User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1891
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
User prompt
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
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1886
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'levelConfigs')' in or related to this line: 'var newLevel = generateNewLevel(Object.values(puzzleManager.levelConfigs));' Line Number: 898
User prompt
Water Pipe Maze Levels Generator Context: I have successfully created levels 1, 2, and 3, and they are functional. Based on these levels, design a level generator function to create new levels with progressively increasing difficulty. Requirements: 1. Input: The function takes an array of existing levels. 2. Output: The function generates a new level that: • Has higher difficulty compared to the existing levels. • Is unique and distinct from any level in the input array. Difficulty Definition: • Difficulty is determined by the number of moves required to solve the maze. Function Behavior: 1. The function should: • Add 1-2 new tiles to the maze. • Modify the type of tiles (e.g., fixed or movable) as needed. 2. Use existing functions to ensure the new level is solvable before returning it. Constraints: • The newly generated level must not duplicate any of the levels in the input array. Deliverable: Write a function that adheres to these requirements and generates new, progressively challenging water pipe maze levels. Call this function after game initalize and log the result in the console
Code edit (1 edits merged)
Please save this source code
User prompt
in updateCornerPipe also add logs when !isRotatedRight and in function start
User prompt
add logs in updateCornerPipe
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'tween is not defined' in or related to this line: 'tween(logo, {' Line Number: 1292 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
in ``` if (tile.water) { tile.water.visible = true; // Set water direction based on pipe type and incoming direction if (tile.type === 'straightPipeH') { if (fromDir === 'right') { tile.water.dir = 'rl'; // right to left } else { tile.water.dir = 'lr'; // left to right } } } ``` add handling of straightPipeV. add if need 'tb' (top -> bottom) and 'bt' (bottom -> top) handling
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '3')' in or related to this line: 'var tile = self.grid[gridX][gridY];' Line Number: 822
User prompt
change log("Already visited."); to log("Already visited...");
Code edit (8 edits merged)
Please save this source code
User prompt
fix self.flowThroughPipe(startX, startY, [], 'down'); to use strat tile direction instead of hard coded 'down'
Code edit (12 edits merged)
Please save this source code
User prompt
in getNextPositions, add an entry for start tile and take into account its normalizedRotation
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -244,8 +244,290 @@
rotation: Math.PI * 0.5,
tint: self.baseTintLight
});
};
+ self.getCornerPipeConfig = function () {
+ // Define the water flow configuration based on normalized rotation
+ var configs = _defineProperty(_defineProperty(_defineProperty(_defineProperty({}, Math.PI / 2, {
+ // right
+ primaryWater: 'waterV',
+ secondaryWater: 'waterH',
+ primaryGrowth: {
+ property: 'height',
+ direction: 1,
+ position: {
+ x: -120,
+ y: -5
+ },
+ rotation: -Math.PI / 2
+ },
+ secondaryGrowth: {
+ property: 'width',
+ direction: 1,
+ position: {
+ x: -5,
+ y: -50
+ },
+ rotation: -Math.PI / 2
+ },
+ cornerPosition: {
+ x: -65,
+ y: -65
+ }
+ }), 0, {
+ // up
+ primaryWater: 'waterH',
+ secondaryWater: 'waterV',
+ primaryGrowth: {
+ property: 'width',
+ direction: -1,
+ position: {
+ x: -5,
+ y: -50
+ },
+ rotation: -Math.PI / 2
