Code edit (1 edits merged)
Please save this source code
Code edit (5 edits merged)
Please save this source code
User prompt
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
User prompt
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
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(animate);' Line Number: 1683
User prompt
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
User prompt
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
User prompt
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
Code edit (6 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
in getFlowDirection, log type, rotation , normalized rotation and returned direction
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1256
User prompt
Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1256
User prompt
Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1256
User prompt
Please fix the bug: 'Uncaught TypeError: TypeError is not a constructor' in or related to this line: '_iterator.f();' Line Number: 1255
User prompt
Analyze then Optimize getNextPositions() function by passing the incoming direction so that you just return one unique next position
User prompt
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
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
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
User prompt
implement "// HERE UPDATE nextTile.waterXXX.dir depending on incomingDirection"
===================================================================
--- original.js
+++ change.js
@@ -578,67 +578,61 @@
self.createCrossPipe();
break;
}
};
- 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);
+ self.getNextPositions = function (col, row, rotation, type, incomingDirection) {
+ var positions = [];
+ log("Getting next position for tile at", row, col, "type:", type, "rotation:", rotation, "incoming:", incomingDirection);
switch (type) {
case TileFormat.TYPES.START:
// Start pipe flows in direction of rotation
var dx = -Math.sin(rotation);
var dy = Math.cos(rotation);
- nextPosition = [col + Math.round(dx), row + Math.round(dy)];
- log("dx:", dx, "dy:", dy);
- log("Calculated next position for START:", nextPosition);
+ positions.push([col + Math.round(dx), row + Math.round(dy)]);
break;
case TileFormat.TYPES.VERTICAL:
+ // If incoming from top, flow down
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
+ positions.push([col, row + 1]); // Flow down
}
- log("Calculated next position for VERTICAL:", nextPosition);
+ // If incoming from bottom, flow up
+ else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
+ positions.push([col, row - 1]); // Flow up
+ }
break;
case TileFormat.TYPES.HORIZONTAL:
+ // If incoming from left, flow right
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
+ positions.push([col + 1, row]); // Flow right
}
- log("Calculated next position for HORIZONTAL:", nextPosition);
+ // If incoming from right, flow left
+ else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ positions.push([col - 1, row]); // Flow left
+ }
break;
case TileFormat.TYPES.CORNER:
- var angle = rotation % (2 * Math.PI);
- if (angle < 0.1 || Math.abs(angle - Math.PI / 2) < 0.1) {
- 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) {
- 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
- }
+ var normalizedRotation = rotation % (2 * Math.PI);
+ // Calculate outgoing direction based on incoming direction and corner rotation
+ var outgoingDirection;
+ if (Math.abs(incomingDirection - normalizedRotation) < 0.1) {
+ // Incoming matches rotation, turn clockwise
+ outgoingDirection = (incomingDirection + Math.PI / 2) % (2 * Math.PI);
+ } else if (Math.abs(incomingDirection - (normalizedRotation + Math.PI / 2) % (2 * Math.PI)) < 0.1) {
+ // Incoming is 90° clockwise from rotation, turn counterclockwise
+ outgoingDirection = (incomingDirection - Math.PI / 2 + 2 * Math.PI) % (2 * Math.PI);
}
- log("Calculated next position for CORNER:", nextPosition);
- break;
- case TileFormat.TYPES.CROSS:
- 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
+ if (outgoingDirection !== undefined) {
+ var dx = Math.round(Math.cos(outgoingDirection));
+ var dy = Math.round(Math.sin(outgoingDirection));
+ positions.push([col + dx, row + dy]);
}
- log("Calculated next position for CROSS:", nextPosition);
break;
+ case TileFormat.TYPES.END:
+ // End tile doesn't flow anywhere
+ break;
}
- return nextPosition;
+ log("Next positions:", positions);
+ return positions;
};
self.normalizeRotation = function (rotation) {
while (rotation < 0) {
rotation += 2 * Math.PI;
@@ -1128,9 +1122,9 @@
continue;
}
var normalizedRotation = currentTile.normalizeRotation(currentTile.pipeContainer.rotation);
log("Checking tile:", currentTile.type, "rotation:", TileFormat.getRotationIndex(normalizedRotation));
- var nextPositions = currentTile.getNextPositions(col, row, currentTile.type, normalizedRotation);
+ var nextPositions = currentTile.getNextPositions(col, row, normalizedRotation, currentTile.type, flowDirection);
log("Next positions to check:", nextPositions);
var _iterator = _createForOfIteratorHelper(nextPositions),
_step;
try {
@@ -1220,11 +1214,9 @@
}
} catch (err) {
_iterator.e(err);
} finally {
- if (_iterator.f && typeof _iterator.f === 'function') {
- _iterator.f();
- }
+ _iterator.f();
}
}
log("No valid path found");
return false;
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