Code edit (3 edits merged)
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in getFlowDirection, log type, rotation , normalized rotation and returned direction
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1256
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Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1256
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Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1256
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Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1255
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Analyze then Optimize getNextPositions() function by passing the incoming direction so that you just return one unique next position
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in ``` if (nextTile.water) { if (nextTile.type === TileFormat.TYPES.VERTICAL) { if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) { nextTile.water.dir = 'tb'; // Top to Bottom } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) { nextTile.water.dir = 'bt'; // Bottom to Top } } else if (nextTile.type === TileFormat.TYPES.HORIZONTAL) { if (Math.abs(incomingDirection) < 0.1) { nextTile.water.dir = 'lr'; // Left to Right } else if (Math.abs(incomingDirection - Math.PI) < 0.1) { nextTile.water.dir = 'rl'; // Right to Left } } } ``` add detailed logs
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in ``` if (nextTile.water) { if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) { nextTile.water.dir = 'tb'; // Top to Bottom } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) { nextTile.water.dir = 'bt'; // Bottom to Top } else if (Math.abs(incomingDirection) < 0.1) { nextTile.water.dir = 'lr'; // Left to Right } else if (Math.abs(incomingDirection - Math.PI) < 0.1) { nextTile.water.dir = 'rl'; // Right to Left } } ``` differenciate beween horizontal and vertical pipes
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in checkWinCondition, after ``` if (!canAcceptFlowFromDirection(nextTile, incomingDirection)) { log("Tile at row:", nextRow, "col:", nextCol, "cannot accept flow from direction:", incomingDirection); continue; } ``` under the comment `// HERE UPDATE nextTile.waterXXX.dir depending on incomingDirection` implement the UPDATE of nextTile.waterXXX.dir depending on incomingDirection
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implement "// HERE UPDATE nextTile.waterXXX.dir depending on incomingDirection"
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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$pop = toCheck.pop(),' Line Number: 996
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'baseTile')' in or related to this line: 'if (tile.baseTile) {' Line Number: 1439
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Please fix the bug: 'ReferenceError: WaterDrop is not defined' in or related to this line: 'waterDrop = new WaterDrop();' Line Number: 1263
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Please fix the bug: 'Uncaught TypeError: pathMap.get is not a function' in or related to this line: '_iterator.f();' Line Number: 1063
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Please fix the bug: 'Uncaught TypeError: pathMap.set is not a function' in or related to this line: 'pathMap.set(key, {' Line Number: 993
===================================================================
--- original.js
+++ change.js
@@ -51,8 +51,72 @@
****/
/****
* Global level configurations
****/
+function _slicedToArray4(r, e) {
+ return _arrayWithHoles4(r) || _iterableToArrayLimit4(r, e) || _unsupportedIterableToArray4(r, e) || _nonIterableRest4();
+}
+function _nonIterableRest4() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+}
+function _unsupportedIterableToArray4(r, a) {
+ if (r) {
+ if ("string" == typeof r) {
+ return _arrayLikeToArray4(r, a);
+ }
+ var t = {}.toString.call(r).slice(8, -1);
+ return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray4(r, a) : void 0;
+ }
+}
+function _arrayLikeToArray4(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 _iterableToArrayLimit4(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 _arrayWithHoles4(r) {
+ if (Array.isArray(r)) {
+ return r;
+ }
+}
function _createForOfIteratorHelper(r, e) {
var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (!t) {
if (Array.isArray(r) || (t = _unsupportedIterableToArray2(r)) || e && r && "number" == typeof r.length) {
@@ -1039,35 +1103,56 @@
continue;
}
if (nextTile.type === TileFormat.TYPES.END) {
log("Found path to end!");
- // Reconstruct the solution path
+ // Start reconstruction from the end position
self.solutionPath = [];
- var currentKey = key;
- var visitedKeys = new SimpleSet(); // Track visited keys to prevent cycles
- // Add the end tile to solution path first
+ var currentKey = nextRow + "," + nextCol;
+ var endTile = self.grid[nextRow][nextCol];
