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Like the fontain, let the valve turn indefinetly
User prompt
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
Code edit (1 edits merged)
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User prompt
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)
Please save this source code
User prompt
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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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.normalizeRotation = function (rotation) {
// If rotation is a number (radians), convert it to our direction system
if (typeof rotation === 'number') {
// Convert radians to our direction system
// 0 = right
// Ο/2 = down
// Ο = left
// 3Ο/2 = up
var angle = rotation % (2 * Math.PI);
if (angle < 0) {
angle += 2 * Math.PI;
}
if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
return 'right';
}
if (angle < 3 * Math.PI / 4) {
return 'down';
}
if (angle < 5 * Math.PI / 4) {
return 'left';
}
return 'up';
}
return rotation || 'down';
};
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.startWaterFlow = function () {
if (self.waterFlowing) {
return;
}
self.waterFlowing = true;
// Find start position
var startX = -1,
startY = -1;
for (var i = 0; i < self.gridSize; i++) {
for (var j = 0; j < self.gridSize; j++) {
if (self.grid[i][j].type === 'start') {
startX = i;
startY = j;
break;
}
}
if (startX !== -1) {
break;
}
}
// Start the flow animation from the start tile
if (startX !== -1) {
var startTile = self.grid[startX][startY];
startTile.flow = true;
startTile.startFlowTicks = 0;
// Start valve animation
if (startTile.valve) {
startTile.valve.rotationSpeed = 0.1;
}
// Start flowing through pipes
self.flowThroughPipe(startX, startY + 1, [startX + ',' + startY]);
}
};
self.flowThroughPipe = function (x, y, visited) {
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
return;
}
var key = x + ',' + y;
if (visited.includes(key)) {
return;
}
visited.push(key);
var tile = self.grid[x][y];
if (!tile || tile.type === 'empty') {
return;
}
// Start flow animation for this tile
tile.flow = true;
tile.startFlowTicks = visited.length * 30; // Delay based on distance from start
// Get next positions to flow to
var nextPositions = [];
switch (tile.type) {
case 'straightPipeV':
nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
break;
case 'straightPipeH':
nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
break;
case 'cornerPipe':
switch (tile.rotation) {
case 'up':
// β
nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'right':
// β
nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
break;
case 'down':
// β
nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
break;
case 'left':
// β
nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
break;
}
break;
case 'end':
// Create water drops effect
createWaterDrops(tile.x, tile.y + 100, game);
break;
}
// Continue flow to next positions
for (var i = 0; i < nextPositions.length; i++) {
self.flowThroughPipe(nextPositions[i][0], nextPositions[i][1], visited);
}
};
self.reset = function () {
self.currentLevel = 1;
self.selectedTile = null;
self.isComplete = false;
self.waterFlowing = false;
self.initPuzzle();
};
self.checkWinCondition = function () {
// Find start position
console.log("Checking win condition");
var startX = -1,
startY = -1;
for (var i = 0; i < self.gridSize; i++) {
for (var j = 0; j < self.gridSize; j++) {
if (self.grid[i][j].type === 'start') {
startX = i;
startY = j;
break;
}
}
if (startX !== -1) {
break;
}
}
// Use array to track visited positions (simpler than Set)
var visited = [];
// Start flowing down from start
return self.canReachEnd(startX, startY + 1, visited);
};
self.canReachEnd = function (x, y, visited) {
// Check bounds
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
return false;
}
// Create position key
var key = x + ',' + y;
if (visited.includes(key)) {
return false;
}
visited.push(key);
var tile = self.grid[x][y];
if (!tile || tile.type === 'empty') {
return false;
}
// If we reached the end, success!
if (tile.type === 'end') {
return true;
}
// Get next possible positions based on current tile type and rotation
var nextPositions = [];
switch (tile.type) {
case 'straightPipeV':
nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
break;
case 'straightPipeH':
nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
break;
case 'cornerPipe':
switch (tile.rotation) {
case 'up':
// β
nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'right':
// β
nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
break;
case 'down':
// β
nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
break;
case 'left':
// β
nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
break;
}
break;
}
// Try each possible next position
for (var i = 0; i < nextPositions.length; i++) {
var nextX = nextPositions[i][0];
var nextY = nextPositions[i][1];
if (self.canReachEnd(nextX, nextY, visited)) {
return true;
}
}
return false;
};
return this;
};
/****
* 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
console.log("Entering Menu State");
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
console.log("Entering New Round State");
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
console.log("Entering Playing State");
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
console.log("Entering Score State");
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
console.log("Changing state from", currentState, "to", newState);
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
@@ -243,8 +243,33 @@
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.normalizeRotation = function (rotation) {
+ // If rotation is a number (radians), convert it to our direction system
+ if (typeof rotation === 'number') {
+ // Convert radians to our direction system
+ // 0 = right
+ // Ο/2 = down
+ // Ο = left
+ // 3Ο/2 = up
+ var angle = rotation % (2 * Math.PI);
+ if (angle < 0) {
+ angle += 2 * Math.PI;
+ }
+ if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
+ return 'right';
+ }
+ if (angle < 3 * Math.PI / 4) {
+ return 'down';
+ }
+ if (angle < 5 * Math.PI / 4) {
+ return 'left';
+ }
+ return 'up';
