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in initNewRound show the grisboard and hide the logo
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Please fix the bug: 'Uncaught ReferenceError: logo is not defined' in or related to this line: 'if (logo && currentState === GAME_STATE.MENU) {' Line Number: 1095
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move it 50px down
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move logo 100px down
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make logo 1480x1480 and remove it when changing state
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show logo in menu state
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Double water drops count
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Set fontaine base size to 250
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Increase Fontaine base size to 300
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Reduce the fountainβs size change to be +/-30 ( base size 200)
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Along with Fontain rotation, animate its size (use sin with +/-100px)
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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
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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())
===================================================================
--- original.js
+++ change.js
@@ -760,92 +760,117 @@
self.initPuzzle();
};
self.checkWinCondition = function () {
// Find start position
- log("Checking win condition");
- log("Start position search initiated.");
+ log("=== Starting Win Condition Check ===");
+ log("Grid state:");
+ for (var i = 0; i < self.gridSize; i++) {
+ var row = [];
+ for (var j = 0; j < self.gridSize; j++) {
+ var tile = self.grid[i][j];
+ row.push(tile ? "".concat(tile.type, "(").concat(tile.rotation, ")") : 'empty');
+ }
+ log("Row", i + ":", row.join(' | '));
+ }
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;
- log("Start position found at:", startX, startY);
+ log("Start tile found at:", startX, startY);
break;
}
}
if (startX !== -1) {
break;
}
}
- // Use array to track visited positions (simpler than Set)
+ // Use array to track visited positions
var visited = [];
+ log("Starting path check from:", startX, startY + 1);
// Start flowing down from start
var result = self.canReachEnd(startX, startY + 1, visited);
- log("Visited tiles during win check:", visited);
+ log("Path check complete. Result:", result);
+ log("Visited positions:", visited);
+ log("=== Win Condition Check Complete ===");
return result;
};
self.canReachEnd = function (x, y, visited) {
// Check bounds
- log("canReachEnd called with coordinates:", x, y);
+ log("Checking position:", x, y);
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
+ log("Position out of bounds");
return false;
}
// Create position key
var key = x + ',' + y;
if (visited.includes(key)) {
+ log("Position already visited:", key);
return false;
}
visited.push(key);
var tile = self.grid[x][y];
if (!tile || tile.type === 'empty') {
+ log("No tile or empty tile at position:", x, y);
return false;
}
+ log("Checking tile:", tile.type, "with rotation:", tile.rotation, "at position:", x, y);
// If we reached the end, success!
if (tile.type === 'end') {
+ log("Found end tile!");
return true;
}
// Get next possible positions based on current tile type and rotation
var nextPositions = [];
switch (tile.type) {
case 'straightPipeV':
+ log("Straight vertical pipe - checking up and down");
nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
break;
case 'straightPipeH':
+ log("Straight horizontal pipe - checking left and right");
nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
break;
case 'cornerPipe':
+ log("Corner pipe with rotation:", tile.rotation);
switch (tile.rotation) {
case 'up':
// β
+ log("Corner pipe up - checking up and right");
nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'right':
// β
+ log("Corner pipe right - checking right and down");
nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
break;
case 'down':
// β
+ log("Corner pipe down - checking left and down");
nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
break;
case 'left':
// β
+ log("Corner pipe left - checking left and up");
nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
break;
}
break;
}
+ log("Checking next positions:", nextPositions);
// Try each possible next position
for (var i = 0; i < nextPositions.length; i++) {
var nextX = nextPositions[i][0];
var nextY = nextPositions[i][1];
+ log("Trying next position:", nextX, nextY);
if (self.canReachEnd(nextX, nextY, visited)) {
- log("canReachEnd result:", true);
+ log("Found valid path through:", nextX, nextY);
return true;
}
}
- log("canReachEnd result:", false);
+ log("No valid path found from:", x, y);
return false;
};
return this;
};
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