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Please fix the bug: 'Uncaught ReferenceError: createjs is not defined' in or related to this line: 'self.water = new createjs.Shape();' Line Number: 165
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in Tile setType , attach all asset in the switch(type) to the pipeContainer
Code edit (14 edits merged)
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in Tile, add a new pipeContainer property which is a cointainer
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make fountain sound fade out after 2sec
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play fontain sound only once when fountains is visible
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play fontain sound when fountains is visible
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tween(logo, {...}) does nothing. please fix
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easing: tween.bounceOut doesn't exists so fix that line properly
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in initMenuState, init the logo out of screen, then in handleMenuLoop animate its entrace with a bounce anim and finish the anim at logo.x = 2048 / 2; logo.y = 2732 / 2 - 50;
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in handleMenuLoop use tween plugin to animate logo entrance in a bump anim ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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in initMenuState, move logo in middle layer
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Place it before the logo
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Add backgroundPlaying1 in menu state init too
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Play tileBlocked when player makes invalid move
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Play level when level solved
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Play tile slide when moving tile
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs && puzzleManager.levelConfigs[puzzleManager.currentLevel] && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';' Line Number: 49
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';' Line Number: 49
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Tile = Container.expand(function () {
var self = Container.call(this);
self.pipeContainer = new Container();
// Properties
self.type = 'empty';
self.baseTint = 0x8FBE00;
self.baseTintLight = 0x5ED000;
self.maxWaterSize = 260;
self.flowSpeed = 12;
self.startFlowTicks = 0;
self.flow = false;
self.connections = [];
self.position = {
x: 0,
y: 0
};
self.rotation = 0;
// Methods
self.setType = function (type, x, y) {
self.type = type;
var baseTileAsset = type == 'start' || type == 'end' || puzzleManager && puzzleManager.levelConfigs && puzzleManager.levelConfigs[puzzleManager.currentLevel] && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles && puzzleManager.levelConfigs[puzzleManager.currentLevel].fixedTiles.includes(x + ',' + y) ? 'baseTile' : 'baseMobileTile';
if (type == 'empty') {
return;
}
// Attach baseTile asset
self.baseTile = self.attachAsset(baseTileAsset, {
anchorX: 0.5,
anchorY: 0.5,
width: tileSize,
height: tileSize,
tint: 0xFFFFFF
});
self.addChild(self.pipeContainer);
self.width = tileSize;
self.height = tileSize;
switch (type) {
case 'start':
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: ''
});
break;
case 'end':
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
});
break;
case 'crossPipe':
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: ''
});
break;
case 'straightPipeH':
self.water = self.pipeContainer.attachAsset('waterH', {
anchorX: 0,
anchorY: 0.5,
x: 0,
y: 40,
width: 0,
height: 20,
visible: false,
dir: ''
});
