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change log("Already visited."); to log("Already visited...");
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fix self.flowThroughPipe(startX, startY, [], 'down'); to use strat tile direction instead of hard coded 'down'
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in getNextPositions, add an entry for start tile and take into account its normalizedRotation
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Unable to load plugin: @upit/tween.v1' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34
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Please fix the bug: 'Uncaught ReferenceError: createjs is not defined' in or related to this line: 'self.water = new createjs.Shape();' Line Number: 165
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in Tile setType , attach all asset in the switch(type) to the pipeContainer
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in Tile, add a new pipeContainer property which is a cointainer
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make fountain sound fade out after 2sec
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play fontain sound only once when fountains is visible
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Tile = Container.expand(function () { var self = Container.call(this); self.pipeContainer = new Container(); self.addChild(self.pipeContainer); // 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.levelConfigs[puzzleManager.currentLevel] && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles && 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: -8, 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: '' }); self.attachAsset('cornerPipeSection', { anchorX: 0.5, anchorY: 0.5, width: 148, height: 148, x: -0, y: -0, tint: self.baseTintLight }); self.attachAsset('pipeRing', { anchorX: 0.5, anchorY: 0.5, width: 144, height: 30, x: 0, y: -80, rotation: Math.PI * 0, tint: self.baseTintLight }); self.attachAsset('pipeRing', { anchorX: 0.5, anchorY: 0.5, width: 144, height: 30, x: -80, y: -5, rotation: Math.PI * 0.5, tint: self.baseTintLight }); // self.attachAsset('pipeRing', { // anchorX: 0.5, // anchorY: 0.5, // width: 150, // height: 40, // x: -30, // y: -30, // rotation: Math.PI * 0.25, // tint: self.baseTintLight // }); 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 = up // π/2 = right // π = down // 3π/2 = left var angle = rotation % (2 * Math.PI); if (angle < 0) { angle += 2 * Math.PI; } if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) { return 'up'; } if (angle < 3 * Math.PI / 4) { return 'right'; } if (angle < 5 * Math.PI / 4) { return 'down'; } return 'left'; } return rotation || 'down'; }; self.setRotation = function (direction) { switch (direction) { case 'left': self.rotation = -Math.PI * 1.5; 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.getNextPositions = function (x, y, type, normalizedRotation) { var nextPositions = []; switch (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': switch (normalizedRotation) { case 'up': nextPositions.push([x, y - 1], [x + 1, y]); // Up and right break; case 'right': nextPositions.push([x + 1, y], [x, y + 1]); // Right and down break; case 'down': nextPositions.push([x - 1, y], [x, y + 1]); // Left and down break; case 'left': nextPositions.push([x - 1, y], [x, y - 1]); // Left and up break; } break; } return nextPositions; }; 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; if (!self.fountain.visible) { self.fountain.visible = true; LK.getSound('fountain').play(); // Play fountain sound when it becomes visible } } 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); animateSoil(); } } } 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 = 250 + sizeVariation; self.fountain.height = 250 + 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: [[null, 'straightPipeH', 'end', null], [null, 'cornerPipe', 'straightPipeH', null], [null, null, null, null], ['start', 'straightPipeV', null, null]], rotations: { '0,2': 'right', // end '1,1': 'down' // corner }, fixedTiles: ['3,0', '3,1', '0,2'] // Start, end, and one pipe fixed }, 3: { tiles: [['start', 'straightPipeV', null, null], [null, 'cornerPipe', 'straightPipeH', 'cornerPipe'], [null, null, null, 'straightPipeV'], [null, null, null, 'end']], rotations: { '1,1': 