+ },
+ secondaryGrowth: {
+ property: 'height',
+ direction: 1,
+ position: {
+ x: -120,
+ y: -5
+ },
+ rotation: -Math.PI / 2
+ },
+ cornerPosition: {
+ x: -65,
+ y: -65
+ }
+ }), Math.PI, {
+ // down
+ primaryWater: 'waterH',
+ secondaryWater: 'waterV',
+ primaryGrowth: {
+ property: 'width',
+ direction: 1,
+ position: {
+ x: -5,
+ y: -50
+ },
+ rotation: -Math.PI / 2
+ },
+ secondaryGrowth: {
+ property: 'height',
+ direction: -1,
+ position: {
+ x: -120,
+ y: -5
+ },
+ rotation: -Math.PI / 2
+ },
+ cornerPosition: {
+ x: -65,
+ y: -65
+ }
+ }), Math.PI * 1.5, {
+ // left
+ primaryWater: 'waterV',
+ secondaryWater: 'waterH',
+ primaryGrowth: {
+ property: 'height',
+ direction: -1,
+ position: {
+ x: -120,
+ y: -5
+ },
+ rotation: -Math.PI / 2
+ },
+ secondaryGrowth: {
+ property: 'width',
+ direction: -1,
+ position: {
+ x: -5,
+ y: -50
+ },
+ rotation: -Math.PI / 2
+ },
+ cornerPosition: {
+ x: -65,
+ y: -65
+ }
+ });
+ return configs[self.normalizedRotation] || configs[0];
+ };
+ self.updateCornerPipeFirstPhase = function (progress, thirdSize) {
+ log("Progress in first third:", progress);
+ var config = self.getCornerPipeConfig();
+ var primary = self[config.primaryWater];
+ if (primary) {
+ primary.visible = true;
+ primary[config.primaryGrowth.property] = progress * config.primaryGrowth.direction;
+ primary.x = config.primaryGrowth.position.x;
+ primary.y = config.primaryGrowth.position.y;
+ primary.rotation = config.primaryGrowth.rotation;
+ if (config.primaryGrowth.direction < 0) {
+ primary['scale' + (config.primaryGrowth.property === 'width' ? 'X' : 'Y')] = -1;
+ }
+ log("Primary water set to:", primary[config.primaryGrowth.property]);
+ }
+ };
+ self.updateCornerPipeSecondPhase = function (progress, thirdSize) {
+ log("Progress in second third:", progress);
+ var config = self.getCornerPipeConfig();
+ var primary = self[config.primaryWater];
+ // Keep primary at max
+ if (primary) {
+ primary[config.primaryGrowth.property] = thirdSize * config.primaryGrowth.direction;
+ log("Primary water at max:", primary[config.primaryGrowth.property]);
+ }
+ // Update corner water
+ if (self.waterCorner) {
+ self.waterCorner.visible = true;
+ self.waterCorner.x = config.cornerPosition.x;
+ self.waterCorner.y = config.cornerPosition.y;
+ self.waterCorner.alpha = Math.min(Math.max(0, ((progress - thirdSize) / thirdSize - 0.5) * 2, 0), 1);
+ var rotationProgress = (progress - thirdSize) / thirdSize;
+ self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2;
+ log("WaterCorner visible with alpha:", self.waterCorner.alpha, "and rotation:", self.waterCorner.rotation);
+ }
+ };
+ self.updateCornerPipeThirdPhase = function (progress, thirdSize, sidesSize) {
+ log("Progress in final third:", progress);
+ var config = self.getCornerPipeConfig();
+ var primary = self[config.primaryWater];
+ var secondary = self[config.secondaryWater];
+ // Keep primary at max
+ if (primary) {
+ primary[config.primaryGrowth.property] = thirdSize * config.primaryGrowth.direction;
+ log("Primary water at max:", primary[config.primaryGrowth.property]);
+ }
+ // Set corner to final state
+ if (self.waterCorner) {
+ self.waterCorner.visible = true;
+ self.waterCorner.x = config.cornerPosition.x;
+ self.waterCorner.y = config.cornerPosition.y;
+ self.waterCorner.alpha = 1;
+ self.waterCorner.rotation = -Math.PI;
+ log("WaterCorner fully visible with rotation:", self.waterCorner.rotation);
+ }
+ // Grow secondary pipe
+ if (secondary) {
+ secondary.visible = true;
+ secondary[config.secondaryGrowth.property] = Math.min(progress - thirdSize * 2, sidesSize) * config.secondaryGrowth.direction;
+ secondary.x = config.secondaryGrowth.position.x;
+ secondary.y = config.secondaryGrowth.position.y;
