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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
@@ -560,12 +560,16 @@
}
// Apply rotations
if (config.rotations) {
for (var pos in config.rotations) {
- var _pos$split$map = pos.split(',').map(Number),
+ /*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]);*/
+ var _pos$split$map = pos.split(',').map(Number),
+ x = _pos$split$map[0],
+ y = _pos$split$map[1];
self.grid[x][y].setRotation(config.rotations[pos]);
}
}
};
@@ -697,8 +701,9 @@
self.flowThroughPipe(startX, startY + 1, [startX + ',' + startY]);
}
};
self.flowThroughPipe = function (x, y, visited) {
+ log("Entering flowThroughPipe with position:", x, y, "Visited:", visited);
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
return;
}
var key = x + ',' + y;
@@ -706,8 +711,9 @@
return;
}
visited.push(key);
var tile = self.grid[x][y];
+ log("Tile found at position:", x, y, "Type:", tile ? tile.type : "none");
if (!tile || tile.type === 'empty') {
return;
}
// Start flow animation for this tile
@@ -729,26 +735,26 @@
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
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'down':
// β
- nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'left':
// β
- nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
}
break;
case 'end':
// Create water drops effect
createWaterDrops(tile.x, tile.y + 100, game);
break;
}
- // Continue flow to next positions
+ log("Next positions to flow to from", x, y, ":", nextPositions);
for (var i = 0; i < nextPositions.length; i++) {
self.flowThroughPipe(nextPositions[i][0], nextPositions[i][1], visited);
}
};
@@ -843,20 +849,20 @@
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
+ log("Corner pipe right - checking up and right");
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'down':
// β
- log("Corner pipe down - checking left and down");
- nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
+ log("Corner pipe down - checking up and right");
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'left':
// β
- log("Corner pipe left - checking left and up");
- nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
+ log("Corner pipe left - checking up and right");
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
}
break;
case 'start':
@@ -892,9 +898,9 @@
}
// Game constants
var tileSize = 400;
var boardOffsetX = 90;
-var boardOffsetY = -100;
+var boardOffsetY = 90;
// Game state variables
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
@@ -941,8 +947,16 @@
/****
* Game State Management
****/
function initializeGame() {
+ // Initialize grid board
+ gridBoard = LK.getAsset('gridBoard', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ gridBoard.x = 2048 / 2;
+ gridBoard.y = 2732 / 2;
+ game.addChild(gridBoard);
// Initialize game assets and variables
puzzleManager = new PuzzleManager();
// Initialize level text
levelText = new Text2("Level 1", {
@@ -953,16 +967,8 @@
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() {
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