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===================================================================
--- original.js
+++ change.js
@@ -414,9 +414,8 @@
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]);
@@ -822,15 +821,103 @@
/****
* Initialize Game
****/
+/****
+* Global level configurations
+****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
+/****
+* Global level configurations
+****/
+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,
+ 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;
+ }
+}
+var levelConfigs = {
+ 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']
+ },
+ 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']
+ }
+};
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -949,42 +1036,9 @@
self.selectedTile = null;
self.waterFlowing = false;
self.isComplete = false;
// Level configurations
- self.levelConfigs = {
- 1: {
- tiles: [['start', 'straightPipeV', 'straightPipeV', 'cornerPipe'], [null, null, null, 'straightPipeH'], [null, null, 'straightPipeH', null], [null, null, null, 'end']],
- rotations: {
- '0,3': 'right',
- // corner
- '3,3': 'left' // end
- },
- fixedTiles: ['0,0', '0,1', '0,2', '0,3', '1,3', '3,3'] // All tiles fixed except 2,2
- },
- 2: {
- tiles: [[null, 'straightPipeH', 'end', null], [null, 'cornerPipe', 'straightPipeH', null], [null, null, null, null], ['start', 'straightPipeV', null, null]],
- rotations: {
- '0,2': 'right',
- // end
- '1,1': 'left' // corner
- },
- fixedTiles: ['3,0', '3,1', '0,2', '1,2'] // Start, end, and 2 pipes fixed
- },
- 3: {
- tiles: [['cornerPipe', null, null, 'straightPipeV'], ['cornerPipe', 'end', null, 'straightPipeH'], [null, null, null, null], [null, null, 'straightPipeV', 'start']],
- rotations: {
- '0,0': 'down',
- // corner 1
- '1,0': 'up',
- // corner 2
- '1,1': 'up',
- // end
- '3,3': 'up' // start
- },
- fixedTiles: ['1,0', '1,1', '3,2', '3,3'] // Start, end, and 2 pipe fixed
- }
- // Add more levels here
- };
+ self.levelConfigs = levelConfigs;
self.initPuzzle = function () {
log("Initializing puzzle for level", self.currentLevel);
// Clear existing grid
self.grid = [];
@@ -1362,9 +1416,247 @@
var waterDrops = [];
var waterDropInterval;
var logo;
var puzzleManager;
+// Initialize the game
+initializeGame();
/****
+* Level Generator and Converter Code
+****/
+// Convert ASCII art to level configuration with automatic rotations
+var stringToLevel = function stringToLevel(levelString) {
+ var lines = levelString.trim().split('\n').map(function (line) {
+ return line.trim();
+ });
+ var gridSize = 4;
+ var tiles = [];
+ var rotations = {};
+ var fixedTiles = [];
+ var startPos = null;
+ var endPos = null;
+ var cornerPipes = [];
+ // Initialize tiles array
+ for (var i = 0; i < gridSize; i++) {
+ tiles[i] = [];
+ for (var j = 0; j < gridSize; j++) {
+ tiles[i][j] = null;
+ }
+ }
+ // First pass: Place all tiles except rotations
+ for (var y = 0; y < lines.length && y < gridSize; y++) {
+ var chars = lines[y].split('');
+ for (var x = 0; x < chars.length && x < gridSize; x++) {
+ var _char = chars[x];
+ switch (_char) {
+ case 'S':
+ tiles[y][x] = 'start';
+ fixedTiles.push(y + ',' + x);
+ startPos = [y, x];
+ break;
+ case 'E':
+ tiles[y][x] = 'end';
+ fixedTiles.push(y + ',' + x);
+ endPos = [y, x];
+ break;
+ case '|':
+ tiles[y][x] = 'straightPipeV';
+ break;
+ case '-':
+ tiles[y][x] = 'straightPipeH';
+ break;
+ case 'C':
+ tiles[y][x] = 'cornerPipe';
+ cornerPipes.push([y, x]);