+ // First, add the end tile
self.solutionPath.unshift({
row: nextRow,
col: nextCol,
- flowDirection: nextTile.normalizeRotation(nextTile.pipeContainer.rotation),
- tile: nextTile
+ flowDirection: endTile.normalizeRotation(endTile.pipeContainer.rotation),
+ tile: endTile
});
- // Then add all tiles from end back to start
- while (currentKey && !visitedKeys.has(currentKey)) {
- visitedKeys.add(currentKey);
- var pos = pathMap[currentKey];
- if (!pos) {
+ // Log the initial state before entering the loop
+ log("Starting path reconstruction from end tile at", nextRow, nextCol);
+ log("Initial pathMap:", pathMap);
+ log("Initial currentKey:", currentKey);
+ // Then work backwards through pathMap to the start
+ while (currentKey) {
+ var _currentKey$split$map = currentKey.split(",").map(Number),
+ _currentKey$split$map2 = _slicedToArray4(_currentKey$split$map, 2),
+ currentRow = _currentKey$split$map2[0],
+ currentCol = _currentKey$split$map2[1];
+ var currentTile = self.grid[currentRow][currentCol];
+ if (!currentTile) {
+ log("No tile found at", currentRow, currentCol, "- breaking loop");
break;
}
self.solutionPath.unshift({
- row: pos.row,
- col: pos.col,
- flowDirection: pos.flowDirection,
- tile: self.grid[pos.row][pos.col]
+ row: currentRow,
+ col: currentCol,
+ flowDirection: currentTile.normalizeRotation(currentTile.pipeContainer.rotation),
+ tile: currentTile
});
- currentKey = pos.prevKey;
+ log("Added tile at", currentRow, currentCol, "to solution path");
+ // Check for reaching the start tile
+ if (currentRow === startRow && currentCol === startCol) {
+ log("Reached start tile at", startRow, startCol);
+ break;
+ }
+ // Move to previous tile in path
+ var pathInfo = pathMap[currentKey];
+ if (!pathInfo || !pathInfo.prevKey) {
+ log("No previous key found for", currentKey, "- breaking loop");
+ break;
+ }
+ currentKey = pathInfo.prevKey;
+ log("Moving to previous key:", currentKey);
}
- log("Solution path length:", self.solutionPath.length);
+ log("Solution path reconstructed with", self.solutionPath.length, "tiles from", startRow + "," + startCol, "to", nextRow + "," + nextCol);
return true;
}
var nextFlowDirection = getFlowDirection(nextTile);
var nextKey = nextRow + "," + nextCol;
@@ -1188,27 +1273,62 @@
if (!self.solutionPath || self.solutionPath.length === 0) {
log("No solution path available!");
return false;
}
- log("Starting water flow animation with path length:", self.solutionPath.length);
// Reset any existing flow states
for (var row = 0; row < self.gridSize; row++) {
for (var col = 0; col < self.gridSize; col++) {
if (self.grid[row][col]) {
self.grid[row][col].flow = false;
+ if (self.grid[row][col].water) {
+ self.grid[row][col].water.visible = false;
+ }
+ if (self.grid[row][col].waterV) {
+ self.grid[row][col].waterV.visible = false;
+ }
+ if (self.grid[row][col].waterH) {
+ self.grid[row][col].waterH.visible = false;
+ }
}
}
}
- // Start the flow animation by following the stored path
- for (var i = 0; i < self.solutionPath.length; i++) {
- var pos = self.solutionPath[i];
- if (!pos.tile) {
- log("Warning: No tile found at position:", pos.row, pos.col);
- continue;
+ self.waterFlowing = true;
+ log("Starting water flow through solution path:", self.solutionPath.length, "tiles");
+ var currentIndex = 0;
+ function animateNextTile() {
+ if (currentIndex >= self.solutionPath.length) {
+ // End of path reached - start end game sequence
+ LK.setTimeout(function () {
+ animateSoil();
+ }, 1000);
+ return;
}
- log("Setting flow for tile at:", pos.row, pos.col, "type:", pos.tile.type);
- pos.tile.flow = true;
+ var currentTile = self.solutionPath[currentIndex].tile;
+ currentTile.flow = true;
+ // Show appropriate water animation based on tile type
+ if (currentTile.water) {
+ currentTile.water.visible = true;
+ }
+ if (currentTile.waterV) {
+ currentTile.waterV.visible = true;
+ }
+ if (currentTile.waterH) {
+ currentTile.waterH.visible = true;
+ // Set water flow direction based on path
+ if (currentIndex > 0) {
+ var prevTile = self.solutionPath[currentIndex - 1].tile;
+ currentTile.waterH.scaleX = prevTile.gridCol < currentTile.gridCol ? 1 : -1;
+ }
+ }
+ // Special handling for end tile
+ if (currentTile.type === TileFormat.TYPES.END) {
+ createWaterDrops(currentTile.x, currentTile.y + 100, game);
+ }
+ currentIndex++;
+ LK.setTimeout(animateNextTile, 300);
}
+ // Start the animation
+ animateNextTile();
return true;
};
return this;
};
@@ -1284,9 +1404,9 @@
var alphaIncrement = 0.05; // Adjust the increment for desired speed
// Animate all baseTile tiles' alpha from 1 to 0
puzzleManager.grid.forEach(function (row) {
row.forEach(function (tile) {
- if (tile.baseTile) {
+ if (tile && tile.baseTile) {
tile.baseTile.alpha = 1;
LK.setInterval(function () {
if (tile.baseTile.alpha > 0) {
tile.baseTile.alpha -= alphaIncrement;
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