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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 ↪💡 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 ↪💡 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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/**** * Classes ****/ // Removed the import statement for the tween plugin as it is causing an error // Removed the import statement for the tween plugin as it is causing an error var WaterDrop = Container.expand(function () { var self = Container.call(this); var waterDropGraphics = self.attachAsset('waterDrop', { anchorX: 0.5, anchorY: 0.5 }); // Set initial tint to a random color var rainbowColors = [0xC7ECFE, 0xDDFDFF, 0xF4FFFF, 0xC8F8FF]; // Rainbow [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x8B00FF]; waterDropGraphics.tint = rainbowColors[Math.floor(Math.random() * rainbowColors.length)]; self.vx = 0; self.vy = 0; self.life = 0; self.size = 7; self.alpha = 0.75 + Math.random() * 0.25; self.update = function () { self.x += self.vx; self.y += self.vy; self.rotation = Math.atan2(self.vy, self.vx) + Math.PI * 0.55; // Animate size var sizeProgress = (120 - self.life) / 120; // Assuming life starts at 120 waterDropGraphics.width = self.size + sizeProgress * self.size * 2; waterDropGraphics.height = self.size * 2 + sizeProgress * self.size * 4; self.life--; if (self.life <= 0) { self.visible = false; } }; return self; }); /**** * Initialize Game ****/ /**** * Global level configurations ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function _slicedToArray5(r, e) { return _arrayWithHoles5(r) || _iterableToArrayLimit5(r, e) || _unsupportedIterableToArray5(r, e) || _nonIterableRest5(); } function _arrayWithHoles5(r) { if (Array.isArray(r)) { return r; } } function _iterableToArrayLimit5(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _unsupportedIterableToArray5(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray5(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray5(r, a) : void 0; } } function _arrayLikeToArray5(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _nonIterableRest5() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _createForOfIteratorHelper(o, allowArrayLike) { var it; if (typeof Symbol === "undefined" || o[Symbol.iterator] == null) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) { o = it; } var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) { return { done: true }; } return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var normalCompletion = true, didErr = false, err; return { s: function s() { it = o[Symbol.iterator](); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it["return"] != null) { it["return"](); } } finally { if (didErr) { throw err; } } } }; } /**** * Global level configurations ****/ function _slicedToArray2(r, e) { return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2(); } function _nonIterableRest2() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _arrayLikeToArray2(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit2(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles2(r) { if (Array.isArray(r)) { return r; } } function _slicedToArray4(r, e) { return _arrayWithHoles4(r) || _iterableToArrayLimit4(r, e) || _unsupportedIterableToArray4(r, e) || _nonIterableRest4(); } function _nonIterableRest4() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray4(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray4(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray4(r, a) : void 0; } } function _arrayLikeToArray4(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit4(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles4(r) { if (Array.isArray(r)) { return r; } } function Tile() { var self = this; Container.call(self); self.type = null; self.fixed = false; self.gridRow = -1; self.gridCol = -1; self.flow = false; self.startFlowTicks = 0; self.baseTint = 0xaaaaaa; self.baseTintLight = 0xaaaaaa; self.maxWaterSize = 260; self.flowSpeed = 12; self.pipeContainer = new Container(); //self.addChild(self.pipeContainer); self.createStartPipe = function () { self.pipeContainer.attachAsset('startPipeAsset', { anchorX: 0.5, anchorY: 0.5, x: 20, y: 40, tint: self.baseTint }); self.valve = self.pipeContainer.attachAsset('vane', { anchorX: 0.5, anchorY: 0.5, x: 20, y: -8, tint: self.baseTint }); self.water = self.pipeContainer.attachAsset('waterV', { anchorX: 0.5, anchorY: 0, x: -0, y: -120, height: 0, visible: false, dir: '' }); }; self.createEndPipe = function () { self.pipeContainer.attachAsset('endPipeAsset', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 55, tint: self.baseTint }); self.water = self.pipeContainer.attachAsset('waterV', { anchorX: 0.5, anchorY: 0, x: -0, y: -120, height: 0, visible: false, dir: '' }); self.fountain = self.pipeContainer.attachAsset('fontain', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 0, height: 0, visible: false }); }; self.createStraightPipe = function (isVertical) { if (isVertical) { self.pipeContainer.attachAsset('straightPipeVAsset', { anchorX: 0.5, anchorY: 0.5, x: -30, tint: self.baseTint }); self.pipeContainer.attachAsset('straightPipeVAsset', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, x: 30, tint: self.baseTint }); self.water = self.pipeContainer.attachAsset('waterV', { anchorX: 0.5, anchorY: 0, x: -0, y: -120, height: 0, visible: false, dir: 'tb' }); } else { self.pipeContainer.attachAsset('straightPipeHAsset', { anchorX: 0.5, anchorY: 0.5, y: -40, tint: self.baseTint }); self.pipeContainer.attachAsset('straightPipeHAsset', { anchorX: 0.5, anchorY: 0.5, scaleY: -1, y: 30, tint: self.baseTint }); self.water = self.pipeContainer.attachAsset('waterH', { anchorX: 0, anchorY: 0.5, x: -130, y: -5, width: 0, visible: false, dir: 'lr' }); } }; self.createCornerPipe = function () { self.pipeContainer.attachAsset('cornerPipeAsset', { anchorX: 0.5, anchorY: 0.5, x: -60, y: -60, tint: self.baseTintLight }); self.waterCorner = self.pipeContainer.attachAsset('waterCorner', { anchorX: 1, anchorY: 1, width: 108, height: 