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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 βͺπ‘ 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
@@ -593,12 +593,12 @@
case TileFormat.TYPES.VERTICAL:
// For vertical pipes, we flow in the opposite direction of incoming
// If water comes from top (Ο/2), we flow down
// If water comes from bottom (3Ο/2), we flow up
- if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) {
+ if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
positions.push([col, row + 1]); // Flow down
log("VERTICAL: incoming from top, flowing down");
- } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) {
+ } else if (Math.abs(incomingDirection - 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
@@ -619,8 +619,11 @@
}
break;
case TileFormat.TYPES.CORNER:
var normalizedRotation = (rotation + Math.PI / 2) % (2 * Math.PI);
+ log("CORNER PIE with rotation:", rotation, " normalized rotation:", normalizedRotation, " with incomping:", incomingDirection);
+ log("Checking if incoming match pipe entry");
+ log("if so, turn 90Β° or -90Β° depending on incoming and rotation...");
// For corner pipes, we turn 90Β° based on the incoming direction
var outgoingDirection;
// If incoming matches pipe entry point, turn 90Β° clockwise
if (Math.abs(incomingDirection - normalizedRotation) < 0.1) {
@@ -1108,9 +1111,10 @@
// Store start position
pathMap[startRow + "," + startCol] = {
row: startRow,
col: startCol,
- flowDirection: startDir,
+ flowDirection: null,
+ // Start doesn't have incoming //startDir,
prevKey: null
};
while (toCheck.length > 0) {
var _toCheck$pop = toCheck.pop(),
@@ -1122,9 +1126,9 @@
if (visited.has(key)) {
continue;
}
visited.add(key);
- log("Checking position - row:", row, "col:", col);
+ log("======================= Checking position - row:", row, "col:", col, "=========================");
// Store current position in path map
//pathMap.set(key, { row, col, flowDirection });
// Check if coordinates are within grid
if (row < 0 || row >= self.gridSize || col < 0 || col >= self.gridSize) {
@@ -1137,8 +1141,11 @@
continue;
}
var normalizedRotation = currentTile.normalizeRotation(currentTile.pipeContainer.rotation);
log("Checking tile:", currentTile.type, "rotation:", TileFormat.getRotationIndex(normalizedRotation));
+ if (currentTile.type == TileFormat.TYPES.START) {
+ flowDirection = null; // Start doesn't have incoming flow
+ }
var nextPositions = currentTile.getNextPositions(col, row, normalizedRotation, currentTile.type, flowDirection);
log("Next positions to check:", nextPositions);
var _iterator = _createForOfIteratorHelper(nextPositions),
_step;
@@ -1216,9 +1223,9 @@
log("Added end tile:", nextRow, nextCol);
log("Solution path reconstructed with", self.solutionPath.length, "tiles");
return true;
}
- var nextFlowDirection = getFlowDirection(nextTile);
+ var nextFlowDirection = getFlowDirection(nextTile, incomingDirection);
var nextKey = nextRow + "," + nextCol;
toCheck.push([nextRow, nextCol, nextFlowDirection]);
pathMap[nextKey] = {
row: nextRow,
@@ -1436,25 +1443,26 @@
initializeGame();
/****
* Helper Functions
****/
-function getFlowDirection(tile) {
- var rotation = tile.normalizeRotation(tile.pipeContainer.rotation);
- log("Tile type:", tile.type, "Rotation:", tile.pipeContainer.rotation, "Normalized rotation:", rotation);
+function getFlowDirection(tile, incomingDirection) {
+ //var rotation = tile.normalizeRotation(tile.pipeContainer.rotation);
+ var rotation = (incomingDirection + Math.PI) % (2 * Math.PI);
+ log("Tile type:", tile.type, "Rotation:", tile.pipeContainer.rotation, "incomingDirection:", incomingDirection, "Normalized incoming:", rotation);
switch (tile.type) {
case TileFormat.TYPES.START:
- rotation += 3 * Math.PI / 2;
- rotation = rotation % (2 * Math.PI);
- log("Returned direction for START:", rotation);
- return rotation;
+ rotation = tile.pipeContainer.rotation + 3 * Math.PI / 2;
+ break;
case TileFormat.TYPES.CORNER:
- var cornerDirection = (rotation + Math.PI / 2) % (2 * Math.PI);
- log("Returned direction for CORNER:", cornerDirection);
- return cornerDirection;
+ rotation = (rotation + Math.PI / 2) % (2 * Math.PI);
+ break;
default:
- log("Returned direction for default:", rotation);
- return rotation;
+ rotation = rotation;
+ break;
}
+ rotation = rotation % (2 * Math.PI);
+ log("Returned flow direction:", rotation);
+ return rotation;
}
function canAcceptFlowFromDirection(tile, incomingDirection) {
var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI);
var tileRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
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