'left', '1,3': 'down', '2,3': 'up' }, fixedTiles: ['0,0', '3,3', '0,1'] // Start, end, and one pipe fixed }, 4: { tiles: [['start', null, 'cornerPipe', null], ['straightPipeV', 'straightPipeH', 'cornerPipe', null], [null, null, 'straightPipeV', null], [null, null, 'cornerPipe', 'end']], rotations: { '0,2': 'left', '1,2': 'down', '2,2': 'up', '3,2': 'right' }, fixedTiles: ['0,0', '3,3'] // Only start and end are fixed }, 5: { tiles: [['start', 'straightPipeV', null, null], ['cornerPipe', 'cornerPipe', 'straightPipeH', 'cornerPipe'], [null, 'straightPipeV', null, 'straightPipeV'], ['cornerPipe', 'cornerPipe', null, 'end']], rotations: { '1,0': 'right', '1,1': 'left', '1,3': 'down', '3,0': 'up' }, fixedTiles: ['0,0', '3,3'] // Only start and end are fixed } // 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)) { LK.getSound('tileBlocked').play(); // Play tileBlocked sound 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]; // Play tile slide sound LK.getSound('tileSlide').play(); // 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(); LK.getSound('levelWon').play(); // Play levelWon sound 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; } if (tile.type === 'end') { createWaterDrops(tile.x, tile.y + 100, game); return; } var normalizedRotation = tile.normalizeRotation(tile.rotation); var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation); // 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); }; self.reset = function () { self.selectedTile = null; if (self.isComplete) { self.currentLevel++; } else { self.currentLevel = self.currentLevel || 1; } self.isComplete = false; self.waterFlowing = false; // Remove previous level tiles self.grid.forEach(function (row) { row.forEach(function (tile) { if (tile) { tile.destroy(); } }); }); 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) { log("Checking position:", x, y); if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) { log("Position out of bounds"); return false; } 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; } if (tile.type === 'end') { log("Found end tile!"); return true; } var normalizedRotation = tile.normalizeRotation(tile.rotation); log("Checking tile:", tile.type, "with normalized rotation:", normalizedRotation, "at position:", x, y); var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation); log("Next positions to check:", nextPositions); for (var i = 0; i < nextPositions.length; i++) { var nextPos = nextPositions[i]; log("Trying next position:", nextPos); if (self.canReachEnd(nextPos[0], nextPos[1], visited)) { return true; } } 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 backgroundLayer; var middleLayer; var gridBoard; var gridBoardSoil; var growGrass; var isMouseDown = false; var startX = 0; var startY = 0; var selectedTile = null; var dragThreshold = 20; var levelText; var waterDrops = []; var waterDropInterval; var logo; var puzzleManager; /**** * Helper Functions ****/ function createWaterDrops(x, y, game) { for (var i = 0; i < 30; 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 = 250; waterDrop.visible = true; } } function animateSoil() { log("Animate soil..."); gridBoardSoil.visible = true; gridBoardSoil.alpha = 0; var alphaIncrement = 0.05; // Adjust the increment for desired speed // Animate all baseTile tiles' alpha from 1 to 0 puzzleManager.grid.forEach(function (row) { row.forEach(function (tile) { if (tile.baseTile) { tile.baseTile.alpha = 1; LK.setInterval(function () { if (tile.baseTile.alpha > 0) { tile.baseTile.alpha -= alphaIncrement; } }, 50); } }); }); var soilAnimation = LK.setInterval(function () { if (gridBoardSoil.alpha < 1) { gridBoardSoil.alpha += alphaIncrement; } else { LK.clearInterval(soilAnimation); growGrass.visible = true; // Animate growGrass alpha from 0 to 1 var grassAnimation = LK.setInterval(function () { if (growGrass.alpha < 1) { growGrass.alpha += 0.05; // Adjust the increment for desired speed } else { LK.clearInterval(grassAnimation); LK.setTimeout(function () { cleanPlayingState(); initNewRoundState(); }, 2000); } }, 75); // Adjust the interval for desired speed } }, 50); // Adjust the interval for desired speed } /**** * Game State Management ****/ function initializeGame() { // Init and Add backgroundLayer backgroundLayer = new Container(); middleLayer = new Container(); game.addChild(backgroundLayer); // Initialize