108, x: -65, y: -65, rotation: -Math.PI / 2, visible: false, dir: '' }); self.waterV = self.pipeContainer.attachAsset('waterV', { anchorX: 0.5, anchorY: 0, width: 110, x: -120, y: -5, rotation: -Math.PI / 2, height: 0, visible: false, dir: '' }); self.waterH = self.pipeContainer.attachAsset('waterH', { anchorX: 0, anchorY: 0.5, x: -5, y: -50, width: 0, height: 112, rotation: -Math.PI / 2, visible: false, dir: '' }); self.waterCornerCover = self.pipeContainer.attachAsset('waterCorner', { anchorX: 1, anchorY: 1, width: 108, height: 108, x: -65, y: -65, rotation: -Math.PI, visible: false, alpha: 0, dir: '' }); self.pipeContainer.attachAsset('cornerPipeSection', { anchorX: 0.5, anchorY: 0.5, width: 148, height: 148, x: -0, y: -0, tint: self.baseTintLight }); self.pipeContainer.attachAsset('pipeRing', { anchorX: 0.5, anchorY: 0.5, width: 144, height: 30, x: 0, y: -80, rotation: Math.PI * 0, tint: self.baseTintLight }); self.pipeContainer.attachAsset('pipeRing', { anchorX: 0.5, anchorY: 0.5, width: 144, height: 30, x: -80, y: -5, rotation: Math.PI * 0.5, tint: self.baseTintLight }); }; self.createCrossPipe = function () { self.pipeContainer.attachAsset('straightPipeHAsset', { anchorX: 0.5, anchorY: 0.5, y: -40, tint: self.baseTint }); self.pipeContainer.attachAsset('straightPipeHAsset', { anchorX: 0.5, anchorY: 0.5, scaleY: -1, y: 30, tint: self.baseTint }); self.pipeContainer.attachAsset('straightPipeVAsset', { anchorX: 0.5, anchorY: 0.5, x: -30, tint: self.baseTint }); self.pipeContainer.attachAsset('straightPipeVAsset', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, x: 30, tint: self.baseTint }); self.water = self.pipeContainer.attachAsset('waterV', { anchorX: 0.5, anchorY: 0, x: -0, y: -120, height: 0, visible: false, dir: '' }); }; self.setType = function (type, row, col, fixed) { self.type = type; self.gridRow = row; self.gridCol = col; // Add base tile last so it appears under the pipes var baseTileAsset = fixed ? 'baseTile' : 'baseMobileTile'; self.attachAsset(baseTileAsset, { anchorX: 0.5, anchorY: 0.5, width: tileSize, height: tileSize, tint: 0xFFFFFF }); self.addChild(self.pipeContainer); // Clear existing pipe graphics while (self.pipeContainer.children.length > 0) { self.pipeContainer.removeChildAt(0); } // Create pipe graphics based on type switch (type) { case TileFormat.TYPES.START: self.createStartPipe(); break; case TileFormat.TYPES.END: self.createEndPipe(); break; case TileFormat.TYPES.VERTICAL: self.createStraightPipe(true); break; case TileFormat.TYPES.HORIZONTAL: self.createStraightPipe(false); break; case TileFormat.TYPES.CORNER: self.createCornerPipe(); break; case TileFormat.TYPES.CROSS: self.createCrossPipe(); break; } }; self.getNextPositions = function (col, row, rotation, type, incomingDirection) { var positions = []; //var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI); //var normalizedIncoming = getFlowDirection(puzzleManager.grid[row][col], incomingDirection); 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: // 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: // For vertical pipes, we flow in the opposite direction of incoming // If water comes from top (π/2), we flow down // If water comes from bottom (3π/2), we flow up 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 - 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: // 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 (π), we flow left if (Math.abs(incomingDirection) < 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 || 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); 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 // If incoming matches pipe entry point, turn 90° clockwise /* 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 log("END: no next position"); break; } log("Final next positions:", positions); return positions; }; self.normalizeRotation = function (rotation) { while (rotation < 0) { rotation += 2 * Math.PI; } return rotation % (2 * Math.PI); }; self.setRotation = function (rotation) { if (typeof rotation === 'number') { self.pipeContainer.rotation = self.normalizeRotation(rotation); //* Math.PI / 2 DBO } else { // Handle string rotations (legacy support) switch (rotation) { case 'up': self.pipeContainer.rotation = 0; break; case 'right': self.pipeContainer.rotation = Math.PI / 2; break; case 'down': self.pipeContainer.rotation = Math.PI; break; case 'left': self.pipeContainer.rotation = 3 * Math.PI / 2; break; } } }; self.updatePosition = function (row, col) { self.gridRow = row; self.gridCol = col; //self.x = col * tileSize + gridBoard.x - gridBoard.width / 2; //self.y = row * tileSize + gridBoard.y - gridBoard.height / 2; self.x = col * tileSize + gridBoard.x - gridBoard.width / 2 + tileSize / 2 + boardOffsetX; self.y = row * tileSize + gridBoard.y - gridBoard.height / 2 + tileSize / 2 + boardOffsetY; log('Tile row,col:', row, col, 'Tile position:', self.x, self.y, 'Tile dimensions:', self.width, self.height, ' self:', self); //log('pipeContainer:', self.pipeContainer.x, self.pipeContainer.y, ' child:', self.pipeContainer.children[0].x, self.pipeContainer.children[0].y); // log('gridBoard :', gridBoard.x, gridBoard.y, ' size:', gridBoard.width, gridBoard.height); }; // Water flow update methods self.updateStartTile = function () { if (self.valve) { var rotationValue = (LK.ticks - self.startFlowTicks) * 0.1; self.valve.rotation = rotationValue; if (rotationValue >= Math.PI * 3) { self.flow = false; } } }; self.updateEndTile = function () { if (self.fountain) { var sizeValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed; if (sizeValue < self.maxWaterSize) { self.fountain.width = sizeValue; self.fountain.height = sizeValue; if (!self.fountain.visible) { self.fountain.visible = true; LK.getSound('fountain').play(); } } else { self.flow = false; if (!waterDropInterval) { createWaterDrops(self.x, self.y + 100, game); waterDropInterval = LK.setInterval(function () { createWaterDrops(self.x, self.y + 100, game); }, 500 + Math.random() * 500); } } } }; self.updateRegularPipe = function () { if (self.water) { var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed; if (heightValue < self.maxWaterSize) { log("updateRegularPipe ", self.water.dir, self.rotation, self.pipeContainer.rotation, self); self.water.visible = true; if (self.water.dir === 'lr') { self.water.width = heightValue; self.water.x = -130; self.water.scaleX = 1; } else if (self.water.dir === 'rl') { self.water.width = heightValue; self.water.x = 130; self.water.scaleX = -1; } else if (self.water.dir === 'tb') { self.water.height = heightValue; self.water.y = -130; self.water.scaleY = 1; } else if (self.water.dir === 'bt') { log("=> bt", self.rotation, self.pipeContainer.rotation, self); self.water.height = heightValue; self.water.y = 130; self.water.scaleY = -1; } else { self.water.height = heightValue; } } else { self.flow = false; } } }; self.updateCornerPipe = function () { var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed; var thirdSize = self.maxWaterSize / 3; if (progress < thirdSize) { self.updateCornerPipeFirstPhase(progress, thirdSize); } else if (progress < thirdSize * 2) { self.updateCornerPipeSecondPhase(progress, thirdSize); } else { self.updateCornerPipeThirdPhase(progress, thirdSize); } if (progress >= self.maxWaterSize) { self.flow = false; } }; self.updateCornerPipeFirstPhase = function (progress, thirdSize) { if (self.waterV) { self.waterV.visible = true; self.waterV.height = progress; } }; self.updateCornerPipeSecondPhase = function (progress, thirdSize) { if (self.waterCorner) { self.waterCorner.visible = true; self.waterCorner.alpha = (progress - thirdSize) / thirdSize; var rotationProgress = (progress - thirdSize) / thirdSize; self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2; } if (self.waterCornerCover) { self.waterCornerCover.visible = true; self.waterCornerCover.alpha = (progress - thirdSize) / thirdSize; } }; self.updateCornerPipeThirdPhase = function (progress, thirdSize) { if (self.waterH) { self.waterH.visible = true; self.waterH.width = progress - thirdSize * 2; self.waterH.rotation = self.pipeContainer.rotation ? self.pipeContainer.rotation : 3 * Math.PI / 2; } }; self.update = function () { if (self.flow) { if (!self.startFlowTicks) { self.startFlowTicks = LK.ticks; if (self.water) { self.water.visible = true; } if (self.waterV) { self.waterV.visible = true; } if (self.waterH) { self.waterH.visible = true; } } switch (self.type) { case TileFormat.TYPES.START: self.updateStartTile(); break; case TileFormat.TYPES.END: self.updateEndTile(); break; case TileFormat.TYPES.CORNER: self.updateCornerPipe(); break; default: self.updateRegularPipe(); break; } } // Animate end tile fountain if (self.type === TileFormat.TYPES.END && self.fountain && self.fountain.visible) { self.fountain.rotation += 0.1; var sizeVariation = 30 * Math.sin(LK.ticks * 0.1); self.fountain.width = 250 + sizeVariation; self.fountain.height = 250 + sizeVariation; } }; } Tile.prototype = Object.create(Container.prototype); function _slicedToArray3(r, e) { return _arrayWithHoles3(r) || _iterableToArrayLimit3(r, e) || _unsupportedIterableToArray3(r, e) || _nonIterableRest3(); } function _nonIterableRest3() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray3(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray3(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray3(r, a) : void 0; } } function _arrayLikeToArray3(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit3(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles3(r) { if (Array.isArray(r)) { return r; } } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles(r) { if (Array.isArray(r)) { return r; } } var SimpleSet = function SimpleSet() { this.items = {}; this.has = function (item) { return this.items.hasOwnProperty(item); }; this.add = function (item) { if (!this.has(item)) { this.items[item] = true; } }; }; var PuzzleManager = function PuzzleManager(game) { var self = this; self.game = game; self.grid = []; self.gridSize = 4; self.selectedTile = null; self.isComplete = false; self.waterFlowing = false; self.solutionPath = null; // Store the solution path for water flow self.reset = function () { // Clear grid for (var row = 0; row < self.gridSize; row++) { if (!self.grid[row]) { self.grid[row] = []; } for (var col = 0; col < self.gridSize; col++) { if (self.grid[row][col]) { self.grid[row][col].destroy(); } self.grid[row][col] = null; } } // Reset state self.selectedTile = null; self.waterFlowing = false; // Clear water drops if (waterDropInterval) { LK.clearInterval(waterDropInterval); waterDropInterval = null; } // Reset water particles if (game.waterParticles) { for (var i = game.waterParticles.length - 1; i >= 0; i--) { var particle = game.waterParticles[i]; if (particle && particle.parent) { particle.parent.removeChild(particle); } } game.waterParticles = []; } if (self.isComplete) { self.currentLevel++; } else { self.currentLevel = self.currentLevel || 1; } self.isComplete = false; }; self.initPuzzle = function () { self.reset(); var level = levelConfigs[self.currentLevel]; // Initialize grid with tiles from level configuration for (var row = 0; row < self.gridSize; row++) { self.grid[row] = []; for (var col = 0; col < self.gridSize; col++) { var tileStr = level[row][col]; var tile = createTile(tileStr, row, col); if (tile) { //gridBoard.addChild(tile); game.addChild(tile); self.grid[row][col] = tile; } } } }; self.checkWinCondition = function () { log("=== Starting Win Condition Check ==="); log("Grid state:"); for (var row = 0; row < self.gridSize; row++) { var rowStr = []; for (var col = 0; col < self.gridSize; col++) { var tile = self.grid[row][col]; if (tile) { var rotIndex = TileFormat.getRotationIndex(tile.normalizeRotation(tile.pipeContainer.rotation)); rowStr.push("".concat(tile.fixed ? 