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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 fountain’s 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())
/**** * 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 // 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; 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$map2[1]; self.grid[x][y].setRotation(config.rotations[pos]);*/ var _pos$split$map = pos.split(',').map(Number), x = _pos$split$map[0], y = _pos$split$map[1]; self.grid[x][y].setRotation(config.rotations[pos]); } } }; 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) { 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; if (visited.includes(key)) { 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 tile.flow = true; if (tile.water) { tile.water.visible = true; } if (tile.waterV) { tile.waterV.visible = true; } if (tile.waterH) { tile.waterH.visible = true; } // 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': var normalizedRotation = tile.normalizeRotation(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 break; case 'right': // ┏ log("Corner pipe right - checking right and down"); nextPositions.push([x + 1, y], [x, y + 1]); // Right and down break; case 'down': // ┓ log("Corner pipe down - checking up and right"); nextPositions.push([x, y - 1], [x + 1, y]); // Up and right as per working version break; case 'left': // ┛ log("Corner pipe left - checking left and up"); 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; } log("Next positions to flow to from", x, y, ":", nextPositions); // Wait for flow animation to complete before moving to next tiles LK.setTimeout(function () { for (var i = 0; i < nextPositions.length; i++) { self.flowThroughPipe(nextPositions[i][0], nextPositions[i][1], visited); } }, 300); // Wait 300ms before flowing to next tile }; self.reset = function () { self.currentLevel = 1; self.selectedTile = null; self.isComplete = false; self.waterFlowing = false; self.initPuzzle(); }; self.checkWinCondition = function () { // Find start position 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 tile found at:", startX, startY); break; } } if (startX !== -1) { break; } } // 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("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("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; } // Get normalized rotation from tile var normalizedRotation = tile.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; } // 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 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 break; case 'right': // ┏ log("Corner pipe right - checking right and down"); nextPositions.push([x + 1, y], [x, y + 1]); // Right and down break; case 'down': // ┓ log("Corner pipe down - checking up and right"); nextPositions.push([x, y - 1], [x + 1, y]); // Up and right as per working version break; case 'left': // ┛ log("Corner pipe left - checking left and up"); 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++) { var nextX = nextPositions[i][0]; var nextY = nextPositions[i][1]; log("Trying next position:", nextX, nextY); if (self.canReachEnd(nextX, nextY, visited)) { log("Found valid path through:", nextX, nextY); return true; } } log("No valid path found from:", x, y); 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 = 90; // 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 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", { 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); // 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
@@ -717,9 +717,17 @@
return;
}
// Start flow animation for this tile
tile.flow = true;
- //tile.startFlowTicks = visited.length * 30; // Delay based on distance from start
+ if (tile.water) {
+ tile.water.visible = true;
+ }
+ if (tile.waterV) {
+ tile.waterV.visible = true;
+ }
+ if (tile.waterH) {
+ tile.waterH.visible = true;
+ }
// Get next positions to flow to
var nextPositions = [];
switch (tile.type) {
case 'straightPipeV':
@@ -759,11 +767,14 @@
createWaterDrops(tile.x, tile.y + 100, game);
break;
}
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);
- }
+ // Wait for flow animation to complete before moving to next tiles
+ LK.setTimeout(function () {
+ for (var i = 0; i < nextPositions.length; i++) {
+ self.flowThroughPipe(nextPositions[i][0], nextPositions[i][1], visited);
+ }
+ }, 300); // Wait 300ms before flowing to next tile
};
self.reset = function () {
self.currentLevel = 1;
self.selectedTile = null;
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