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
});
break;
case 'straightPipeV':
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'
});
break;
case 'cornerPipe':
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,
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.attachAsset('pipeRing', {
// anchorX: 0.5,
// anchorY: 0.5,
// width: 150,
// height: 40,
// x: -30,
// y: -30,
// rotation: Math.PI * 0.25,
// tint: self.baseTintLight
// });
break;
}
};
self.updatePosition = function (x, y) {
self.position.x = x;
self.position.y = y;
if (self.baseTile) {
self.baseTile.width = tileSize;
self.baseTile.height = tileSize;
}
self.x = x * tileSize + gridBoard.x - gridBoard.width / 2 + tileSize / 2 + boardOffsetX;
self.y = y * tileSize + gridBoard.y - gridBoard.height / 2 + tileSize / 2 + boardOffsetY;
log('Tile index:', x, y, 'Tile position:', self.x, self.y, 'Tile dimensions:', self.width, self.height, ' self:', self);
};
self.normalizeRotation = function (rotation) {
// If rotation is a number (radians), convert it to our direction system
if (typeof rotation === 'number') {
switch (self.type) {
case 'cornerPipe':
// Convert radians to our direction system
// 0 = up
// π/2 = right
// π = down
// 3π/2 = left
var angle = rotation % (2 * Math.PI);
if (angle < 0) {
angle += 2 * Math.PI;
}
if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
log("Corner normalize ", angle, " => up");
return 'left'; //'up';
}
if (angle < 3 * Math.PI / 4) {
log("Corner normalize ", angle, " => right");
return 'right';
}
if (angle < 5 * Math.PI / 4) {
log("Corner normalize ", angle, " => down");
return 'down';
}
log("Corner normalize ", angle, " => left");
return 'up'; //'left';
break;
default:
// Convert radians to our direction system
// 0 = up
// π/2 = right
// π = down
// 3π/2 = left
var angle = rotation % (2 * Math.PI);
if (angle < 0) {
angle += 2 * Math.PI;
}
if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
return 'up';
}
if (angle < 3 * Math.PI / 4) {
return 'right';
}
if (angle < 5 * Math.PI / 4) {
return 'down';
}
return 'left';
break;
}
}
return rotation || 'down';
};
self.setRotation = function (direction) {
switch (self.type) {
case 'cornerPipe':
switch (direction) {
case 'left':
self.pipeContainer.rotation = 0;
break;
case 'right':
self.pipeContainer.rotation = -Math.PI * 1.5;
break;
case 'up':
self.pipeContainer.rotation = 0;
break;
case 'down':
self.pipeContainer.rotation = Math.PI;
break;
}
log("Corner Set rot ", direction, " => ", self.pipeContainer.rotation);
break;
default:
switch (direction) {
case 'left':
self.pipeContainer.rotation = -Math.PI * 1.5;
break;
case 'right':
self.pipeContainer.rotation = -Math.PI * 0.5;
break;
case 'up':
self.pipeContainer.rotation = 0;
break;
case 'down':
self.pipeContainer.rotation = Math.PI;
break;
}
break;
}
log('Tile position:', self.x, self.y, 'Tile rotation:', self.pipeContainer.rotation);
};
self.getNextPositions = function (x, y, type, normalizedRotation) {
var nextPositions = [];
switch (type) {
case 'straightPipeV':
nextPositions.push([x, y - 1], [x, y + 1]); // Up and down
break;
case 'straightPipeH':
nextPositions.push([x - 1, y], [x + 1, y]); // Left and right
break;
case 'cornerPipe':
switch (normalizedRotation) {
case 'up':
nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
break;
case 'right':
nextPositions.push([x + 1, y], [x, y + 1]); // Right and down
break;
case 'down':
nextPositions.push([x - 1, y], [x, y + 1]); // Left and down
break;
case 'left':
nextPositions.push([x - 1, y], [x, y - 1]); // Left and up
break;
}
break;
}
return nextPositions;
};
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;
}
}
if (self.type === 'start') {
// Rotate valve for start pipe
var rotationValue = (LK.ticks - self.startFlowTicks) * 0.1;
if (self.valve) {