'F' : 'M', "-").concat(tile.type, "-").concat(rotIndex)); } else { rowStr.push('empty'); } } log("Row ".concat(row, ":"), rowStr.join(' | ')); } // Find start tile var startTile = null; var startRow = -1, startCol = -1; for (var row = 0; row < self.gridSize; row++) { for (var col = 0; col < self.gridSize; col++) { if (self.grid[row][col] && self.grid[row][col].type === TileFormat.TYPES.START) { startTile = self.grid[row][col]; startRow = row; startCol = col; break; } } if (startTile) { break; } } if (!startTile) { log("No start tile found!"); return false; } log("Found start tile at row:", startRow, "col:", startCol); var visited = new SimpleSet(); var startDir = getFlowDirection(startTile); var toCheck = [[startRow, startCol, startDir]]; var pathMap = {}; // Store the path for each visited position // Store start position pathMap[startRow + "," + startCol] = { row: startRow, col: startCol, flowDirection: null, // Start doesn't have incoming //startDir, prevKey: null }; while (toCheck.length > 0) { var _toCheck$pop = toCheck.pop(), _toCheck$pop2 = _slicedToArray2(_toCheck$pop, 3), row = _toCheck$pop2[0], col = _toCheck$pop2[1], flowDirection = _toCheck$pop2[2]; var key = "".concat(row, ",").concat(col); if (visited.has(key)) { continue; } visited.add(key); 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) { log("Position out of bounds"); continue; } var currentTile = self.grid[row][col]; if (!currentTile) { log("No tile at position"); 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; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var nextPos = _step.value; var _nextPos = nextPos, _nextPos2 = _slicedToArray2(_nextPos, 2), nextCol = _nextPos2[0], nextRow = _nextPos2[1]; log("Trying next position - row:", nextRow, "col:", nextCol); if (nextRow < 0 || nextRow >= self.gridSize || nextCol < 0 || nextCol >= self.gridSize) { log("Next position out of bounds"); continue; } var nextTile = self.grid[nextRow][nextCol]; if (!nextTile) { log("No tile at next position"); continue; } var incomingDirection = Math.atan2(nextRow - row, col - nextCol); if (!canAcceptFlowFromDirection(nextTile, incomingDirection)) { log("Tile at row:", nextRow, "col:", nextCol, "cannot accept flow from direction:", incomingDirection); continue; } log("== OK. Prepare next tile with previous tile at ", incomingDirection, " (", nextRow, row, nextCol, col, ")"); // Update nextTile.water.dir depending on incomingDirection if (nextTile.water) { log("Updating water direction for tile at row:", nextRow, "col:", nextCol); if (nextTile.type === TileFormat.TYPES.VERTICAL) { if (Math.abs(incomingDirection - Math.PI / 2) < 0.1) { nextTile.water.dir = 'tb'; // Top to Bottom log("Set water direction to 'tb' (Top to Bottom)"); } else if (Math.abs(incomingDirection - 3 * Math.PI / 2) < 0.1) { nextTile.water.dir = 'bt'; // Bottom to Top log("Set water direction to 'bt' (Bottom to Top)"); } } else if (nextTile.type === TileFormat.TYPES.HORIZONTAL) { if (Math.abs(incomingDirection - Math.PI) < 0.1) { nextTile.water.dir = 'lr'; // Left to Right log("Set water direction to 'lr' (Left to Right)"); } else if (Math.abs(incomingDirection) < 0.1) { nextTile.water.dir = 'rl'; // Right to Left log("Set water direction to 'rl' (Right to Left)"); } } } if (nextTile.type === TileFormat.TYPES.END) { log("Found path to end!"); // Start reconstruction from the end position self.solutionPath = []; // Add all tiles from pathMap to solution path Object.keys(pathMap).forEach(function (key) { var _key$split$map = key.split(",").map(Number), _key$split$map2 = _slicedToArray5(_key$split$map, 2), row = _key$split$map2[0], col = _key$split$map2[1]; var tile = self.grid[row][col]; if (tile) { self.solutionPath.push({ row: row, col: col, flowDirection: tile.normalizeRotation(tile.pipeContainer.rotation), tile: tile }); log("Added tile from pathMap:", row, col); } }); // Add the end tile self.solutionPath.push({ row: nextRow, col: nextCol, flowDirection: nextTile.normalizeRotation(nextTile.pipeContainer.rotation), tile: nextTile }); log("Added end tile:", nextRow, nextCol); log("Solution path reconstructed with", self.solutionPath.length, "tiles"); return true; } //var nextFlowDirection = getFlowDirection(nextTile, incomingDirection); var nextFlowDirection = getFlowDirection(currentTile, flowDirection); // incomingDirection); var nextKey = nextRow + "," + nextCol; log("Set next tile ", nextKey, " flow dir:", nextFlowDirection); toCheck.push([nextRow, nextCol, nextFlowDirection]); pathMap[nextKey] = { row: nextRow, col: nextCol, flowDirection: nextFlowDirection, prevKey: key }; } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } } log("No valid path found"); return false; }; self.selectTile = function (x, y) { if (!isPlaying) { return; } // Convert screen coordinates to grid coordinates var boardX = gridBoard.x - gridBoard.width / 2; var boardY = gridBoard.y - gridBoard.height / 2; var row = Math.floor((y - boardY) / tileSize); var col = Math.floor((x - boardX) / tileSize); log("Grid coordinates - row:", row, "col:", col); // Check if coordinates are within grid if (row >= 0 && row < this.gridSize && col >= 0 && col < this.gridSize) { var tile = this.grid[row][col]; log("Clicked tile ", tile); // Check if tile exists, is mobile, and not start/end if (tile && !tile.fixed && tile.type !== TileFormat.TYPES.START && tile.type !== TileFormat.TYPES.END) { this.selectedTile = { row: row, col: col, tile: tile }; log("Selected tile row:", this.selectedTile.row, "col:", this.selectedTile.col, this.selectedTile.tile); // Check possible moves this.checkPossibleMoves(); } } }; self.checkPossibleMoves = function () { if (!this.selectedTile) { return; } var row = this.selectedTile.row; var col = this.selectedTile.col; var possibleMoves = []; // Check each direction // Right if (col < this.gridSize - 1 && !this.grid[row][col + 1]) { possibleMoves.push('right'); } // Left if (col > 0 && !this.grid[row][col - 1]) { possibleMoves.push('left'); } // Down if (row < this.gridSize - 1 && !this.grid[row + 1][col]) { possibleMoves.push('down'); } // Up if (row > 0 && !this.grid[row - 1][col]) { possibleMoves.push('up'); } this.selectedTile.possibleMoves = possibleMoves; }; self.moveTile = function (direction) { if (!isPlaying || !this.selectedTile || !this.selectedTile.possibleMoves.includes(direction)) { LK.getSound('tileBlocked').play(); return; } var oldRow = this.selectedTile.row; var oldCol = this.selectedTile.col; var newRow = oldRow; var newCol = oldCol; // Calculate new position switch (direction) { case 'right': newCol++; break; case 'left': newCol--; break; case 'down': newRow++; break; case 'up': newRow--; break; } // Play tile slide sound LK.getSound('tileSlide').play(); // Move tile var movingTile = this.grid[oldRow][oldCol]; this.grid[oldRow][oldCol] = null; this.grid[newRow][newCol] = movingTile; // Update tile position movingTile.updatePosition(newRow, newCol); // Clear selection this.selectedTile = null; // Check if puzzle is solved if (this.checkWinCondition()) { this.isComplete = true; this.startWaterFlow(); LK.getSound('levelWon').play(); isPlaying = false; } }; self.startWaterFlow = function () { if (!self.solutionPath || self.solutionPath.length === 0) { log("No solution path available!"); return false; } // Reset any existing flow states for (var row = 0; row < self.gridSize; row++) { for (var col = 0; col < self.gridSize; col++) { if (self.grid[row][col]) { self.grid[row][col].flow = false; if (self.grid[row][col].water) { self.grid[row][col].water.visible = false; } if (self.grid[row][col].waterV) { self.grid[row][col].waterV.visible = false; } if (self.grid[row][col].waterH) { self.grid[row][col].waterH.visible = false; } } } } self.waterFlowing = true; log("Starting water flow through solution path:", self.solutionPath.length, "tiles"); var currentIndex = 0; function animateNextTile() { if (currentIndex >= self.solutionPath.length) { // End of path reached - start end game sequence LK.setTimeout(function () { animateSoil(); }, 1000); return; } var currentTile = self.solutionPath[currentIndex].tile; currentTile.flow = true; // Show appropriate water animation based on tile type if (currentTile.water) { currentTile.water.visible = true; } if (currentTile.waterV) { currentTile.waterV.visible = true; } if (currentTile.waterH) { currentTile.waterH.visible = true; // Set water flow direction based on path if (currentIndex > 0) { var prevTile = self.solutionPath[currentIndex - 1].tile; currentTile.waterH.scaleX = prevTile.gridCol < currentTile.gridCol ? 1 : -1; } } // Special handling for end tile if (currentTile.type === TileFormat.TYPES.END) { createWaterDrops(currentTile.x, currentTile.y + 100, game); } currentIndex++; LK.setTimeout(animateNextTile, 300); } // Start the animation animateNextTile(); return true; }; return this; }; /**** * Game Variables ****/ var debug = true; function log() { if (debug) { console.log.apply(console, arguments); } } // Game constants var tileSize = 400; var boardOffsetX = 100; var boardOffsetY = 100; // Game state variables var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var currentState = GAME_STATE.INIT; var isPlaying = true; var backgroundLayer; var middleLayer; var gridBoard; var gridBoardSoil; var growGrass; var isMouseDown = false; var startX = 0; var startY = 0; var selectedTile = null; var dragThreshold = 20; var levelText; var waterDrops = []; var waterDropInterval; var logo; var puzzleManager; // Initialize the game initializeGame(); /**** * Helper Functions ****/ function getFlowDirection(tile, incomingDirection) { //var rotation = tile.normalizeRotation(tile.pipeContainer.rotation); var flowDir; //(incomingDirection + Math.PI) % (2 * Math.PI); log("Get Output flow dir:", tile.type, "Rotation:", tile.pipeContainer.rotation, "incomingDirection:", incomingDirection); //, "Normalized incoming:", rotation); switch (tile.type) { case TileFormat.TYPES.START: flowDir = Math.PI / 2 * (Math.sin(tile.pipeContainer.rotation) - Math.cos(tile.pipeContainer.rotation)); break; case TileFormat.TYPES.CORNER: if (Math.abs(tile.pipeContainer.rotation - incomingDirection) < 0.1 || Math.abs(tile.pipeContainer.rotation + Math.PI - incomingDirection) < 0.1) { flowDir = incomingDirection + Math.PI / 2; } else { flowDir = incomingDirection - Math.PI / 2; } break; default: flowDir = incomingDirection; // + Math.PI; // From side to oposite side break; } flowDir = flowDir % (2 * Math.PI); log("Returned output flow direction:", flowDir); return flowDir; } function canAcceptFlowFromDirection(tile, incomingDirection) { var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI); var tileRotation = tile.normalizeRotation(tile.pipeContainer.rotation); log("Checking if tile can accept flow. Tile type:", tile.type, "Tile rotation:", tileRotation, " previous tile at:", incomingDirection, " => Incoming flow dir:", normalizedIncoming); var angleDiff = null; switch (tile.type) { case TileFormat.TYPES.START: log("No => Tile type is START. Cannot accept flow."); return false; case TileFormat.TYPES.END: angleDiff = (normalizedIncoming - tileRotation - Math.PI / 2) % (2 * Math.PI); log("Yes => Tile type is END."); return angleDiff < 0.1; case TileFormat.TYPES.VERTICAL: angleDiff = Math.abs(normalizedIncoming - Math.PI / 2) % (2 * Math.PI); log("Yes => Tile type is VERTICAL"); return angleDiff < 0.1 || Math.abs(angleDiff - Math.PI) < 0.1; case TileFormat.TYPES.HORIZONTAL: angleDiff = normalizedIncoming % (2 * Math.PI); log("Yes => Tile type is HORIZONTAL"); return angleDiff < 0.1 || Math.abs(angleDiff - Math.PI) < 0.1; case TileFormat.TYPES.CORNER: angleDiff = (normalizedIncoming - tileRotation - Math.PI) % (2 * Math.PI); log("Yes => Tile type is CORNER."); return angleDiff < 0.1 || Math.abs(angleDiff - Math.PI / 2) < 0.1; default: log("No => Tile type is unknown. Cannot accept flow."); return false; } } function createWaterDrops(x, y, game) { for (var i = 0; i < 30; i++) { var waterDrop = waterDrops.find(function (drop) { return !drop.visible; }); if (!waterDrop) { waterDrop = new WaterDrop(); waterDrops.push(waterDrop); game.addChild(waterDrop); } waterDrop.x = x; waterDrop.y = y; var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 3 + 3; var easeFactor = Math.random() * 0.05 + 0.95; // Random easing factor between 0.95 and 1.0 waterDrop.vx = Math.cos(angle) * speed * easeFactor; waterDrop.vy = Math.sin(angle) * speed * easeFactor; waterDrop.life = 250; waterDrop.visible = true; } } function animateSoil() { log("Animate soil..."); gridBoardSoil.visible = true; gridBoardSoil.alpha = 0; var alphaIncrement = 0.05; // Adjust the increment for desired speed // Animate all baseTile tiles' alpha from 1 to 0 puzzleManager.grid.forEach(function (row) { row.forEach(function (tile) { if (tile && tile.baseTile) { tile.baseTile.alpha = 1; LK.setInterval(function () { if (tile.baseTile.alpha > 0) { tile.baseTile.alpha -= alphaIncrement; } }, 50); } }); }); var soilAnimation = LK.setInterval(function () { if (gridBoardSoil.alpha < 1) { gridBoardSoil.alpha += alphaIncrement; } else { LK.clearInterval(soilAnimation); growGrass.visible = true; // Animate growGrass alpha from 0 to 1 var grassAnimation = LK.setInterval(function () { if (growGrass.alpha < 1) { growGrass.alpha += 0.05; // Adjust the increment for desired speed } else { LK.clearInterval(grassAnimation); LK.setTimeout(function () { cleanPlayingState(); initNewRoundState(); }, 2000); } }, 75); // Adjust the interval for desired speed } }, 50); // Adjust the interval for desired speed } /**** * Game State Management ****/ function initializeGame() { // Init and Add backgroundLayer backgroundLayer = new Container(); middleLayer = new Container(); game.addChild(backgroundLayer); // Initialize grid board gridBoard = LK.getAsset('gridBoard', { anchorX: 0.5, anchorY: 0.5, visible: false }); gridBoard.x = 2048 / 2; gridBoard.y = 2732 / 2; game.addChild(gridBoard); // Initialize grid board soil gridBoardSoil = LK.getAsset('gridBoardSoil', { anchorX: 0.5, anchorY: 0.5, visible: false, alpha: 0 }); gridBoardSoil.x = 2048 / 2 + 20; gridBoardSoil.y = 2732 / 2 - 20; game.addChild(gridBoardSoil); game.addChild(middleLayer); // Create growGrass asset growGrass = LK.getAsset('growGrass', { anchorX: 0.5, anchorY: 0.5, visible: false, alpha: 0 }); growGrass.x = 2048 / 2 + 20; growGrass.y = 2732 / 2; middleLayer.addChild(growGrass); // Initialize game assets and variables puzzleManager = new PuzzleManager(game); // Initialize level text levelText = new Text2("Level 1", { size: 100, fill: 0xFFFFFF }); levelText.x = 2048 / 2; levelText.y = 200; levelText.anchorX = 0.5; levelText.visible = false; // Add the level text to the game game.addChild(levelText); // Transition to menu state changeGameState(GAME_STATE.MENU); } function initMenuState() { // Show level selection UI console.log("Entering Menu State"); isPlaying = false; // Add backgroundPlaying1 to the menu state var backgroundPlaying1 = LK.getAsset('backgroundPlaying1', { anchorX: 0.5, anchorY: 0.5 }); backgroundPlaying1.x = 2048 / 2; backgroundPlaying1.y = 2732 / 2; backgroundLayer.addChild(backgroundPlaying1); // Add logo to the menu state logo = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, width: 1480, height: 1480 }); logo.x = 2048 / 2; logo.y = -logo.height; // Initialize logo out of screen middleLayer.addChild(logo); // Update any menu animations here // Define a simple tween function to animate the logo function simpleTween(target, properties, config) { var startValues = {}; var endValues = properties; var duration = config.duration || 1000; var easing = config.easing || function (t) { return t; }; var startTime = Date.now(); for (var prop in endValues) { startValues[prop] = target[prop]; } function animate() { var currentTime = Date.now(); var time = Math.min(1, (currentTime - startTime) / duration); var easedTime = easing(time); for (var prop in endValues) { target[prop] = startValues[prop] + (endValues[prop] - startValues[prop]) * easedTime; } if (time < 1) { LK.setTimeout(animate, 16); // Approximately 60 FPS } else if (config.onFinish) { config.onFinish(); } } animate(); } // Use the simpleTween function to animate the logo simpleTween(logo, { x: 2048 / 2, // Center horizontally y: 2732 / 2 - 50 // Center vertically with offset }, { duration: 1000, easing: function easing(t) { return t * (2 - t); } // Simple ease-out function }); } function handleMenuLoop() {} function cleanMenuState() { if (logo) { logo.visible = false; game.removeChild(logo); } } function initNewRoundState() { // Create and add backgroundPlaying1 to backgroundLayer var backgroundPlaying1 = LK.getAsset('backgroundPlaying1', { anchorX: 0.5, anchorY: 0.5 }); backgroundPlaying1.x = 2048 / 2; backgroundPlaying1.y = 2732 / 2; backgroundLayer.addChild(backgroundPlaying1); //levelText.visible = true; //levelText.text = "Level 1"; // Reset puzzle manager for new round console.log("Entering New Round State"); if (puzzleManager) { puzzleManager.initPuzzle(); } // Show gridBoard gridBoard.visible = true; // After a short delay, transition to PLAYING state LK.setTimeout(function () { changeGameState(GAME_STATE.PLAYING); }, 1000); } function handleNewRoundLoop() { // Any pre-game animations can go here } function cleanNewRoundState() { // Clean up any new round state } function initPlayingState() { // Start the gameplay console.log("Entering Playing State"); isPlaying = true; } function handlePlayingLoop() { // Update game logic if (puzzleManager) { puzzleManager.grid.forEach(function (row) { row.forEach(function (tile) { if (tile) { tile.update(); } }); }); // Check if level is complete if (puzzleManager.isComplete) { changeGameState(GAME_STATE.SCORE); } } } function cleanPlayingState() { isPlaying = false; // Reset gridBoardSoil visibility and alpha if (gridBoardSoil) { gridBoardSoil.visible = false; gridBoardSoil.alpha = 0; } // Hide growGrass if (growGrass) { growGrass.visible = false; growGrass.alpha = 0; } // Stop waterdrops animations if any if (waterDropInterval) { LK.clearInterval(waterDropInterval); waterDropInterval = null; } // Remove remaining waterdrops if any for (var i = waterDrops.length - 1; i >= 0; i--) { if (waterDrops[i].visible) { waterDrops[i].destroy(); waterDrops.splice(i, 1); } } } function initScoreState() { // Show score screen console.log("Entering Score State"); levelText.visible = true; levelText.text = "Level Complete!