+ secondary.rotation = config.secondaryGrowth.rotation;
+ if (config.secondaryGrowth.direction < 0) {
+ secondary['scale' + (config.secondaryGrowth.property === 'width' ? 'X' : 'Y')] = -1;
+ }
+ log("Secondary water visible with size:", secondary[config.secondaryGrowth.property]);
+ }
+ };
+ self.updateEndTile = function () {
+ if (self.fountain) {
+ 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();
+ }
+ } 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();
+ }
+ }
+ }
+ };
+ self.updateRegularPipe = function () {
+ if (self.water) {
+ var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
+ if (heightValue < self.maxWaterSize) {
+ self.water.visible = true;
+ if (self.water.dir === 'lr') {
+ self.water.width = heightValue;
+ self.water.x = -130;
+ self.water.scaleX = 1;
+ } else if (self.water.dir === 'rl') {
+ self.water.width = heightValue;
+ self.water.x = 130;
+ self.water.scaleX = -1;
+ } else if (self.water.dir === 'tb') {
+ self.water.height = heightValue;
+ self.water.y = -130;
+ self.water.scaleY = 1;
+ } else if (self.water.dir === 'bt') {
+ self.water.height = heightValue;
+ self.water.y = 130;
+ self.water.scaleY = -1;
+ } else {
+ self.water.height = heightValue;
+ }
+ } else {
+ self.flow = false;
+ }
+ }
+ };
+ self.updateEndTileAnimation = function () {
+ if (self.type === 'end' && self.fountain && self.fountain.visible) {
+ self.fountain.rotation += 0.1;
+ var sizeVariation = 30 * Math.sin(LK.ticks * 0.1);
+ self.fountain.width = 250 + sizeVariation;
+ self.fountain.height = 250 + sizeVariation;
+ }
+ };
+ self.updateCornerPipe = function () {
+ var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
+ var thirdSize = self.maxWaterSize / 3 - 10;
+ var sidesSize = self.maxWaterSize / 3;
+ if (progress < thirdSize) {
+ self.updateCornerPipeFirstPhase(progress, thirdSize);
+ } else if (progress < thirdSize * 2) {
+ self.updateCornerPipeSecondPhase(progress, thirdSize);
+ } else {
+ self.updateCornerPipeThirdPhase(progress, thirdSize, sidesSize);
+ }
+ if (progress >= self.maxWaterSize) {
+ self.flow = false;
+ }
+ };
+ 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;
+ }
+ }
+ switch (self.type) {
+ case 'start':
+ self.updateStartTile();
+ break;
+ case 'cornerPipe':
+ self.updateCornerPipe();
+ break;
+ case 'end':
+ self.updateEndTile();
+ break;
+ default:
+ self.updateRegularPipe();
+ break;
+ }
+ }
+ self.updateEndTileAnimation();
+ };
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') {
@@ -443,31 +725,30 @@
if (rotationValue >= Math.PI * 3) {
self.flow = false;
}
};
- self.updateCornerPipeFirstPhase = function (progress, thirdSize, isRotatedRight) {
+ self.updateCornerPipeFirstPhase = function (progress, thirdSize) {
log("Progress in first third:", progress);
- if (isRotatedRight) {
- if (self.waterV) {
- self.waterV.height = progress;
- log("WaterV height set to:", self.waterV.height);
+ var config = self.getCornerPipeConfig();
+ var primary = self[config.primaryWater];
+ if (primary) {
+ primary[config.primaryGrowth.property] = progress * config.primaryGrowth.direction;
+ primary.x = config.primaryGrowth.position.x;
+ primary.y = config.primaryGrowth.position.y;
+ if (config.primaryGrowth.direction < 0) {
+ primary['scale' + (config.primaryGrowth.property === 'width' ? 'X' : 'Y')] = -1;
}
- } else {
- if (self.waterH) {
- self.waterH.width = progress;
- log("WaterH width set to:", self.waterH.width);
- }
+ log("Primary water set to:", primary[config.primaryGrowth.property]);
}
};
- self.updateCornerPipeSecondPhase = function (progress, thirdSize, isRotatedRight) {
+ self.updateCornerPipeSecondPhase = function (progress, thirdSize) {
log("Progress in second third:", progress);
- // Set primary pipe to max
- if (isRotatedRight && self.waterV) {