+ }
+ return rotation || 'down';
+ };
self.setRotation = function (direction) {
switch (direction) {
case 'left':
self.rotation = Math.PI * 0.5;
@@ -638,139 +663,185 @@
levelText.setText('Level: ' + self.currentLevel + ' Solved!');
isPlaying = false;
}
};
+ self.startWaterFlow = function () {
+ if (self.waterFlowing) {
+ return;
+ }
+ self.waterFlowing = true;
+ // Find start position
+ var startX = -1,
+ startY = -1;
+ for (var i = 0; i < self.gridSize; i++) {
+ for (var j = 0; j < self.gridSize; j++) {
+ if (self.grid[i][j].type === 'start') {
+ startX = i;
+ startY = j;
+ break;
+ }
+ }
+ if (startX !== -1) {
+ break;
+ }
+ }
+ // Start the flow animation from the start tile
+ if (startX !== -1) {
+ var startTile = self.grid[startX][startY];
+ startTile.flow = true;
+ startTile.startFlowTicks = 0;
+ // Start valve animation
+ if (startTile.valve) {
+ startTile.valve.rotationSpeed = 0.1;
+ }
+ // Start flowing through pipes
+ self.flowThroughPipe(startX, startY + 1, [startX + ',' + startY]);
+ }
+ };
+ self.flowThroughPipe = function (x, y, visited) {
+ if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
+ return;
+ }
+ var key = x + ',' + y;
+ if (visited.includes(key)) {
+ return;
+ }
+ visited.push(key);
+ var tile = self.grid[x][y];
+ if (!tile || tile.type === 'empty') {
+ return;
+ }
+ // Start flow animation for this tile
+ tile.flow = true;
+ tile.startFlowTicks = visited.length * 30; // Delay based on distance from start
+ // Get next positions to flow to
+ var nextPositions = [];
+ switch (tile.type) {
+ case 'straightPipeV':
+ nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
+ break;
+ case 'straightPipeH':
+ nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
+ break;
+ case 'cornerPipe':
+ switch (tile.rotation) {
+ case 'up':
+ // β
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
+ break;
+ case 'right':
+ // β
+ nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
+ break;
+ case 'down':
+ // β
+ nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
+ break;
+ case 'left':
+ // β
+ nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
+ break;
+ }
+ break;
+ case 'end':
+ // Create water drops effect
+ createWaterDrops(tile.x, tile.y + 100, game);
+ break;
+ }
+ // Continue flow to next positions
+ for (var i = 0; i < nextPositions.length; i++) {
+ self.flowThroughPipe(nextPositions[i][0], nextPositions[i][1], visited);
+ }
+ };
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;
+ // Find start position
+ console.log("Checking win condition");
+ var startX = -1,
+ startY = -1;
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) {
+ if (startX !== -1) {
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;
+ // Use array to track visited positions (simpler than Set)
+ var visited = [];
+ // Start flowing down from start
+ return self.canReachEnd(startX, startY + 1, visited);
};
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");
+ // Create position key
+ var key = x + ',' + y;
+ if (visited.includes(key)) {
return false;
}
- // Mark as visited
- var key = x + ',' + y;
- if (visited.has(key)) {
- log("Already visited");
+ visited.push(key);
+ var tile = self.grid[x][y];
+ if (!tile || tile.type === 'empty') {
return false;
}
- visited.add(key);
- log("Checking tile type:", tile.type);
- // If we reached the end tile, success!
+ // If we reached the end, success!
if (tile.type === 'end') {
- log("Found end tile!");
return true;
}
- // Get possible directions based on tile type and rotation
- var directions = [];
+ // Get next possible positions based on current tile type and rotation
+ var nextPositions = [];
switch (tile.type) {
- case 'start':
- directions.push([0, 1]); // Down
- break;
case 'straightPipeV':
- directions.push([0, 1], [0, -1]); // Up and down
+ nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
break;
case 'straightPipeH':
- directions.push([1, 0], [-1, 0]); // Left and right
+ nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
break;
case 'cornerPipe':
switch (tile.rotation) {
case 'up':
- directions.push([1, 0], [0, -1]); // Right and up
+ // β
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'right':
- directions.push([1, 0], [0, 1]); // Right and down
+ // β
+ nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
break;
case 'down':
- directions.push([-1, 0], [0, 1]); // Left and down
+ // β
+ nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
break;
- default:
- // left
- directions.push([-1, 0], [0, -1]); // Left and up
+ case 'left':
+ // β
+ nextPositions.push([x - 1, y], [x, y - 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)) {
+ // Try each possible next position
+ for (var i = 0; i < nextPositions.length; i++) {
+ var nextX = nextPositions[i][0];
+ var nextY = nextPositions[i][1];
+ if (self.canReachEnd(nextX, nextY, 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;
+ return this;
};
/****
* Game Variables
****/
@@ -856,8 +927,9 @@
changeGameState(GAME_STATE.MENU);
}
function initMenuState() {
// Show level selection UI
+ console.log("Entering Menu State");
isPlaying = false;
levelText.visible = true;
levelText.text = "Level 1\nTap to Start";
}
@@ -869,8 +941,9 @@
levelText.text = "Level 1";
}
function initNewRoundState() {
// Reset puzzle manager for new round
+ console.log("Entering New Round State");
if (puzzleManager) {
puzzleManager.reset();
}
// After a short delay, transition to PLAYING state
@@ -885,8 +958,9 @@
// Clean up any new round state
}
function initPlayingState() {
// Start the gameplay
+ console.log("Entering Playing State");
isPlaying = true;
}
function handlePlayingLoop() {
// Update game logic
@@ -902,8 +976,9 @@
isPlaying = false;
}
function initScoreState() {
// Show score screen
+ console.log("Entering Score State");
levelText.visible = true;
levelText.text = "Level Complete!\nTap to continue";
}
function handleScoreLoop() {
@@ -916,8 +991,9 @@
levelText.visible = false;
}
function changeGameState(newState) {
// Clean up current state
+ console.log("Changing state from", currentState, "to", newState);
switch (currentState) {
case GAME_STATE.MENU:
cleanMenuState();
break;
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