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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.grid[row] && self.grid[row][col]) {' Line Number: 612
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'var normalizedIncoming = getFlowDirection(self.grid[row][col], incomingDirection);' Line Number: 612
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(animate);' Line Number: 1683
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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: 'tween is not defined' in or related to this line: 'tween(logo, {' Line Number: 1662 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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: 'Uncaught TypeError: self.getFlowDirection is not a function' in or related to this line: 'var normalizedIncoming = self.getFlowDirection(self, incomingDirection);' Line Number: 614
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in getFlowDirection, log type, rotation , normalized rotation and returned direction
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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"
===================================================================
--- original.js
+++ change.js
@@ -578,50 +578,67 @@
self.createCrossPipe();
break;
}
};
- self.getNextPositions = function (col, row, type, rotation) {
- var positions = [];
- log("getNextPositions called with col:", col, "row:", row, "type:", type, "rotation:", rotation);
+ self.getNextPositions = function (col, row, type, rotation, incomingDirection) {
+ var nextPosition = null;
+ log("getNextPositions called with col:", col, "row:", row, "type:", type, "rotation:", rotation, "incomingDirection:", incomingDirection);
switch (type) {
case TileFormat.TYPES.START:
// Start pipe flows in direction of rotation
var dx = -Math.sin(rotation);
var dy = Math.cos(rotation);
- positions.push([col + Math.round(dx), row + Math.round(dy)]);
+ nextPosition = [col + Math.round(dx), row + Math.round(dy)];
log("dx:", dx, "dy:", dy);
- log("Calculated positions for START:", positions);
+ log("Calculated next position for START:", nextPosition);
break;
case TileFormat.TYPES.VERTICAL:
- positions.push([col, row - 1]); // Up
- positions.push([col, row + 1]); // Down
- log("Calculated positions for VERTICAL:", positions);
+ if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) {
+ nextPosition = [col, row - 1]; // Up
+ } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
+ nextPosition = [col, row + 1]; // Down
+ }
+ log("Calculated next position for VERTICAL:", nextPosition);
break;
case TileFormat.TYPES.HORIZONTAL:
- positions.push([col - 1, row]); // Left
- positions.push([col + 1, row]); // Right
- log("Calculated positions for HORIZONTAL:", positions);
+ if (Math.abs(incomingDirection) < 0.1) {
+ nextPosition = [col - 1, row]; // Left
+ } else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ nextPosition = [col + 1, row]; // Right
+ }
+ log("Calculated next position for HORIZONTAL:", nextPosition);
break;
case TileFormat.TYPES.CORNER:
var angle = rotation % (2 * Math.PI);
if (angle < 0.1 || Math.abs(angle - Math.PI / 2) < 0.1) {
- positions.push([col + 1, row]); // Right
- positions.push([col, row - 1]); // Up
+ if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) {
+ nextPosition = [col + 1, row]; // Right
+ } else if (Math.abs(incomingDirection) < 0.1) {
+ nextPosition = [col, row - 1]; // Up
+ }
} else if (Math.abs(angle - Math.PI) < 0.1 || Math.abs(angle - 3 * Math.PI / 2) < 0.1) {
- positions.push([col - 1, row]); // Left
- positions.push([col, row + 1]); // Down
+ if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ nextPosition = [col - 1, row]; // Left
+ } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
+ nextPosition = [col, row + 1]; // Down
+ }
}
- log("Calculated positions for CORNER:", positions);
+ log("Calculated next position for CORNER:", nextPosition);
break;
case TileFormat.TYPES.CROSS:
- positions.push([col - 1, row]); // Left
- positions.push([col + 1, row]); // Right
- positions.push([col, row - 1]); // Up
- positions.push([col, row + 1]); // Down
- log("Calculated positions for CROSS:", positions);
+ if (Math.abs(incomingDirection) < 0.1) {
+ nextPosition = [col - 1, row]; // Left
+ } else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ nextPosition = [col + 1, row]; // Right
+ } else if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) {
+ nextPosition = [col, row - 1]; // Up
+ } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
+ nextPosition = [col, row + 1]; // Down
+ }
+ log("Calculated next position for CROSS:", nextPosition);
break;
}
- return positions;
+ return nextPosition;
};
self.normalizeRotation = function (rotation) {
while (rotation < 0) {
rotation += 2 * Math.PI;
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