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Please fix the bug: 'Uncaught ReferenceError: x is not defined' in or related to this line: 'self.x = x * tileSize + gridBoard.x - gridBoard.width / 2 + tileSize / 2 + boardOffsetX;' Line Number: 510
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'var currentTile = self.grid[y][x];' Line Number: 1511
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'var currentTile = self.grid[y][x];' Line Number: 1508
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Please fix the bug: 'tween is not defined' in or related to this line: 'tween(logo, {' Line Number: 1843 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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===================================================================
--- original.js
+++ change.js
@@ -829,143 +829,8 @@
/****
* 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 _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;
- }
-}
-function _arrayWithHoles2(r) {
- 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;
@@ -1844,92 +1709,98 @@
}
}
// Start the game
initializeGame();
-// Level generator function that creates progressively challenging levels
-function generateNextLevel(existingLevels) {
- // Get the last level configuration as base
- if (!existingLevels || existingLevels.length === 0) {
- throw new Error("No existing levels to base the new level on.");
+/////////
+// Helper function to check if a tile is start or end
+var isStartOrEnd = function isStartOrEnd(tileType) {
+ return tileType === 'start' || tileType === 'end';
+};
+// Helper function to deep clone a level configuration
+var cloneLevelConfig = function cloneLevelConfig(level) {
+ var newTiles = [];
+ var i, j;
+ for (i = 0; i < level.tiles.length; i++) {
+ newTiles[i] = [];
+ for (j = 0; j < level.tiles[i].length; j++) {
+ newTiles[i][j] = level.tiles[i][j];
+ }
}
- var lastLevel = existingLevels && existingLevels.length > 0 ? existingLevels[existingLevels.length - 1] : null;
- if (!lastLevel || !lastLevel.tiles || !lastLevel.rotations || !lastLevel.fixedTiles) {
- throw new Error("No valid last level found to base the new level on.");
+ var newRotations = {};
+ for (var key in level.rotations) {
+ if (level.rotations.hasOwnProperty(key)) {
+ newRotations[key] = level.rotations[key];
+ }
}
- // 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)
+ var newFixedTiles = level.fixedTiles.slice();
+ return {
+ tiles: newTiles,
+ rotations: newRotations,
+ fixedTiles: newFixedTiles
};
- // Find empty spaces in the grid
+};
+// Level generator function
+var generateNextLevel = function generateNextLevel(existingLevels) {
+ var lastLevel = existingLevels[existingLevels.length - 1];
+ var newLevel = cloneLevelConfig(lastLevel);
+ var gridSize = 4;
var emptySpaces = [];
- for (var y = 0; y < 4; y++) {
- for (var x = 0; x < 4; x++) {
+ var x, y, i;
+ // Find empty spaces
+ for (y = 0; y < gridSize; y++) {
+ for (x = 0; x < gridSize; x++) {
if (!newLevel.tiles[y][x] && !isStartOrEnd(newLevel.tiles[y][x])) {
emptySpaces.push([x, y]);
}
}
}
- // Add 1-2 new pipes in empty spaces
+ // Add 1-2 new pipes
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];
+ var pipeTypes = ['straightPipeH', 'straightPipeV', 'cornerPipe'];
+ var spaceIndex, selectedSpace, newPipe;
+ for (i = 0; i < numNewPipes; i++) {
+ spaceIndex = Math.floor(Math.random() * emptySpaces.length);
+ selectedSpace = emptySpaces[spaceIndex];
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
+ // Add new pipe
+ newPipe = pipeTypes[Math.floor(Math.random() * pipeTypes.length)];
+ newLevel.tiles[selectedSpace[1]][selectedSpace[0]] = newPipe;
+ // Add rotation for corner pipes
if (newPipe === 'cornerPipe') {
- newLevel.rotations["".concat(y, ",").concat(x)] = Math.random() < 0.5 ? 'left' : 'right';
+ newLevel.rotations[selectedSpace[1] + ',' + selectedSpace[0]] = Math.random() < 0.5 ? 'left' : 'right';
}
// 70% chance to make it fixed
if (Math.random() < 0.7) {
- newLevel.fixedTiles.push("".concat(y, ",").concat(x));
+ newLevel.fixedTiles.push(selectedSpace[1] + ',' + selectedSpace[0]);
}
}
- // Randomly unfix one previously fixed tile to increase difficulty
+ // Unfix one existing 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]);
+ var coords = pos.split(',');
+ return !isStartOrEnd(newLevel.tiles[coords[0]][coords[1]]);
});
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
-{
+};
+// Test data - existing levels
+var testLevels = [{
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
+console.log("Generated Level:", generateNextLevel(testLevels));
\ 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