipe':
+ if (tile.rotation === 'up') {
+ directions.push([1, 0], [0, -1]); // Right and up
+ } else if (tile.rotation === 'right') {
+ directions.push([1, 0], [0, 1]); // Right and down
+ } else if (tile.rotation === 'down') {
+ directions.push([-1, 0], [0, 1]); // Left and down
+ } else {
+ directions.push([-1, 0], [0, -1]); // Left and up
+ }
+ break;
+ }
+ // Try each direction
+ for (var _i = 0, _directions = directions; _i < _directions.length; _i++) {
+ var _directions$_i = _slicedToArray(_directions[_i], 2),
+ dx = _directions$_i[0],
+ dy = _directions$_i[1];
+ if (self.canReachEnd(x + dx, y + dy, visited)) {
+ return true;
+ }
+ }
+ return false;
+ };
+ self.startWaterFlow = function () {
+ if (self.waterFlowing) {
+ return;
+ }
+ self.waterFlowing = true;
+ // Find start tile
+ var startTile = null;
+ for (var i = 0; i < self.gridSize; i++) {
+ for (var j = 0; j < self.gridSize; j++) {
+ if (self.grid[i][j].type === 'start') {
+ startTile = self.grid[i][j];
+ break;
+ }
+ }
+ if (startTile) {
+ break;
+ }
+ }
+ if (startTile) {
+ // Start water animation on the start tile
+ startTile.flow = true;
+ startTile.startFlowTicks = 0;
+ // Start valve animation
+ if (startTile.valve) {
+ startTile.valve.rotationSpeed = 0.1;
+ }
+ }
+ };
return self;
};
/****
* Game Variables
@@ -714,8 +812,16 @@
levelText.y = 200;
levelText.anchorX = 0.5;
// Add the level text to the game
game.addChild(levelText);
+ // Initialize grid board
+ gridBoard = LK.getAsset('gridBoard', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ gridBoard.x = 2048 / 2;
+ gridBoard.y = 2732 / 2;
+ game.addChild(gridBoard);
// Transition to menu state
changeGameState(GAME_STATE.MENU);
}
function initMenuState() {
@@ -727,8 +833,9 @@
function handleMenuLoop() {
// Update any menu animations here
}
function cleanMenuState() {
+ levelText.visible = true;
levelText.text = "Level 1";
}
function initNewRoundState() {
// Reset puzzle manager for new round
@@ -880,12 +987,6 @@
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();
\ 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