self.valve.rotation = rotationValue;
}
if (rotationValue >= Math.PI * 3) {
self.flow = false;
}
} else if (self.type === 'cornerPipe') {
// Corner pipe animation
var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed; // Accelerate water speed
var thirdSize = self.maxWaterSize / 3 - 10; // Split animation into three phases
var sidesSize = self.maxWaterSize / 3; //+ 40;
var normalizedRotation = self.normalizeRotation(self.pipeContainer.rotation);
var isRotatedRight = normalizedRotation === Math.PI / 2; // π/2 means rotated right
if (isRotatedRight) {
// Standard sequence for right rotation
// Phase 1: Vertical water grows
if (progress < thirdSize) {
if (self.waterV) {
self.waterV.height = progress;
}
}
// Phase 2: Corner water appears
else if (progress < thirdSize * 2) {
if (self.waterV) {
self.waterV.height = thirdSize; // Keep vertical at full first-phase height
}
if (self.waterCorner) {
self.waterCorner.visible = true;
self.waterCorner.alpha = Math.min(Math.max(0, ((progress - thirdSize) / thirdSize - 0.5) * 2, 0), 1); // Animate alpha from 0 to 1
// Calculate rotation from -PI/2 to -PI
var rotationProgress = (progress - thirdSize) / thirdSize; // 0 to 1
self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2;
}
}
// Phase 3: Horizontal water grows
else {
if (self.waterV) {
self.waterV.height = thirdSize;
}
if (self.waterCorner) {
self.waterCorner.visible = true;
self.waterCorner.alpha = 1;
self.waterCorner.rotation = -Math.PI; // Keep at final rotation
}
if (self.waterH) {
self.waterH.visible = true;
self.waterH.width = Math.min(progress - thirdSize * 2, sidesSize);
}
}
} else {
// Inverted sequence for left rotation
// Phase 1: Horizontal water grows
if (progress < thirdSize) {
if (self.waterH) {
self.waterH.width = progress;
}
}
// Phase 2: Corner water appears
else if (progress < thirdSize * 2) {
if (self.waterH) {
self.waterH.width = thirdSize; // Keep horizontal at full first-phase height
}
if (self.waterCorner) {
self.waterCorner.visible = true;
self.waterCorner.alpha = Math.min(Math.max(0, ((progress - thirdSize) / thirdSize - 0.5) * 2, 0), 1); // Animate alpha from 0 to 1
// Calculate rotation from -PI/2 to -PI
var rotationProgress = (progress - thirdSize) / thirdSize; // 0 to 1
self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2;
}
}
// Phase 3: Vertical water grows
else {
if (self.waterH) {
self.waterH.width = thirdSize;
}
if (self.waterCorner) {
self.waterCorner.visible = true;
self.waterCorner.alpha = 1;
self.waterCorner.rotation = -Math.PI; // Keep at final rotation
}
if (self.waterV) {
self.waterV.visible = true;
self.waterV.height = Math.min(progress - thirdSize * 2, sidesSize);
}
}
}
if (progress >= self.maxWaterSize) {
self.flow = false;
}
} else if (self.type === 'end' && self.fountain) {
// Animate fountain growth
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(); // Play fountain sound when it becomes visible
}
} else {
self.flow = false;
if (!waterDropInterval) {
createWaterDrops(self.x, self.y, game);
waterDropInterval = LK.setInterval(function () {
createWaterDrops(self.x, self.y, game);
}, 500 + Math.random() * 500);
animateSoil();
}
}
} else if (self.water) {
// Regular pipe animation
var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
if (heightValue < self.maxWaterSize) {
self.water.visible = true;
if (self.water.dir === 'lr') {
self.water.width = heightValue;
self.water.x = 0;
self.water.scaleX = 1;
} else if (self.water.dir === 'rl') {
self.water.width = heightValue;
self.water.x = self.maxWaterSize;
self.water.scaleX = -1;
} else {
self.water.height = heightValue;
}
} else {
self.flow = false;
}
}
}
if (self.type === 'end' && self.fountain && self.fountain.visible) {
self.fountain.rotation += 0.1; // Rotate the fountain indefinitely
