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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
Code edit (4 edits merged)
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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
Code edit (1 edits merged)
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in updateCornerPipe also add logs when !isRotatedRight and in function start
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add logs in updateCornerPipe
Code edit (3 edits merged)
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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
Code edit (1 edits merged)
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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...");
Code edit (8 edits merged)
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fix self.flowThroughPipe(startX, startY, [], 'down'); to use strat tile direction instead of hard coded 'down'
Code edit (12 edits merged)
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in getNextPositions, add an entry for start tile and take into account its normalizedRotation
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Code edit (2 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -381,8 +381,10 @@
}
// 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);
@@ -400,8 +402,10 @@
}
// 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);
}
@@ -410,8 +414,9 @@
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]);
@@ -824,30 +829,22 @@
/****
* Game Code
****/
+function _typeof2(o) {
+ "@babel/helpers - typeof";
+ return _typeof2 = "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;
+ }, _typeof2(o);
+}
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$/.test(t) ? _arrayLikeToArray2(r, a) : void 0;
- }
-}
-function _arrayLikeToArray2(r, a) {
- (null == a || a > r.length) && (a = r.length);
- for (var e = 0, n = Array(a); e < a; e++) {
- n[e] = r[e];
- }
- return n;
-}
function _iterableToArrayLimit2(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
@@ -888,8 +885,87 @@
if (Array.isArray(r)) {
return r;
}
}
+function _toConsumableArray(r) {
+ return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray2(r) || _nonIterableSpread();
+}
+function _nonIterableSpread() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+}
+function _unsupportedIterableToArray2(r, a) {
+ if (r) {
+ if ("string" == typeof r) {
+ return _arrayLikeToArray2(r, a);
+ }
+ var t = {}.toString.call(r).slice(8, -1);
+ return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0;
+ }
+}
+function _iterableToArray(r) {
+ if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
+ return Array.from(r);
+ }
+}
+function _arrayWithoutHoles(r) {
+ if (Array.isArray(r)) {
+ return _arrayLikeToArray2(r);
+ }
+}
+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];
+ }
+ return n;
+}
+function ownKeys(e, r) {
+ var t = Object.keys(e);
+ if (Object.getOwnPropertySymbols) {
+ var o = Object.getOwnPropertySymbols(e);
+ r && (o = o.filter(function (r) {
+ return Object.getOwnPropertyDescriptor(e, r).enumerable;
+ })), t.push.apply(t, o);
+ }
+ return t;
+}
+function _objectSpread(e) {
+ for (var r = 1; r < arguments.length; r++) {
+ var t = null != arguments[r] ? arguments[r] : {};
+ r % 2 ? ownKeys(Object(t), !0).forEach(function (r) {
+ _defineProperty2(e, r, t[r]);
+ }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
+ Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
+ });
+ }
+ return e;
+}
+function _defineProperty2(e, r, t) {
+ return (r = _toPropertyKey2(r)) in e ? Object.defineProperty(e, r, {
+ value: t,
+ enumerable: !0,
+ configurable: !0,
+ writable: !0
+ }) : e[r] = t, e;
+}
+function _toPropertyKey2(t) {
+ var i = _toPrimitive2(t, "string");
+ return "symbol" == _typeof2(i) ? i : i + "";
+}
+function _toPrimitive2(t, r) {
