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add a new global tapOffset = 50; Then In selectTile, only when no tile is found, search again nearby tiles by using the tapOffset around the actual x,y
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Please fix the bug: 'Uncaught ReferenceError: dx is not defined' in or related to this line: 'log("Move at ", x, y, " => dx,dy: ", dx, dy);' Line Number: 1911
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children found difficulty to move tiles: sometimes they want to go up or down and the tile goes left or right and vice versa, make movement detection easier,
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take into account boardOffsetX and boardOffsetY in selectTile
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now make tiles move more fluid, you cas use tween plugin āŖš” Consider importing and using the following plugins: @upit/tween.v1
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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 āŖš” 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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===================================================================
--- original.js
+++ change.js
@@ -580,58 +580,73 @@
}
};
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);
+ log("Getting next position for tile at", row, col, "type:", type, "rotation:", rotation, "incoming direction:", 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)]);
+ log("START: flowing in direction dx:", dx, "dy:", dy);
break;
case TileFormat.TYPES.VERTICAL:
- // If incoming from top, flow down
+ // For vertical pipes, we flow in the opposite direction of incoming
+ // If water comes from top (Ļ/2), we flow down
+ // If water comes from bottom (3Ļ/2), we flow up
if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) {
positions.push([col, row + 1]); // Flow down
- }
- // If incoming from bottom, flow up
- else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
+ log("VERTICAL: incoming from top, flowing down");
+ } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
positions.push([col, row - 1]); // Flow up
+ log("VERTICAL: incoming from bottom, flowing up");
+ } else if (incomingDirection === 0) {
+ // Initial flow from start - flow down
+ positions.push([col, row + 1]);
+ log("VERTICAL: initial flow, going down");
}
break;
case TileFormat.TYPES.HORIZONTAL:
- // If incoming from left, flow right
- if (Math.abs(incomingDirection) < 0.1) {
+ // For horizontal pipes, we flow in the opposite direction of incoming
+ // If water comes from left (0), we flow right
+ // If water comes from right (Ļ), we flow left
+ if (Math.abs(incomingDirection) < 0.1 || incomingDirection === 0) {
positions.push([col + 1, row]); // Flow right
- }
- // If incoming from right, flow left
- else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ log("HORIZONTAL: incoming from left, flowing right");
+ } else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
positions.push([col - 1, row]); // Flow left
+ log("HORIZONTAL: incoming from right, flowing left");
}
break;
case TileFormat.TYPES.CORNER:
- var normalizedRotation = rotation % (2 * Math.PI);
- // Calculate outgoing direction based on incoming direction and corner rotation
+ var normalizedRotation = (rotation + Math.PI / 2) % (2 * Math.PI);
+ // For corner pipes, we turn 90Ā° based on the incoming direction
var outgoingDirection;
+ // If incoming matches pipe entry point, turn 90Ā° clockwise
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 90Ā° clockwise from rotation, turn counterclockwise
+ log("CORNER: turning clockwise from", incomingDirection, "to", outgoingDirection);
+ }
+ // If incoming is 90Ā° from pipe entry, turn 90Ā° counterclockwise
+ else if (Math.abs(incomingDirection - (normalizedRotation + Math.PI / 2) % (2 * Math.PI)) < 0.1) {
outgoingDirection = (incomingDirection - Math.PI / 2 + 2 * Math.PI) % (2 * Math.PI);
+ log("CORNER: turning counterclockwise from", incomingDirection, "to", outgoingDirection);
}
if (outgoingDirection !== undefined) {
+ // Convert angle to grid movement
var dx = Math.round(Math.cos(outgoingDirection));
var dy = Math.round(Math.sin(outgoingDirection));
positions.push([col + dx, row + dy]);
+ log("CORNER: moving dx:", dx, "dy:", dy);
}
break;
case TileFormat.TYPES.END:
// End tile doesn't flow anywhere
+ log("END: no next position");
break;
}
- log("Next positions:", positions);
+ log("Final next positions:", positions);
return positions;
};
self.normalizeRotation = function (rotation) {
while (rotation < 0) {
@@ -1423,14 +1438,19 @@
* Helper Functions
****/
function getFlowDirection(tile) {
var rotation = tile.normalizeRotation(tile.pipeContainer.rotation);
+ log("Tile type:", tile.type, "Rotation:", tile.pipeContainer.rotation, "Normalized rotation:", rotation);
switch (tile.type) {
case TileFormat.TYPES.START:
+ log("Returned direction for START:", rotation);
return rotation;
case TileFormat.TYPES.CORNER:
- return (rotation + Math.PI / 2) % (2 * Math.PI);
+ var cornerDirection = (rotation + Math.PI / 2) % (2 * Math.PI);
+ log("Returned direction for CORNER:", cornerDirection);
+ return cornerDirection;
default:
+ log("Returned direction for default:", rotation);
return rotation;
}
}
function canAcceptFlowFromDirection(tile, incomingDirection) {
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