+ break;
+ case 'F':
+ // Fixed straight pipe vertical
+ tiles[y][x] = 'straightPipeV';
+ fixedTiles.push(y + ',' + x);
+ break;
+ case '=':
+ // Fixed straight pipe horizontal
+ tiles[y][x] = 'straightPipeH';
+ fixedTiles.push(y + ',' + x);
+ break;
+ case '.':
+ case ' ':
+ tiles[y][x] = null;
+ break;
+ }
+ }
+ }
+ // Helper function to check if a path exists from start to end
+ function isValidPath(config) {
+ var visited = [];
+ var startRotation = config.rotations[startPos[0] + ',' + startPos[1]] || 'down';
+ function canReachEnd(x, y, fromDir) {
+ if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) {
+ return false;
+ }
+ var key = x + ',' + y;
+ if (visited.includes(key)) {
+ return false;
+ }
+ visited.push(key);
+ var tile = config.tiles[x][y];
+ if (!tile) {
+ return false;
+ }
+ if (tile === 'end') {
+ return true;
+ }
+ var rotation = config.rotations[key] || 'down';
+ var nextPositions = [];
+ switch (tile) {
+ case 'start':
+ switch (rotation) {
+ case 'down':
+ nextPositions.push([x, y + 1]);
+ break;
+ case 'up':
+ nextPositions.push([x, y - 1]);
+ break;
+ case 'left':
+ nextPositions.push([x - 1, y]);
+ break;
+ case 'right':
+ nextPositions.push([x + 1, y]);
+ break;
+ }
+ break;
+ case 'straightPipeV':
+ nextPositions.push([x, y - 1], [x, y + 1]);
+ break;
+ case 'straightPipeH':
+ nextPositions.push([x - 1, y], [x + 1, y]);
+ break;
+ case 'cornerPipe':
+ switch (rotation) {
+ case 'up':
+ nextPositions.push([x - 1, y], [x, y + 1]);
+ break;
+ case 'right':
+ nextPositions.push([x + 1, y], [x, y + 1]);
+ break;
+ case 'down':
+ nextPositions.push([x + 1, y], [x, y - 1]);
+ break;
+ case 'left':
+ nextPositions.push([x - 1, y], [x, y - 1]);
+ break;
+ }
+ break;
+ }
+ for (var i = 0; i < nextPositions.length; i++) {
+ if (canReachEnd(nextPositions[i][0], nextPositions[i][1])) {
+ return true;
+ }
+ }
+ return false;
+ }
+ return canReachEnd(startPos[0], startPos[1]);
+ }
+ // Try all possible rotations
+ var possibleRotations = ['up', 'right', 'down', 'left'];
+ var validConfig = null;
+ function tryRotations(currentConfig, index) {
+ if (index >= cornerPipes.length + 2) {
+ // +2 for start and end tiles
+ if (isValidPath(currentConfig)) {
+ validConfig = JSON.parse(JSON.stringify(currentConfig));
+ return true;
+ }
+ return false;
+ }
+ var pos;
+ var isStartOrEnd = index < 2;
+ if (isStartOrEnd) {
+ pos = index === 0 ? startPos : endPos;
+ } else {
+ pos = cornerPipes[index - 2];
+ }
+ for (var i = 0; i < possibleRotations.length; i++) {
+ var rotation = possibleRotations[i];
+ var key = pos[0] + ',' + pos[1];
+ currentConfig.rotations[key] = rotation;
+ if (tryRotations(currentConfig, index + 1)) {
+ return true;
+ }
+ }
+ return false;
+ }
+ var baseConfig = {
+ tiles: tiles,
+ rotations: {},
+ fixedTiles: fixedTiles
+ };
+ tryRotations(baseConfig, 0);
+ return validConfig || baseConfig;
+};
+// Convert level configuration to ASCII art
+var levelToString = function levelToString(level) {
+ var result = '';
+ for (var y = 0; y < level.tiles.length; y++) {
+ for (var x = 0; x < level.tiles[y].length; x++) {
+ var tile = level.tiles[y][x];
+ var isFixed = level.fixedTiles.includes(y + ',' + x);
+ if (!tile) {
+ result += '.';
+ } else {
+ switch (tile) {
+ case 'start':
+ result += 'S';
+ break;
+ case 'end':
+ result += 'E';
+ break;
+ case 'straightPipeV':
+ result += isFixed ? 'F' : '|';
+ break;
+ case 'straightPipeH':
+ result += isFixed ? '=' : '-';
+ break;