+ if ("object" != _typeof2(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof2(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -1381,16 +1457,8 @@
}
}
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
@@ -1492,109 +1560,61 @@
}, 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() {
- // Create puzzle manager
+ // 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();
- // 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');
+ // 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");
@@ -1823,5 +1843,91 @@
}
}
}
// Start the game
-initializeGame();
\ No newline at end of file
+initializeGame();
+//
+// Level generator function that creates progressively challenging levels
+function generateNextLevel(existingLevels) {
+ // Get the last level configuration as base
+ var lastLevel = existingLevels[existingLevels.length - 1];
+ if (!lastLevel) {
+ throw new Error("No existing levels to base the new level on.");
+ }
+ // Deep clone the last level to avoid modifying it
+ var newLevel = {
+ tiles: JSON.parse(JSON.stringify(lastLevel.tiles)),
+ rotations: _objectSpread({}, lastLevel.rotations),
+ fixedTiles: _toConsumableArray(lastLevel.fixedTiles)
+ };
+ // Find empty spaces in the grid
+ var emptySpaces = [];
+ for (var y = 0; y < 4; y++) {
+ for (var x = 0; x < 4; x++) {
+ if (!newLevel.tiles[y][x] && !isStartOrEnd(newLevel.tiles[y][x])) {
+ emptySpaces.push([x, y]);
+ }
+ }
+ }
+ // Add 1-2 new pipes in empty spaces
+ var numNewPipes = Math.min(1 + Math.floor(Math.random() * 2), emptySpaces.length);
+ for (var i = 0; i < numNewPipes; i++) {
+ var spaceIndex = Math.floor(Math.random() * emptySpaces.length);
+ var _emptySpaces$spaceInd = _slicedToArray2(emptySpaces[spaceIndex], 2),
+ x = _emptySpaces$spaceInd[0],
+ y = _emptySpaces$spaceInd[1];
+ emptySpaces.splice(spaceIndex, 1);
+ // Add either straightPipeH, straightPipeV, or cornerPipe
+ var pipeTypes = ['straightPipeH', 'straightPipeV', 'cornerPipe'];
+ var newPipe = pipeTypes[Math.floor(Math.random() * pipeTypes.length)];
+ newLevel.tiles[y][x] = newPipe;
+ // If it's a corner pipe, add rotation
+ if (newPipe === 'cornerPipe') {
+ newLevel.rotations["".concat(y, ",").concat(x)] = Math.random() < 0.5 ? 'left' : 'right';
+ }
+ // 70% chance to make it fixed
+ if (Math.random() < 0.7) {
+ newLevel.fixedTiles.push("".concat(y, ",").concat(x));
+ }
+ }
+ // Randomly unfix one previously fixed tile to increase difficulty
+ var removableFixed = newLevel.fixedTiles.filter(function (pos) {
+ var _pos$split$map2 = pos.split(',').map(Number),
+ _pos$split$map3 = _slicedToArray2(_pos$split$map2, 2),
+ y = _pos$split$map3[0],
+ x = _pos$split$map3[1];
+ return !isStartOrEnd(newLevel.tiles[y][x]);
+ });
+ if (removableFixed.length > 0) {
+ var indexToRemove = Math.floor(Math.random() * removableFixed.length);
+ newLevel.fixedTiles = newLevel.fixedTiles.filter(function (pos) {
+ return pos !== removableFixed[indexToRemove];
+ });
+ }
+ return newLevel;
+}
+// Helper function to check if a tile is start or end
+function isStartOrEnd(tileType) {
+ return tileType === 'start' || tileType === 'end';
+}
+// Get existing levels from the PuzzleManager
+var existingLevels = [
+// Level 1
+{
+ tiles: [['start', 'straightPipeV', 'straightPipeV', 'cornerPipe'], [null, null, null, 'straightPipeH'], [null, null, 'straightPipeH', null], [null, null, null, 'end']],
+ rotations: {
+ '0,3': 'right',
+ '3,3': 'left'
+ },
+ fixedTiles: ['0,0', '0,1', '0,2', '0,3', '1,3', '3,3']
+},
+// Level 2
+{
+ tiles: [[null, 'straightPipeH', 'end', null], [null, 'cornerPipe', 'straightPipeH', null], [null, null, null, null], ['start', 'straightPipeV', null, null]],
+ rotations: {
+ '0,2': 'right',
+ '1,1': 'left'
+ },
+ fixedTiles: ['3,0', '3,1', '0,2', '1,2']
+}];
+// Generate and log a new level
+console.log("Generated Level:", generateNextLevel(existingLevels));
\ No newline at end of file
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