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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
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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 ****/ // Simple Set class to fix the constructor error var Set = function Set() { var self = this; self.items = {}; self.has = function (value) { return self.items.hasOwnProperty(value); }; self.add = function (value) { self.items[value] = true; }; self["delete"] = function (value) { if (self.has(value)) { delete self.items[value]; return true; } return false; }; self.clear = function () { self.items = {}; }; self.size = function () { return Object.keys(self.items).length; }; self.values = function () { return Object.keys(self.items); }; }; 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
@@ -404,8 +404,35 @@
/****
* Game Code
****/
+// Simple Set class to fix the constructor error
+var Set = function Set() {
+ var self = this;
+ self.items = {};
+ self.has = function (value) {
+ return self.items.hasOwnProperty(value);
+ };
+ self.add = function (value) {
+ self.items[value] = true;
+ };
+ self["delete"] = function (value) {
+ if (self.has(value)) {
+ delete self.items[value];
+ return true;
+ }
+ return false;
+ };
+ self.clear = function () {
+ self.items = {};
+ };
+ self.size = function () {
+ return Object.keys(self.items).length;
+ };
+ self.values = function () {
+ return Object.keys(self.items);
+ };
+};
function _slicedToArray(r, e) {
return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
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