grid board gridBoard = LK.getAsset('gridBoard', { anchorX: 0.5, anchorY: 0.5, visible: false }); gridBoard.x = 2048 / 2; gridBoard.y = 2732 / 2; game.addChild(gridBoard); // Initialize grid board soil gridBoardSoil = LK.getAsset('gridBoardSoil', { anchorX: 0.5, anchorY: 0.5, visible: false, alpha: 0 }); gridBoardSoil.x = 2048 / 2 + 20; gridBoardSoil.y = 2732 / 2 - 20; game.addChild(gridBoardSoil); game.addChild(middleLayer); // Create growGrass asset growGrass = LK.getAsset('growGrass', { anchorX: 0.5, anchorY: 0.5, visible: false, alpha: 0 }); growGrass.x = 2048 / 2 + 20; growGrass.y = 2732 / 2; middleLayer.addChild(growGrass); // Initialize game assets and variables puzzleManager = new PuzzleManager(); // Initialize level text levelText = new Text2("Level 1", { size: 100, fill: 0xFFFFFF }); levelText.x = 2048 / 2; levelText.y = 200; levelText.anchorX = 0.5; levelText.visible = false; // 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; // Add backgroundPlaying1 to the menu state var backgroundPlaying1 = LK.getAsset('backgroundPlaying1', { anchorX: 0.5, anchorY: 0.5 }); backgroundPlaying1.x = 2048 / 2; backgroundPlaying1.y = 2732 / 2; backgroundLayer.addChild(backgroundPlaying1); // Add logo to the menu state logo = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, width: 1480, height: 1480 }); logo.x = 2048 / 2; logo.y = -logo.height; // Initialize logo out of screen middleLayer.addChild(logo); // Update any menu animations here tween(logo, { x: 2048 / 2, // Center horizontally y: 2732 / 2 - 50 // Center vertically with offset }, { duration: 1000, easing: tween.bounceOut // Use predefined bounceOut easing function }); } function handleMenuLoop() {} function cleanMenuState() { if (logo) { logo.visible = false; game.removeChild(logo); } } function initNewRoundState() { // Create and add backgroundPlaying1 to backgroundLayer var backgroundPlaying1 = LK.getAsset('backgroundPlaying1', { anchorX: 0.5, anchorY: 0.5 }); backgroundPlaying1.x = 2048 / 2; backgroundPlaying1.y = 2732 / 2; backgroundLayer.addChild(backgroundPlaying1); levelText.visible = true; levelText.text = "Level 1"; // Reset puzzle manager for new round console.log("Entering New Round State"); if (puzzleManager) { puzzleManager.reset(); } // Show gridBoard gridBoard.visible = true; // 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; // Reset gridBoardSoil visibility and alpha if (gridBoardSoil) { gridBoardSoil.visible = false; gridBoardSoil.alpha = 0; } // Hide growGrass if (growGrass) { growGrass.visible = false; growGrass.alpha = 0; } // Stop waterdrops animations if any if (waterDropInterval) { LK.clearInterval(waterDropInterval); waterDropInterval = null; } // Remove remaining waterdrops if any for (var i = waterDrops.length - 1; i >= 0; i--) { if (waterDrops[i].visible) { waterDrops[i].destroy(); waterDrops.splice(i, 1); } } } 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
@@ -7,8 +7,10 @@
* Classes
****/
var Tile = Container.expand(function () {
var self = Container.call(this);
+ self.pipeContainer = new Container();
+ self.addChild(self.pipeContainer);
// Properties
self.type = 'empty';
self.baseTint = 0x8FBE00;
self.baseTintLight = 0x5ED000;
@@ -291,36 +293,36 @@
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
+ // 0 = up
+ // π/2 = right
+ // π = down
+ // 3π/2 = left
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';
+ return 'up';
}
if (angle < 3 * Math.PI / 4) {
- return 'down';
+ return 'right';
}
if (angle < 5 * Math.PI / 4) {
- return 'left';
+ return 'down';
}
- return 'up';
+ return 'left';
}
return rotation || 'down';
};
self.setRotation = function (direction) {
switch (direction) {
case 'left':
- self.rotation = Math.PI * 0.5;
+ self.rotation = -Math.PI * 1.5;
break;
case 'right':
- self.rotation = -Math.PI * 0.5;
+ self.rotation = Math.PI * 0.5;
break;
case 'up':
self.rotation = 0;
break;
@@ -329,8 +331,36 @@
break;
}
log('Tile position:', self.x, self.y, 'Tile rotation:', self.rotation);
};
+ self.getNextPositions = function (x, y, type, normalizedRotation) {
+ var nextPositions = [];
+ switch (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':
+ switch (normalizedRotation) {
+ case 'up':
+ nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
+ break;
+ case 'right':
+ nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
