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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
Code edit (1 edits merged)
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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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===================================================================
--- original.js
+++ change.js
@@ -243,33 +243,8 @@
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
- // π/2 = down
- // π = left
- // 3π/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;
@@ -814,9 +789,11 @@
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);
+ // Normalize the rotation
+ var normalizedRotation = self.normalizeRotation(tile.rotation);
+ log("Checking tile:", tile.type, "with normalized rotation:", normalizedRotation, "at position:", x, y);
// If we reached the end, success!
if (tile.type === 'end') {
log("Found end tile!");
return true;
@@ -832,10 +809,10 @@
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) {
+ log("Corner pipe with normalized rotation:", normalizedRotation);
+ switch (normalizedRotation) {
case 'up':
// ┗
log("Corner pipe up - checking up and right");
nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
@@ -856,8 +833,13 @@
nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
break;
}
break;
+ case 'start':
+ // Start tile connects downward
+ log("Start tile - checking down connection");
+ nextPositions.push([x, y + 1]);
+ break;
}
log("Checking next positions:", nextPositions);
// Try each possible next position
for (var i = 0; i < nextPositions.length; i++) {
@@ -1127,5 +1109,30 @@
}
}
}
// Start the game
-initializeGame();
\ No newline at end of file
+initializeGame();
+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
+ // π/2 = down
+ // π = left
+ // 3π/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';
+};
\ No newline at end of file
straigth zenith view square light wooden pallet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
straigth zenith view square wooden pallet with big screws in each corner Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple yellow rating star. Modern video game style
tileSlide
Sound effect
levelWon
Sound effect
tileBlocked
Sound effect
fountain
Sound effect
waterInPipe
Sound effect
bgMusic
Music
logoBounce
Sound effect
levelStart
Sound effect
bgMusic2
Music
flowerPop
Sound effect
roundResult
Sound effect
gameWon
Sound effect
resetSound
Sound effect
birds
Sound effect
birds2
Sound effect
birds3
Sound effect