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log states enter and change and the 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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/**** 
* 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 SimpleSet = function SimpleSet() {
	this.items = {};
	this.has = function (item) {
		return this.items.hasOwnProperty(item);
	};
	this.add = function (item) {
		if (!this.has(item)) {
			this.items[item] = true;
		}
	};
};
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;
		}
		// Adjust coordinate calculation to use grid board position and size
		var boardX = gridBoard.x - gridBoard.width / 2;
		var boardY = gridBoard.y - gridBoard.height / 2;
		var gridX = Math.floor((x - boardX) / tileSize);
		var gridY = Math.floor((y - boardY) / tileSize);
		log("Grid coordinates:", gridX, gridY);
		// 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 || !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;
					log("Start tile found at:", startX, startY);
					break;
				}
			}
			if (startTile) {
				break;
			}
		}
		if (!startTile) {
			log("No start tile found");
			return false;
		}
		// Check if there's a valid path from start to end
		var result = self.canReachEnd(startX, startY, new SimpleSet());
		log("Win condition result:", result);
		return result;
	};
	self.canReachEnd = function (x, y, visited) {
		log("Checking position:", x, y);
		// Check bounds
		if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
			log("Out of bounds");
			return false;
		}
		// Get current tile
		var tile = self.grid[x][y];
		if (!tile) {
			log("No tile at position");
			return false;
		}
		// Mark as visited
		var key = x + ',' + y;
		if (visited.has(key)) {
			log("Already visited");
			return false;
		}
		visited.add(key);
		log("Checking tile type:", tile.type);
		// If we reached the end tile, success!
		if (tile.type === 'end') {
			log("Found end tile!");
			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':
				switch (tile.rotation) {
					case 'up':
						directions.push([1, 0], [0, -1]); // Right and up
						break;
					case 'right':
						directions.push([1, 0], [0, 1]); // Right and down
						break;
					case 'down':
						directions.push([-1, 0], [0, 1]); // Left and down
						break;
					default:
						// left
						directions.push([-1, 0], [0, -1]); // Left and up
						break;
				}
				break;
		}
		log("Possible directions:", directions);
		// Try each direction
		for (var i = 0; i < directions.length; i++) {
			var dx = directions[i][0];
			var 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
@@ -404,35 +404,8 @@
 
 /**** 
 * 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() {
@@ -495,8 +468,19 @@
 	if (Array.isArray(r)) {
 		return r;
 	}
 }
+var SimpleSet = function SimpleSet() {
+	this.items = {};
+	this.has = function (item) {
+		return this.items.hasOwnProperty(item);
+	};
+	this.add = function (item) {
+		if (!this.has(item)) {
+			this.items[item] = true;
+		}
+	};
+};
 var PuzzleManager = function PuzzleManager() {
 	var self = this;
 	// Properties
 	self.currentLevel = 1;
@@ -564,16 +548,20 @@
 		// 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);
+		// Adjust coordinate calculation to use grid board position and size
+		var boardX = gridBoard.x - gridBoard.width / 2;
+		var boardY = gridBoard.y - gridBoard.height / 2;
+		var gridX = Math.floor((x - boardX) / tileSize);
+		var gridY = Math.floor((y - boardY) / tileSize);
+		log("Grid coordinates:", gridX, gridY);
 		// 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)) {
+			if (tile && tile.type !== 'empty' && tile.type !== 'start' && tile.type !== 'end' && (!self.levelConfigs[self.currentLevel].fixedTiles || !self.levelConfigs[self.currentLevel].fixedTiles.includes(key))) {
 				self.selectedTile = {
 					x: gridX,
 					y: gridY,
 					tile: tile
@@ -658,9 +646,8 @@
 		self.waterFlowing = false;
 		self.initPuzzle();
 	};
 	self.checkWinCondition = function () {
-		log("Checking win condition...");
 		// Find start tile
 		var startTile = null;
 		var startX = 0;
 		var startY = 0;
@@ -678,34 +665,40 @@
 				break;
 			}
 		}
 		if (!startTile) {
-			log("No start tile found.");
+			log("No start tile found");
 			return false;
 		}
 		// Check if there's a valid path from start to end
-		var result = self.canReachEnd(startX, startY, new Set());
+		var result = self.canReachEnd(startX, startY, new SimpleSet());
 		log("Win condition result:", result);
 		return result;
 	};
 	self.canReachEnd = function (x, y, visited) {
+		log("Checking position:", x, y);
 		// Check bounds
 		if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
+			log("Out of bounds");
 			return false;
 		}
 		// Get current tile
 		var tile = self.grid[x][y];
 		if (!tile) {
+			log("No tile at position");
 			return false;
 		}
 		// Mark as visited
 		var key = x + ',' + y;
 		if (visited.has(key)) {
+			log("Already visited");
 			return false;
 		}
 		visited.add(key);
+		log("Checking tile type:", tile.type);
 		// If we reached the end tile, success!
 		if (tile.type === 'end') {
+			log("Found end tile!");
 			return true;
 		}
 		// Get possible directions based on tile type and rotation
 		var directions = [];
@@ -719,24 +712,30 @@
 			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
+				switch (tile.rotation) {
+					case 'up':
+						directions.push([1, 0], [0, -1]); // Right and up
+						break;
+					case 'right':
+						directions.push([1, 0], [0, 1]); // Right and down
+						break;
+					case 'down':
+						directions.push([-1, 0], [0, 1]); // Left and down
+						break;
+					default:
+						// left
+						directions.push([-1, 0], [0, -1]); // Left and up
+						break;
 				}
 				break;
 		}
+		log("Possible directions:", directions);
 		// 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];
+		for (var i = 0; i < directions.length; i++) {
+			var dx = directions[i][0];
+			var dy = directions[i][1];
 			if (self.canReachEnd(x + dx, y + dy, visited)) {
 				return true;
 			}
 		}
 
 
 
 
 
 
 
 
 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