+ case 'cornerPipe':
+ result += 'C';
+ break;
+ }
+ }
+ }
+ result += '\n';
+ }
+ return result;
+};
+// Generate next level using string-based representation
+var generateNextLevel = function generateNextLevel(existingLevels) {
+ var lastLevel = existingLevels[existingLevels.length - 1];
+ var levelStr = levelToString(lastLevel);
+ // For now, just add some random pipes to empty spaces
+ var lines = levelStr.split('\n');
+ var emptySpaces = [];
+ // Find empty spaces
+ for (var y = 0; y < lines.length; y++) {
+ for (var x = 0; x < lines[y].length; x++) {
+ if (lines[y][x] === '.') {
+ emptySpaces.push([x, y]);
+ }
+ }
+ }
+ // Add 1-2 new pipes
+ var numNewPipes = Math.min(1 + Math.floor(Math.random() * 2), emptySpaces.length);
+ var pipeTypes = ['|', '-', 'C'];
+ 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 new pipe
+ var newPipe = pipeTypes[Math.floor(Math.random() * pipeTypes.length)];
+ lines[y] = lines[y].substring(0, x) + newPipe + lines[y].substring(x + 1);
+ }
+ return stringToLevel(lines.join('\n'));
+};
+/****
* Helper Functions
****/
function createWaterDrops(x, y, game) {
for (var i = 0; i < 30; i++) {
@@ -1707,100 +1999,20 @@
waterDrops[i].update();
}
}
}
-// Start the game
-initializeGame();
-/////////
-// 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 newRotations = {};
- for (var key in level.rotations) {
- if (level.rotations.hasOwnProperty(key)) {
- newRotations[key] = level.rotations[key];
- }
- }
- var newFixedTiles = level.fixedTiles.slice();
- return {
- tiles: newTiles,
- rotations: newRotations,
- fixedTiles: newFixedTiles
- };
-};
-// Level generator function
-var generateNextLevel = function generateNextLevel(existingLevels) {
- var lastLevel = existingLevels[existingLevels.length - 1];
- var newLevel = cloneLevelConfig(lastLevel);
- var gridSize = 4;
- var emptySpaces = [];
- 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
- var numNewPipes = Math.min(1 + Math.floor(Math.random() * 2), emptySpaces.length);
- 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 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[selectedSpace[1] + ',' + selectedSpace[0]] = Math.random() < 0.5 ? 'left' : 'right';
- }
- // 70% chance to make it fixed
- if (Math.random() < 0.7) {
- newLevel.fixedTiles.push(selectedSpace[1] + ',' + selectedSpace[0]);
- }
- }
- // Unfix one existing tile to increase difficulty
- var removableFixed = newLevel.fixedTiles.filter(function (pos) {
- 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;
-};
-// 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']
-}, {
- 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(testLevels));
\ No newline at end of file
+// Test the level converter
+var testAsciiLevel = "\nS-C.\n.|..\n.C-E\n....\n";
+console.log("Testing ASCII to Level conversion:");
+var convertedLevel = stringToLevel(testAsciiLevel);
+if (typeof JSON !== 'undefined' && JSON.stringify) {
+ console.log("Converted Level:", JSON.stringify(convertedLevel, null, 2));
+} else {
+ console.log("JSON.stringify is not available.");
+}
+console.log("\nTesting Level to ASCII conversion:");
+var backToAscii = levelToString(convertedLevel);
+console.log("Back to ASCII:\n" + backToAscii);
+// Test generating a new level
+console.log("\nTesting level generation:");
+var generatedLevel = generateNextLevel([convertedLevel]);
+console.log("Generated Level ASCII:\n" + levelToString(generatedLevel));
\ 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