\nTap to continue"; } function handleScoreLoop() { // Update any score animations if (puzzleManager) { puzzleManager.grid.forEach(function (row) { row.forEach(function (tile) { if (tile) { tile.update(); } }); }); } } function cleanScoreState() { levelText.visible = false; } function changeGameState(newState) { // Clean up current state console.log("Changing state from", currentState, "to", newState); switch (currentState) { case GAME_STATE.MENU: cleanMenuState(); break; case GAME_STATE.NEW_ROUND: cleanNewRoundState(); break; case GAME_STATE.PLAYING: cleanPlayingState(); break; case GAME_STATE.SCORE: cleanScoreState(); break; } // Initialize new state currentState = newState; switch (newState) { case GAME_STATE.MENU: initMenuState(); break; case GAME_STATE.NEW_ROUND: initNewRoundState(); break; case GAME_STATE.PLAYING: initPlayingState(); break; case GAME_STATE.SCORE: initScoreState(); break; } } /**** * Event Handlers ****/ game.down = function (x, y, obj) { switch (currentState) { case GAME_STATE.MENU: changeGameState(GAME_STATE.NEW_ROUND); break; case GAME_STATE.PLAYING: startX = x; startY = y; isMouseDown = true; if (puzzleManager) { puzzleManager.selectTile(x, y); } break; case GAME_STATE.SCORE: changeGameState(GAME_STATE.MENU); break; } }; game.move = function (x, y, obj) { if (currentState !== GAME_STATE.PLAYING || !isMouseDown || !puzzleManager || !puzzleManager.selectedTile) { return; } var deltaX = x - startX; var deltaY = y - startY; // Only move if drag distance exceeds threshold if (Math.abs(deltaX) > dragThreshold || Math.abs(deltaY) > dragThreshold) { var direction = null; if (Math.abs(deltaX) > Math.abs(deltaY)) { direction = deltaX > 0 ? 'right' : 'left'; } else { direction = deltaY > 0 ? 'down' : 'up'; } puzzleManager.moveTile(direction); isMouseDown = false; // Reset after move } }; game.up = function (x, y, obj) { isMouseDown = false; if (currentState === GAME_STATE.PLAYING && puzzleManager) { puzzleManager.selectedTile = null; } }; /**** * Main Update Loop ****/ function update() { // Handle state-specific updates switch (currentState) { case GAME_STATE.MENU: handleMenuLoop(); break; case GAME_STATE.NEW_ROUND: handleNewRoundLoop(); break; case GAME_STATE.PLAYING: handlePlayingLoop(); break; case GAME_STATE.SCORE: handleScoreLoop(); break; } // Update water drops for (var i = waterDrops.length - 1; i >= 0; i--) { if (waterDrops[i].visible) { waterDrops[i].update(); } } } // Tile Format Utilities var TileFormat = { // Constants FIXED: 'F', MOBILE: 'M', TYPES: { START: 'S', END: 'E', VERTICAL: 'V', HORIZONTAL: 'H', CORNER: 'C', CROSS: 'X', BLANK: 'B' }, // Parse a tile string into its components parse: function parse(tileStr) { if (!tileStr || tileStr === "") { return null; } var parts = tileStr.split('-'); if (parts.length !== 3) { console.error("Invalid tile format:", tileStr); return null; } return { fixed: parts[0] === this.FIXED, type: parts[1], rotation: parseInt(parts[2]) * (Math.PI / 2) // Convert to radians }; }, // Create a tile string from components create: function create(fixed, type, rotationIndex) { return "".concat(fixed ? this.FIXED : this.MOBILE, "-").concat(type, "-").concat(rotationIndex); }, // Convert old tile type to new format convertOldType: function convertOldType(oldType) { switch (oldType) { case 'start': return this.TYPES.START; case 'end': return this.TYPES.END; case 'straightPipeV': return this.TYPES.VERTICAL; case 'straightPipeH': return this.TYPES.HORIZONTAL; case 'cornerPipe': return this.TYPES.CORNER; default: return this.TYPES.BLANK; } }, // Convert rotation in radians to index (0-3) getRotationIndex: function getRotationIndex(radians) { if (typeof radians !== 'number') { return 0; } return Math.round(radians % (2 * Math.PI) / (Math.PI / 2)) % 4; }, // Convert old level format to new format convertOldLevel: function convertOldLevel(oldLevel) { var newGrid = []; for (var row = 0; row < 4; row++) { newGrid[row] = []; for (var col = 0; col < 4; col++) { var oldTile = oldLevel.tiles[row][col]; if (!oldTile) { newGrid[row][col] = ""; continue; } var isFixed = oldLevel.fixedTiles && oldLevel.fixedTiles.includes("".concat(row, ",").concat(col)); var type = this.convertOldType(oldTile); var rotation = oldLevel.rotations["".concat(row, ",").concat(col)] || 'up'; var rotationIndex = this.getRotationIndex(rotation); newGrid[row][col] = this.create(isFixed, type, rotationIndex); } } return newGrid; } }; // Update tile creation to use new format function createTile(tileStr, row, col) { if (!tileStr || tileStr === "") { return null; } var tileData = TileFormat.parse(tileStr); if (!tileData) { return null; } var tile = new Tile(); tile.type = tileData.type; tile.fixed = tileData.fixed; tile.gridRow = row; tile.gridCol = col; // Create base tile graphics tile.baseTile = tile.attachAsset(tile.fixed ? 'baseTile' : 'baseMobileTile', { anchorX: 0.5, anchorY: 0.5, width: tileSize, height: tileSize, tint: 0xFFFFFF }); // Set type and create pipe graphics tile.setType(tileData.type, row, col, tileData.fixed); // Set initial rotation tile.setRotation(tileData.rotation); // Set position tile.updatePosition(row, col); return tile; } var levelConfigs = { 1: [["F-S-0", "", "", ""], ["F-V-0", "", "", ""], ["F-V-0", "", "M-H-0", ""], ["F-C-1", "F-H-0", "", "F-E-1"]], 2: [["", "M-V-0", "F-E-0", ""], ["", "M-C-0", "F-V-0", ""], ["", "", "", ""], ["F-S-3", "F-H-0", "", ""]], 3: [["F-C-2", "", "", "M-V-0"], ["F-C-1", "F-E-1", "", "F-H-0"], ["", "", "", ""], ["", "", "F-V-0", "F-S-1"]] };
===================================================================
--- original.js
+++ change.js
@@ -577,12 +577,12 @@
}
};
self.getNextPositions = function (col, row, rotation, type, incomingDirection) {
var positions = [];
- var normalizedIncoming = incomingDirection; //(incomingDirection + Math.PI) % (2 * Math.PI);
+ //var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI);
//var normalizedIncoming = getFlowDirection(puzzleManager.grid[row][col], incomingDirection);
- log("Getting next position for tile at", row, col, "type:", type, "rotation:", rotation, "incoming direction:", incomingDirection, "normalizedIncoming::", normalizedIncoming);
