Code edit (2 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: _slicedToArray5 is not defined' in or related to this line: '_iterator.f();' Line Number: 1151
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Please fix the bug: 'Uncaught ReferenceError: _createForOfIteratorHelper is not defined' in or related to this line: 'var _iterator = _createForOfIteratorHelper(nextPositions),' Line Number: 1023
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Please fix the bug: 'Uncaught ReferenceError: _slicedToArray2 is not defined' in or related to this line: 'var _toCheck$pop = toCheck.pop(),' Line Number: 996
Code edit (7 edits merged)
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'baseTile')' in or related to this line: 'if (tile.baseTile) {' Line Number: 1439
Code edit (2 edits merged)
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Please fix the bug: 'ReferenceError: WaterDrop is not defined' in or related to this line: 'waterDrop = new WaterDrop();' Line Number: 1263
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught TypeError: pathMap.get is not a function' in or related to this line: '_iterator.f();' Line Number: 1063
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Please fix the bug: 'Uncaught TypeError: pathMap.set is not a function' in or related to this line: 'pathMap.set(key, {' Line Number: 993
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Please fix the bug: 'Uncaught TypeError: Map is not a constructor' in or related to this line: 'var pathMap = new Map(); // Store the path for each visited position' Line Number: 939
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Please fix the bug: 'Uncaught TypeError: Map is not a constructor' in or related to this line: 'var pathMap = new Map(); // Store the path for each visited position' Line Number: 939
Code edit (1 edits merged)
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I fixed the checkWinCondition and the sub functions it uses. Now level win is detected properly from start to end. Analyze then Adapt the startWaterFlow and sub functions accordingly so that the flow works from start to end.
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Please fix the bug: 'Uncaught ReferenceError: currentLevel is not defined' in or related to this line: 'levelText.setText('Level: ' + currentLevel + ' Solved!');' Line Number: 1135
Code edit (3 edits merged)
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Add detailled log in function canAcceptFlowFromDirection(tile, incomingDirection)
Code edit (16 edits merged)
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add detailed logs (using log() ) to getNextPositions function
Code edit (1 edits merged)
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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
Code edit (8 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -352,9 +352,9 @@
x: -65,
y: -65
}
});
- return configs[self.normalizedRotation] || configs[0];
+ return configs[self.normalizeRotation(self.pipeContainer.rotation)] || configs[0];
};
self.updateCornerPipeFirstPhase = function (progress, thirdSize) {
log("Progress in first third:", progress);
var config = self.getCornerPipeConfig();
@@ -1392,33 +1392,38 @@
});
self.initPuzzle();
};
self.checkWinCondition = function () {
- // Find start position
- log("=== Starting Win Condition Check ===");
- log("Grid state:");
- for (var i = 0; i < self.gridSize; i++) {
- var row = [];
- for (var j = 0; j < self.gridSize; j++) {
- var tile = self.grid[i][j];
- row.push(tile ? "".concat(tile.type, "(").concat(tile.rotation, ")") : 'empty');
+ // Find start tile properly
+ var startTile = null;
+ var startX = -1,
+ startY = -1;
+ for (var y = 0; y < self.gridSize; y++) {
+ for (var x = 0; x < self.gridSize; x++) {
+ if (self.grid[y][x] && self.grid[y][x].type === 'start') {
+ startTile = self.grid[y][x];
+ startX = x;
+ startY = y;
+ break;
+ }
}
- log("Row " + i + ":", row.join(' | '));
+ if (startTile) {
+ break;
+ }
}
+ if (!startTile) {
+ log("No start tile found!");
+ return false;
+ }
+ log("Found start tile at:", startX, startY);
var visited = new SimpleSet();
- var startTile = self.grid.find(function (row) {
- return row.find(function (tile) {
- return tile.type === 'start';
- });
- })[0];
