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Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1891
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Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
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Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
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Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
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Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1888
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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: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var newLevel = {' Line Number: 1886
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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
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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
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in updateCornerPipe also add logs when !isRotatedRight and in function start
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add logs in updateCornerPipe
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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
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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
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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
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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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===================================================================
--- original.js
+++ change.js
@@ -381,10 +381,8 @@
}
// 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);
@@ -402,10 +400,8 @@
}
// 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);
}
@@ -414,9 +410,8 @@
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]);
@@ -829,47 +824,72 @@
/****
* 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
- }
+function _slicedToArray2(r, e) {
+ return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2();
+}
+function _nonIterableRest2() {
+ 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 _unsupportedIterableToArray2(r, a) {
+ if (r) {
+ if ("string" == typeof r) {
+ return _arrayLikeToArray2(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) ? _arrayLikeToArray2(r, a) : void 0;
}
- // 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';
+}
+function _arrayLikeToArray2(r, a) {
+ (null == a || a > r.length) && (a = r.length);
+ for (var e = 0, n = Array(a); e < a; e++) {
+ n[e] = r[e];
}
- // 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 n;
+}
+function _iterableToArrayLimit2(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;
}
- return newLevel;
}
-function isLevelSolvable(level) {
- // Placeholder function to check if a level is solvable
- // Implement actual logic to check solvability
- return true;
+function _arrayWithHoles2(r) {
+ if (Array.isArray(r)) {
+ return r;
+ }
}
-// Initialize puzzleManager before using it
-puzzleManager = new PuzzleManager();
-// 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;
@@ -1361,8 +1381,16 @@
}
}
return false;
};
+ self.generateNewLevel = function () {
+ var existingLevels = Object.values(self.levelConfigs);
+ var newLevel = generateLevel(existingLevels);
+ var levelNumber = Object.keys(self.levelConfigs).length + 1;
+ self.levelConfigs[levelNumber] = newLevel;
+ log("Generated new level:", levelNumber, newLevel);
+ return newLevel;
+ };
return this;
};
/****
* Game Variables
@@ -1464,61 +1492,109 @@
}, 75); // Adjust the interval for desired speed
}
}, 50); // Adjust the interval for desired speed
}
+function generateLevel(existingLevels) {
+ var gridSize = 4;
+ var tiles = Array(gridSize).fill(null).map(function () {
+ return Array(gridSize).fill(null);
+ });
+ var rotations = {};
+ var fixedTiles = [];
+ // Helper function to get valid pipe positions
+ function getValidPositions(x, y, type, rotation) {
+ var positions = [];
+ if (type === 'start') {
+ positions.push([x, y + 1]); // Down
+ } else if (type === 'end') {
+ positions.push([x, y - 1]); // Up
+ } else if (type === 'straightPipeV') {
+ positions.push([x, y - 1], [x, y + 1]); // Up and Down
+ } else if (type === 'straightPipeH') {
+ positions.push([x - 1, y], [x + 1, y]); // Left and Right
+ } else if (type === 'cornerPipe') {
+ if (rotation === 'right') {
+ positions.push([x - 1, y], [x, y + 1]); // Left and Down
+ } else if (rotation === 'left') {
+ positions.push([x + 1, y], [x, y + 1]); // Right and Down
+ }
+ }
+ return positions.filter(function (_ref) {
+ var _ref2 = _slicedToArray2(_ref, 2),
+ px = _ref2[0],
+ py = _ref2[1];
+ return px >= 0 && px < gridSize && py >= 0 && py < gridSize;
+ });
+ }
+ // Place start tile randomly on the top row
+ var startX = Math.floor(Math.random() * gridSize);
+ tiles[0][startX] = 'start';
+ fixedTiles.push("0,".concat(startX));
+ // Place end tile randomly on the bottom row
+ var endX = Math.floor(Math.random() * gridSize);
+ tiles[gridSize - 1][endX] = 'end';
+ rotations["".concat(gridSize - 1, ",").concat(endX)] = 'left';
+ fixedTiles.push("".concat(gridSize - 1, ",").concat(endX));
+ // Generate path between start and end
+ var currentX = startX;
+ var currentY = 0;
+ var path = [[currentX, currentY]];
+ while (currentY < gridSize - 1) {
+ var nextX = currentX;
+ var nextY = currentY + 1;
+ // Add some randomness to path direction
+ if (Math.random() < 0.4 && nextY < gridSize - 1) {
+ if (currentX < endX && currentX < gridSize - 1) {
+ nextX = currentX + 1;
+ } else if (currentX > endX && currentX > 0) {
+ nextX = currentX - 1;
+ }
+ }
+ // Place appropriate pipe type
+ if (nextX === currentX) {
+ tiles[currentY][currentX] = 'straightPipeV';
+ } else {
+ tiles[currentY][currentX] = 'cornerPipe';
+ rotations["".concat(currentY, ",").concat(currentX)] = nextX > currentX ? 'right' : 'left';
+ tiles[nextY][nextX] = 'straightPipeH';
+ }
+ // Fix some tiles randomly to increase difficulty
+ if (Math.random() < 0.3) {
+ fixedTiles.push("".concat(currentY, ",").concat(currentX));
+ }
+ currentX = nextX;
+ currentY = nextY;
+ path.push([currentX, currentY]);
+ }
+ // Add some decoy pipes
+ var decoyCount = Math.min(3, Math.floor(existingLevels.length / 2));
+ for (var i = 0; i < decoyCount; i++) {
+ var x = Math.floor(Math.random() * gridSize);
+ var y = Math.floor(Math.random() * gridSize);
+ if (!tiles[y][x]) {
+ tiles[y][x] = Math.random() < 0.5 ? 'straightPipeH' : 'straightPipeV';
+ }
+ }
+ return {
+ tiles: tiles,
+ rotations: rotations,
+ fixedTiles: fixedTiles
+ };
+}
/****
* 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
+ // Create puzzle manager
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);
+ // Generate additional levels beyond the initial ones
+ var initialLevelCount = Object.keys(puzzleManager.levelConfigs).length;
+ for (var i = initialLevelCount + 1; i <= puzzleManager.maxLevels; i++) {
+ puzzleManager.generateNewLevel();
+ }
+ // Initialize the game state
+ gameState = 'menu';
+ changeGameState('menu');
}
function initMenuState() {
// Show level selection UI
console.log("Entering Menu State");
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