- self.waterV.height = thirdSize;
- log("WaterV height set to max thirdSize:", self.waterV.height);
- } else if (!isRotatedRight && self.waterH) {
- self.waterH.width = thirdSize;
- log("WaterH width set to max thirdSize:", self.waterH.width);
+ var config = self.getCornerPipeConfig();
+ var primary = self[config.primaryWater];
+ // Keep primary at max
+ if (primary) {
+ primary[config.primaryGrowth.property] = thirdSize * config.primaryGrowth.direction;
+ log("Primary water at max:", primary[config.primaryGrowth.property]);
}
// Update corner water
if (self.waterCorner) {
self.waterCorner.visible = true;
@@ -476,17 +757,17 @@
self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2;
log("WaterCorner visible with alpha:", self.waterCorner.alpha, "and rotation:", self.waterCorner.rotation);
}
};
- self.updateCornerPipeThirdPhase = function (progress, thirdSize, sidesSize, isRotatedRight) {
+ self.updateCornerPipeThirdPhase = function (progress, thirdSize, sidesSize) {
log("Progress in final third:", progress);
- // Keep primary pipe at max
- if (isRotatedRight && self.waterV) {
- self.waterV.height = thirdSize;
- log("WaterV height set to max thirdSize:", self.waterV.height);
- } else if (!isRotatedRight && self.waterH) {
- self.waterH.width = thirdSize;
- log("WaterH width set to max thirdSize:", self.waterH.width);
+ var config = self.getCornerPipeConfig();
+ var primary = self[config.primaryWater];
+ var secondary = self[config.secondaryWater];
+ // Keep primary at max
+ if (primary) {
+ primary[config.primaryGrowth.property] = thirdSize * config.primaryGrowth.direction;
+ log("Primary water at max:", primary[config.primaryGrowth.property]);
}
// Set corner to final state
if (self.waterCorner) {
self.waterCorner.visible = true;
@@ -494,125 +775,19 @@
self.waterCorner.rotation = -Math.PI;
log("WaterCorner fully visible with rotation:", self.waterCorner.rotation);
}
// Grow secondary pipe
- if (isRotatedRight && self.waterH) {
- self.waterH.visible = true;
- self.waterH.width = Math.min(progress - thirdSize * 2, sidesSize);
- log("WaterH visible with width:", self.waterH.width);
- } else if (!isRotatedRight && self.waterV) {
- self.waterV.visible = true;
- self.waterV.height = Math.min(progress - thirdSize * 2, sidesSize);
- log("WaterV visible with height:", self.waterV.height);
- }
- };
- self.updateCornerPipe = function () {
- var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
- var thirdSize = self.maxWaterSize / 3 - 10;
- var sidesSize = self.maxWaterSize / 3;
- var isRotatedRight = self.normalizedRotation === Math.PI / 2;
- log("Not rotated right, progress:", progress);
- if (progress < thirdSize) {
- self.updateCornerPipeFirstPhase(progress, thirdSize, isRotatedRight);
- } else if (progress < thirdSize * 2) {
- self.updateCornerPipeSecondPhase(progress, thirdSize, isRotatedRight);
- } else {
- self.updateCornerPipeThirdPhase(progress, thirdSize, sidesSize, isRotatedRight);
- }
- if (progress >= self.maxWaterSize) {
- self.flow = false;
- }
- };
- self.updateEndTile = function () {
- if (self.fountain) {
- 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();
- }
- } 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();
- }
+ if (secondary) {
+ secondary.visible = true;
+ secondary[config.secondaryGrowth.property] = Math.min(progress - thirdSize * 2, sidesSize) * config.secondaryGrowth.direction;
+ secondary.x = config.secondaryGrowth.position.x;
+ secondary.y = config.secondaryGrowth.position.y;
+ if (config.secondaryGrowth.direction < 0) {
+ secondary['scale' + (config.secondaryGrowth.property === 'width' ? 'X' : 'Y')] = -1;
}
+ log("Secondary water visible with size:", secondary[config.secondaryGrowth.property]);
}
};
- self.updateRegularPipe = function () {