- incomingDirection = normalizedIncoming;
+ 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:
// Start pipe flows in direction of rotation
var dx = -Math.sin(rotation);
@@ -609,12 +609,12 @@
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 (π), we flow left
- if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ if (Math.abs(incomingDirection) < 0.1) {
positions.push([col + 1, row]); // Flow right
log("HORIZONTAL: incoming from left, flowing right");
- } else if (Math.abs(incomingDirection) < 0.1 || incomingDirection === 0) {
+ } else if (Math.abs(incomingDirection - Math.PI) < 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!");
@@ -1180,13 +1180,14 @@
if (!nextTile) {
log("No tile at next position");
continue;
}
- var incomingDirection = Math.atan2(nextRow - row, nextCol - col);
+ var incomingDirection = Math.atan2(nextRow - row, col - nextCol);
if (!canAcceptFlowFromDirection(nextTile, incomingDirection)) {
log("Tile at row:", nextRow, "col:", nextCol, "cannot accept flow from direction:", incomingDirection);
continue;
}
+ log("== OK. Prepare next tile with previous tile at ", incomingDirection, " (", nextRow, row, nextCol, col, ")");
// Update nextTile.water.dir depending on incomingDirection
if (nextTile.water) {
log("Updating water direction for tile at row:", nextRow, "col:", nextCol);
if (nextTile.type === TileFormat.TYPES.VERTICAL) {
@@ -1197,12 +1198,12 @@
nextTile.water.dir = 'bt'; // Bottom to Top
log("Set water direction to 'bt' (Bottom to Top)");
}
} else if (nextTile.type === TileFormat.TYPES.HORIZONTAL) {
- if (Math.abs(incomingDirection) < 0.1) {
+ if (Math.abs(incomingDirection - Math.PI) < 0.1) {
nextTile.water.dir = 'lr'; // Left to Right
log("Set water direction to 'lr' (Left to Right)");
- } else if (Math.abs(incomingDirection - Math.PI) < 0.1) {
+ } else if (Math.abs(incomingDirection) < 0.1) {
nextTile.water.dir = 'rl'; // Right to Left
log("Set water direction to 'rl' (Right to Left)");
}
}
@@ -1239,11 +1240,11 @@
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 nextFlowDirection = getFlowDirection(currentTile, flowDirection); // incomingDirection);
var nextKey = nextRow + "," + nextCol;
+ log("Set next tile ", nextKey, " flow dir:", nextFlowDirection);
toCheck.push([nextRow, nextCol, nextFlowDirection]);
pathMap[nextKey] = {
row: nextRow,
col: nextCol,
@@ -1462,49 +1463,54 @@
* Helper Functions
****/
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);
+ var flowDir; //(incomingDirection + Math.PI) % (2 * Math.PI);
+ log("Get Output flow dir:", tile.type, "Rotation:", tile.pipeContainer.rotation, "incomingDirection:", incomingDirection); //, "Normalized incoming:", rotation);
switch (tile.type) {
case TileFormat.TYPES.START:
- rotation = tile.pipeContainer.rotation + 3 * Math.PI / 2;
+ flowDir = Math.PI / 2 * (Math.sin(tile.pipeContainer.rotation) - Math.cos(tile.pipeContainer.rotation));
break;
- //case TileFormat.TYPES.CORNER:
- //rotation = (rotation + Math.PI / 2) % (2 * Math.PI);
- // break;
+ case TileFormat.TYPES.CORNER:
+ if (Math.abs(tile.pipeContainer.rotation - incomingDirection) < 0.1 || Math.abs(tile.pipeContainer.rotation + Math.PI - incomingDirection) < 0.1) {
+ flowDir = incomingDirection + Math.PI / 2;
+ } else {
+ flowDir = incomingDirection - Math.PI / 2;
+ }
+ break;
default:
- rotation = rotation;
+ flowDir = incomingDirection; // + Math.PI; // From side to oposite side
break;
}
- rotation = rotation % (2 * Math.PI);
- log("Returned flow direction:", rotation);
- return rotation;
+ flowDir = flowDir % (2 * Math.PI);
+ log("Returned output flow direction:", flowDir);
+ return flowDir;
}
function canAcceptFlowFromDirection(tile, incomingDirection) {
var normalizedIncoming = (incomingDirection + Math.PI) % (2 * Math.PI);
var tileRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
- log("Checking if tile can accept flow. Tile type:", tile.type, "Incoming direction:", incomingDirection, "Normalized incoming:", normalizedIncoming, "Tile rotation:", tileRotation);
+ log("Checking if tile can accept flow. Tile type:", tile.type, "Tile rotation:", tileRotation, " previous tile at:", incomingDirection, " => Incoming flow dir:", normalizedIncoming);
+ var angleDiff = null;
switch (tile.type) {
case TileFormat.TYPES.START:
log("No => Tile type is START. Cannot accept flow.");
return false;
case TileFormat.TYPES.END:
- var angle = (normalizedIncoming - tileRotation - Math.PI / 2) % (2 * Math.PI);
- log("Yes => Tile type is END. Calculated angle:", angle);
- return angle < 0.1;
+ angleDiff = (normalizedIncoming - tileRotation - Math.PI / 2) % (2 * Math.PI);
+ log("Yes => Tile type is END.");
+ return angleDiff < 0.1;
case TileFormat.TYPES.VERTICAL:
- var angle = Math.abs(normalizedIncoming - Math.PI / 2) % (2 * Math.PI);
- log("Yes => Tile type is VERTICAL. Calculated angle:", angle);
- return angle < 0.1 || Math.abs(angle - Math.PI) < 0.1;
+ angleDiff = Math.abs(normalizedIncoming - Math.PI / 2) % (2 * Math.PI);
+ log("Yes => Tile type is VERTICAL");
+ return angleDiff < 0.1 || Math.abs(angleDiff - Math.PI) < 0.1;
case TileFormat.TYPES.HORIZONTAL:
- var angle = normalizedIncoming % (2 * Math.PI);
- log("Yes => Tile type is HORIZONTAL. Calculated angle:", angle);
- return angle < 0.1 || Math.abs(angle - Math.PI) < 0.1;
+ angleDiff = normalizedIncoming % (2 * Math.PI);
+ log("Yes => Tile type is HORIZONTAL");
+ return angleDiff < 0.1 || Math.abs(angleDiff - Math.PI) < 0.1;
case TileFormat.TYPES.CORNER:
- var angle = (normalizedIncoming - tileRotation - Math.PI) % (2 * Math.PI);
- log("Yes => Tile type is CORNER. Calculated angle:", angle);
- return angle < 0.1 || Math.abs(angle - Math.PI / 2) < 0.1;
+ angleDiff = (normalizedIncoming - tileRotation - Math.PI) % (2 * Math.PI);
+ log("Yes => Tile type is CORNER.");
+ return angleDiff < 0.1 || Math.abs(angleDiff - Math.PI / 2) < 0.1;
default:
log("No => Tile type is unknown. Cannot accept flow.");
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