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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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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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/****
* 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();
};
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
****/
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);
// 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() {
// 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.visible = true;
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();
}
}
}
// Start the game
initializeGame(); ===================================================================
--- 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