- if (self.water) {
- var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
- if (heightValue < self.maxWaterSize) {
- self.water.visible = true;
- if (self.water.dir === 'lr') {
- self.water.width = heightValue;
- self.water.x = -130;
- self.water.scaleX = 1;
- } else if (self.water.dir === 'rl') {
- self.water.width = heightValue;
- self.water.x = 130;
- self.water.scaleX = -1;
- } else if (self.water.dir === 'tb') {
- self.water.height = heightValue;
- self.water.y = -130;
- self.water.scaleY = 1;
- } else if (self.water.dir === 'bt') {
- self.water.height = heightValue;
- self.water.y = 130;
- self.water.scaleY = -1;
- } else {
- self.water.height = heightValue;
- }
- } else {
- self.flow = false;
- }
- }
- };
- self.updateEndTileAnimation = function () {
- if (self.type === 'end' && self.fountain && self.fountain.visible) {
- self.fountain.rotation += 0.1;
- var sizeVariation = 30 * Math.sin(LK.ticks * 0.1);
- self.fountain.width = 250 + sizeVariation;
- self.fountain.height = 250 + sizeVariation;
- }
- };
- 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;
- }
- }
- switch (self.type) {
- case 'start':
- self.updateStartTile();
- break;
- case 'cornerPipe':
- self.updateCornerPipe();
- break;
- case 'end':
- self.updateEndTile();
- break;
- default:
- self.updateRegularPipe();
- break;
- }
- }
- self.updateEndTileAnimation();
- };
self.setType(self.type);
return self;
});
var WaterDrop = Container.expand(function () {
@@ -654,8 +829,79 @@
/****
* Game Code
****/
+function generateNewLevel(existingLevels) {
+ // Clone the last level to use as a base for the new level
+ var newLevel = JSON.parse(JSON.stringify(existingLevels[existingLevels.length - 1]));
+ // Increase the grid size by adding 1-2 new tiles
+ newLevel.tiles.push(new Array(newLevel.gridSize).fill(null));
+ newLevel.gridSize += 1;
+ // Randomly modify some tiles to increase difficulty
+ for (var i = 0; i < newLevel.gridSize; i++) {
+ for (var j = 0; j < newLevel.gridSize; j++) {
+ if (Math.random() < 0.1) {
+ // 10% chance to change a tile
+ newLevel.tiles[i][j] = 'cornerPipe'; // Example change
+ }
+ }
+ }
+ // Ensure the new level is solvable
+ while (!isLevelSolvable(newLevel)) {
+ // Modify the level until it becomes solvable
+ // This is a placeholder logic, replace with actual solvability check and modification
+ newLevel.tiles[Math.floor(Math.random() * newLevel.gridSize)][Math.floor(Math.random() * newLevel.gridSize)] = 'straightPipeH';
+ }
+ // Ensure the new level is unique
+ if (existingLevels.some(function (level) {
+ return JSON.stringify(level) === JSON.stringify(newLevel);
+ })) {
+ return generateNewLevel(existingLevels); // Recursively generate a new level if not unique
+ }
+ return newLevel;
+}
+function isLevelSolvable(level) {
+ // Placeholder function to check if a level is solvable
+ // Implement actual logic to check solvability
+ return true;
+}
+// Call the function after game initialization and log the result
+var newLevel = generateNewLevel(Object.values(puzzleManager.levelConfigs));
+console.log("Generated New Level:", newLevel);
+function _typeof(o) {
+ "@babel/helpers - typeof";
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof(o);
+}
+function _defineProperty(e, r, t) {
+ return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
+ value: t,
+ enumerable: !0,
+ configurable: !0,
+ writable: !0
+ }) : e[r] = t, e;
+}
+function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == _typeof(i) ? i : i + "";
+}
+function _toPrimitive(t, r) {
+ if ("object" != _typeof(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
function _slicedToArray(r, e) {
return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
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