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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
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play fontain sound when fountains is visible
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tween(logo, {...}) does nothing. please fix
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easing: tween.bounceOut doesn't exists so fix that line properly
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in initMenuState, init the logo out of screen, then in handleMenuLoop animate its entrace with a bounce anim and finish the anim at logo.x = 2048 / 2; logo.y = 2732 / 2 - 50;
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in handleMenuLoop use tween plugin to animate logo entrance in a bump anim βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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in initMenuState, move logo in middle layer
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Place it before the logo
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Add backgroundPlaying1 in menu state init too
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Play tileBlocked when player makes invalid move
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Play level when level solved
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Play tile slide when moving tile
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs && puzzleManager.levelConfigs[puzzleManager.currentLevel] && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';' Line Number: 49
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';' Line Number: 49
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increment currentLevel when solved
===================================================================
--- 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
- // Ο/2 = down
- // Ο = left
- // 3Ο/2 = up
+ // 0 = up
+ // Ο/2 = right
+ // Ο = down
+ // 3Ο/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':
- // β
- log("Corner pipe up - checking up and right");
- nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
- break;
- case 'right':
- // β
- log("Corner pipe right - checking right and down");
- nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
- break;
- case 'down':
- // β
- 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':
- // β
- 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':
- // β
- log("Corner pipe up - checking up and right");
- nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
- break;
- case 'right':
- // β
- log("Corner pipe right - checking right and down");
- nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
- break;
- case 'down':
- // β
- 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':
- // β
- 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