Code edit (5 edits merged)
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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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Code edit (3 edits merged)
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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"
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -577,9 +577,15 @@
}
};
self.getNextPositions = function (col, row, rotation, type, incomingDirection) {
var positions = [];
- var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI);
+ //var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI);
+ if (self.grid[row] && self.grid[row][col]) {
+ var normalizedIncoming = getFlowDirection(self.grid[row][col], incomingDirection);
+ } else {
+ log("Grid cell is undefined at row:", row, "col:", col);
+ return positions; // Return empty positions if grid cell is undefined
+ }
log("Getting next position for tile at", row, col, "type:", type, "rotation:", rotation, "incoming direction:", incomingDirection, "normalizedIncoming::", normalizedIncoming);
incomingDirection = normalizedIncoming;
switch (type) {
case TileFormat.TYPES.START:
@@ -608,41 +614,54 @@
case TileFormat.TYPES.HORIZONTAL:
// 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 (Ï€), we flow left
- if (Math.abs(incomingDirection) < 0.1 || incomingDirection === 0) {
+ if (Math.abs(incomingDirection - Math.PI) < 0.1) {
positions.push([col + 1, row]); // Flow right
log("HORIZONTAL: incoming from left, flowing right");
- } else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ } else if (Math.abs(incomingDirection) < 0.1 || incomingDirection === 0) {
positions.push([col - 1, row]); // Flow left
log("HORIZONTAL: incoming from right, flowing left");
+ } else {
+ log("ERROR HORIZONTAL: incoming not matching!");
}
break;
case TileFormat.TYPES.CORNER:
+ var outgoingDirection;
var normalizedRotation = (rotation + Math.PI / 2) % (2 * Math.PI);
log("CORNER PIE with rotation:", rotation, " normalized rotation:", normalizedRotation, " with incoming:", incomingDirection);
var acceptAngle1 = Math.sin(rotation) ? rotation + Math.PI / 2 : rotation;
var acceptAngle2 = Math.sin(rotation) ? rotation + Math.PI : rotation - Math.PI / 2;
log("Checking if incoming match pipe entry:", acceptAngle1, " or ", acceptAngle2, " vs ", incomingDirection);
- log("if so, turn 90° or -90° depending on incoming and rotation...");
+ if (Math.abs(incomingDirection - acceptAngle1) < 0.1) {
+ outgoingDirection = acceptAngle2 + Math.PI;
+ }
+ if (Math.abs(incomingDirection - acceptAngle2) < 0.1) {
+ outgoingDirection = acceptAngle1 + Math.PI;
+ }
+ log("CORNER: turning from", incomingDirection, "to", outgoingDirection);
+ //log("if so, turn 90° or -90° depending on incoming and rotation...");
// For corner pipes, we turn 90° based on the incoming direction
- var outgoingDirection;
// If incoming matches pipe entry point, turn 90° clockwise
- if (Math.abs(incomingDirection - normalizedRotation) < 0.1) {
+ /*
+ if (Math.abs(incomingDirection - normalizedRotation) < 0.1) {
outgoingDirection = (incomingDirection + Math.PI / 2) % (2 * Math.PI);
log("CORNER: turning clockwise from", incomingDirection, "to", outgoingDirection);
}
// If incoming is 90° from pipe entry, turn 90° 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);
+ } else {
+ log("ERROR CORNER: incoming not matching!");
}
break;
case TileFormat.TYPES.END:
// End tile doesn't flow anywhere
@@ -1225,8 +1244,9 @@
log("Solution path reconstructed with", self.solutionPath.length, "tiles");
return true;
}
//var nextFlowDirection = getFlowDirection(nextTile, incomingDirection);
+ log("Next incoming:", incomingDirection, "get next:", getFlowDirection(nextTile, incomingDirection));
var nextFlowDirection = incomingDirection;
var nextKey = nextRow + "," + nextCol;
toCheck.push([nextRow, nextCol, nextFlowDirection]);
pathMap[nextKey] = {
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