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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 fountainโs 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: 40,
					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
			// ฯ/2 = down
			// ฯ = left
			// 3ฯ/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 * 3) {
					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
			var sizeVariation = 30 * Math.sin(LK.ticks * 0.1);
			self.fountain.width = 300 + sizeVariation;
			self.fountain.height = 300 + sizeVariation;
		}
	};
	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':
						// โ
						log("Corner pipe up - checking up and right");
						nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
						break;
					case 'right':
						// โ
						log("Corner pipe right - checking right and down");
						nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
						break;
					case 'down':
						// โ
						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':
						// โ
						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':
						// โ
						log("Corner pipe up - checking up and right");
						nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
						break;
					case 'right':
						// โ
						log("Corner pipe right - checking right and down");
						nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
						break;
					case 'down':
						// โ
						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':
						// โ
						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
@@ -385,10 +385,10 @@
 		}
 		if (self.type === 'end' && self.fountain && self.fountain.visible) {
 			self.fountain.rotation += 0.1; // Rotate the fountain indefinitely
 			var sizeVariation = 30 * Math.sin(LK.ticks * 0.1);
-			self.fountain.width = 200 + sizeVariation;
-			self.fountain.height = 200 + sizeVariation;
+			self.fountain.width = 300 + sizeVariation;
+			self.fountain.height = 300 + sizeVariation;
 		}
 	};
 	self.setType(self.type);
 	return self;
:quality(85)/https://cdn.frvr.ai/675ee824eb1e8cb9a4112d39.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/675efc2dc09b2ac5a2d5e69c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/675f0079c09b2ac5a2d5e6b6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67608dd1dd0ea71dc49cb892.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/676091b3dd0ea71dc49cb8d6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609314dd0ea71dc49cb8dd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609417dd0ea71dc49cb8e6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609c5bdd0ea71dc49cb922.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6763c93400d0b55d46b5c989.png%3F3) 
 straigth zenith view square light wooden pallet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6763cda800d0b55d46b5c99a.png%3F3) 
 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.
:quality(85)/https://cdn.frvr.ai/6771626fb7d7d61ce947a750.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67716e32b7d7d61ce947a785.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771b052f22179f74e2f8688.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771b2bbf22179f74e2f86bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6775704d09f127fede9ecc8c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677572d509f127fede9eccc2.png%3F3) 
 simple yellow rating star. Modern video game style
:quality(85)/https://cdn.frvr.ai/6775b1194092767f3c012b3a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677667743ed42f57c4b74968.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668033ed42f57c4b74970.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668423ed42f57c4b74975.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668c13ed42f57c4b7497c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677803e49a90e8c7f345394a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6784033d5446b29dfd6758af.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6784080d5446b29dfd67594b.png%3F3) 
 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