- var toCheck = [[startTile.gridX, startTile.gridY, getFlowDirection(startTile)]];
+ var toCheck = [[startX, startY, getFlowDirection(startTile)]];
function getFlowDirection(tile) {
// Returns the direction the water flows out of this tile
- var rotation = tile.normalizedRotation || tile.normalizeRotation(tile.pipeContainer.rotation);
+ var rotation = tile.normalizeRotation(tile.pipeContainer.rotation);
switch (tile.type) {
case 'start':
return rotation;
- // Start tile flows in the direction it points
case 'cornerPipe':
// Corner pipe changes flow direction by 90 degrees
return (rotation + Math.PI / 2) % (2 * Math.PI);
default:
@@ -1428,18 +1433,17 @@
function canAcceptFlowFromDirection(tile, incomingDirection) {
// incomingDirection is the direction the water is coming FROM
// Need to normalize it to match the tile's rotation
var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI);
- var tileRotation = tile.normalizedRotation || tile.normalizeRotation(tile.pipeContainer.rotation);
+ var tileRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
switch (tile.type) {
case 'start':
- // Start tile only outputs, doesn't accept flow
return false;
+ // Start tile only outputs
case 'end':
// End tile only accepts flow from its rotated direction
var angle = (normalizedIncoming - tileRotation + 2 * Math.PI) % (2 * Math.PI);
return angle < 0.1;
- // Only accept flow from the direction it points
case 'straightPipeV':
// Vertical pipe only accepts flow from top (Ï€/2) or bottom (3Ï€/2)
var angle = Math.abs(normalizedIncoming - Math.PI / 2) % (2 * Math.PI);
return angle < 0.1 || Math.abs(angle - Math.PI) < 0.1;
@@ -1448,9 +1452,8 @@
var angle = normalizedIncoming % (2 * Math.PI);
return angle < 0.1 || Math.abs(angle - Math.PI) < 0.1;
case 'cornerPipe':
// Corner pipe accepts flow from two adjacent directions based on rotation
- // It accepts flow from the direction it points and 90 degrees CCW from that
var angle = (normalizedIncoming - tileRotation + 2 * Math.PI) % (2 * Math.PI);
return angle < 0.1 || Math.abs(angle - Math.PI / 2) < 0.1;
default:
return false;
@@ -1468,49 +1471,43 @@
}
visited.add(key);
log("Checking position:", x, y);
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
+ log("Position out of bounds");
continue;
}
- if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
- continue;
- }
- if (y < 0 || y >= self.gridSize || x < 0 || x >= self.gridSize) {
- continue;
- }
- var currentTile = self.grid[y] ? self.grid[y][x] : undefined;
+ var currentTile = self.grid[y][x];
if (!currentTile) {
+ log("No tile at position");
continue;
}
- var normalizedRotation = currentTile.normalizedRotation || currentTile.normalizeRotation(currentTile.pipeContainer.rotation);
+ var normalizedRotation = currentTile.normalizeRotation(currentTile.pipeContainer.rotation);
log("Checking tile:", currentTile.type, "with normalized rotation:", normalizedRotation, "at position:", x, y);
- // Get next positions based on current tile type and rotation
var nextPositions = currentTile.getNextPositions(x, y, currentTile.type, normalizedRotation);
log("Next positions to check:", nextPositions);
for (var i = 0; i < nextPositions.length; i++) {
var _nextPositions$i = _slicedToArray3(nextPositions[i], 2),
nextX = _nextPositions$i[0],
nextY = _nextPositions$i[1];
- log("Trying next position:", nextPositions[i]);
+ log("Trying next position:", nextX, nextY);
if (nextX < 0 || nextX >= self.gridSize || nextY < 0 || nextY >= self.gridSize) {
+ log("Next position out of bounds");
continue;
}
var nextTile = self.grid[nextY][nextX];
if (!nextTile) {
+ log("No tile at next position");
continue;
}
- // Calculate the direction the flow is coming from for the next tile
var incomingDirection = Math.atan2(nextY - y, nextX - x);
- // Check if the next tile can accept flow from this direction
if (!canAcceptFlowFromDirection(nextTile, incomingDirection)) {
log("Tile at", nextX, nextY, "cannot accept flow from direction", incomingDirection);
continue;
}
if (nextTile.type === 'end') {
log("Found path to end!");
return true;
}
- // Calculate the direction of flow out of the next tile
var nextFlowDirection = getFlowDirection(nextTile);
toCheck.push([nextX, nextY, nextFlowDirection]);
}
}
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