+ break;
+ case 'down':
+ nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
+ break;
+ case 'left':
+ nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
+ break;
+ }
+ break;
+ }
+ return nextPositions;
+ };
self.update = function () {
if (self.flow) {
if (!self.startFlowTicks) {
self.startFlowTicks = LK.ticks;
@@ -576,47 +606,44 @@
},
fixedTiles: ['0,0', '0,1', '0,2', '0,3', '1,3', '3,3'] // All tiles fixed except 2,2
},
2: {
- tiles: [['start', 'straightPipeV', null, 'end'], ['cornerPipe', 'cornerPipe', 'straightPipeH', null], [null, 'straightPipeV', null, null], [null, 'cornerPipe', 'straightPipeH', null]],
+ tiles: [[null, 'straightPipeH', 'end', null], [null, 'cornerPipe', 'straightPipeH', null], [null, null, null, null], ['start', 'straightPipeV', null, null]],
rotations: {
- '0,1': 'down',
- '1,0': 'right',
- '1,1': 'left',
- '3,1': 'up'
+ '0,2': 'right',
+ // end
+ '1,1': 'down' // corner
},
- fixedTiles: ['0,0', '0,3'] // Only start and end are fixed
+ fixedTiles: ['3,0', '3,1', '0,2'] // Start, end, and one pipe fixed
},
3: {
- tiles: [['start', null, 'cornerPipe', 'end'], ['straightPipeV', 'straightPipeH', 'cornerPipe', null], [null, 'cornerPipe', 'straightPipeV', 'straightPipeH'], ['cornerPipe', 'straightPipeH', null, null]],
+ tiles: [['start', 'straightPipeV', null, null], [null, 'cornerPipe', 'straightPipeH', 'cornerPipe'], [null, null, null, 'straightPipeV'], [null, null, null, 'end']],
rotations: {
- '0,2': 'left',
- '1,2': 'down',
- '2,1': 'up',
- '3,0': 'right'
+ '1,1': 'left',
+ '1,3': 'down',
+ '2,3': 'up'
},
- fixedTiles: ['0,0', '0,3'] // Only start and end are fixed
+ fixedTiles: ['0,0', '3,3', '0,1'] // Start, end, and one pipe fixed
},
4: {
- tiles: [['start', 'straightPipeV', 'cornerPipe', null], [null, null, 'straightPipeH', 'cornerPipe'], ['straightPipeH', 'cornerPipe', 'straightPipeV', 'end'], [null, 'straightPipeV', 'cornerPipe', null]],
+ tiles: [['start', null, 'cornerPipe', null], ['straightPipeV', 'straightPipeH', 'cornerPipe', null], [null, null, 'straightPipeV', null], [null, null, 'cornerPipe', 'end']],
rotations: {
'0,2': 'left',
- '1,3': 'down',
- '2,1': 'up',
- '2,2': 'right'
+ '1,2': 'down',
+ '2,2': 'up',
+ '3,2': 'right'
},
- fixedTiles: ['0,0', '2,3'] // Only start and end are fixed
+ fixedTiles: ['0,0', '3,3'] // Only start and end are fixed
},
5: {
- tiles: [['start', null, 'cornerPipe', 'straightPipeH'], ['straightPipeV', 'cornerPipe', 'straightPipeV', 'end'], ['cornerPipe', 'straightPipeH', 'cornerPipe', null], [null, null, 'straightPipeV', 'cornerPipe']],
+ tiles: [['start', 'straightPipeV', null, null], ['cornerPipe', 'cornerPipe', 'straightPipeH', 'cornerPipe'], [null, 'straightPipeV', null, 'straightPipeV'], ['cornerPipe', 'cornerPipe', null, 'end']],
rotations: {
- '0,2': 'down',
- '1,1': 'right',
- '2,0': 'up',
- '2,2': 'left',
- '3,3': 'up'
+ '1,0': 'right',
+ '1,1': 'left',
+ '1,3': 'down',
+ '3,0': 'up'
},
- fixedTiles: ['0,0', '1,3'] // Only start and end are fixed
+ fixedTiles: ['0,0', '3,3'] // Only start and end are fixed
}
// Add more levels here
};
self.initPuzzle = function () {
@@ -814,55 +841,20 @@
}
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;
+ if (tile.type === 'end') {
+ createWaterDrops(tile.x, tile.y + 100, game);
+ return;
}
- log("Next positions to flow to from", x, y, ":", nextPositions);
+ var normalizedRotation = tile.normalizeRotation(tile.rotation);
+ var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation);
// 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
+ }, 300);
};
self.reset = function () {
self.selectedTile = null;
if (self.isComplete) {
@@ -919,15 +911,13 @@
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;
@@ -937,70 +927,23 @@
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
+ var normalizedRotation = tile.normalizeRotation(tile.rotation);
+ log("Checking tile:", tile.type, "with normalized rotation:", normalizedRotation, "at position:", x, y);
+ var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation);
+ log("Next positions to check:", nextPositions);
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);
+ var nextPos = nextPositions[i];
+ log("Trying next position:", nextPos);
+ if (self.canReachEnd(nextPos[0], nextPos[1], visited)) {
return true;
}
}
- 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