var sizeVariation = 30 * Math.sin(LK.ticks * 0.1);
self.fountain.width = 250 + sizeVariation;
self.fountain.height = 250 + sizeVariation;
}
};
self.setType(self.type);
return self;
});
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
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
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() {
var self = this;
// Properties
self.currentLevel = 1;
self.maxLevels = 30;
self.grid = [];
self.gridSize = 4;
self.selectedTile = null;
self.waterFlowing = false;
self.isComplete = false;
// Level configurations
self.levelConfigs = {
1: {
tiles: [['start', 'straightPipeV', 'straightPipeV', 'cornerPipe'], [null, null, null, 'straightPipeH'], [null, null, 'straightPipeH', null], [null, null, null, 'end']],
rotations: {
'0,3': 'right',
// corner
'3,3': 'left' // end
},
fixedTiles: ['0,0', '0,1', '0,2', '0,3', '1,3', '3,3'] // All tiles fixed except 2,2
},
2: {
tiles: [[null, 'straightPipeH', 'end', null], [null, 'cornerPipe', 'straightPipeH', null], [null, null, null, null], ['start', 'straightPipeV', null, null]],
rotations: {
'0,2': 'right',
// end
'1,1': 'left' // corner
},
fixedTiles: ['3,0', '3,1', '0,2'] // Start, end, and one pipe fixed
},
3: {
tiles: [['start', 'straightPipeV', null, null], [null, 'cornerPipe', 'straightPipeH', 'cornerPipe'], [null, null, null, 'straightPipeV'], [null, null, null, 'end']],
rotations: {
'1,1': 'left',
'1,3': 'down',
'2,3': 'up'
},
fixedTiles: ['0,0', '3,3', '0,1'] // Start, end, and one pipe fixed
},
4: {
tiles: [['start', null, 'cornerPipe', null], ['straightPipeV', 'straightPipeH', 'cornerPipe', null], [null, null, 'straightPipeV', null], [null, null, 'cornerPipe', 'end']],
rotations: {
'0,2': 'left',
'1,2': 'down',
'2,2': 'up',
'3,2': 'right'
},
fixedTiles: ['0,0', '3,3'] // Only start and end are fixed
},
5: {
tiles: [['start', 'straightPipeV', null, null], ['cornerPipe', 'cornerPipe', 'straightPipeH', 'cornerPipe'], [null, 'straightPipeV', null, 'straightPipeV'], ['cornerPipe', 'cornerPipe', null, 'end']],
rotations: {
'1,0': 'right',
'1,1': 'left',
'1,3': 'down',
'3,0': 'up'
},
fixedTiles: ['0,0', '3,3'] // Only start and end are fixed
}
// Add more levels here
};
self.initPuzzle = function () {
log("Initializing puzzle for level", self.currentLevel);
// Clear existing grid
self.grid = [];
// Get level config
var config = self.levelConfigs[self.currentLevel];
if (!config) {
log("No configuration for level", self.currentLevel);
return;
}
// Initialize grid
for (var i = 0; i < self.gridSize; i++) {
self.grid[i] = [];
for (var j = 0; j < self.gridSize; j++) {
var tile = new Tile();
if (config.tiles[i] && config.tiles[i][j]) {
tile.setType(config.tiles[i][j], i, j);
}
tile.updatePosition(i, j);
self.grid[i][j] = tile;
game.addChild(tile);
}
}
// Apply rotations
if (config.rotations) {
for (var pos in config.rotations) {
/*var _pos$split$map = pos.split(',').map(Number),
_pos$split$map2 = _slicedToArray(_pos$split$map, 2),
x = _pos$split$map2[0],
y = _pos$split$map2[1];
self.grid[x][y].setRotation(config.rotations[pos]);*/
var _pos$split$map = pos.split(',').map(Number),
x = _pos$split$map[0],
y = _pos$split$map[1];
self.grid[x][y].setRotation(config.rotations[pos]);
}
}
};
self.selectTile = function (x, y) {
// Convert screen coordinates to grid coordinates
if (!isPlaying) {
return;
}
// Adjust coordinate calculation to use grid board position and size
var boardX = gridBoard.x - gridBoard.width / 2;
var boardY = gridBoard.y - gridBoard.height / 2;
var gridX = Math.floor((x - boardX) / tileSize);
var gridY = Math.floor((y - boardY) / tileSize);
log("Grid coordinates:", gridX, gridY);
// Check if coordinates are within grid
if (gridX >= 0 && gridX < self.gridSize && gridY >= 0 && gridY < self.gridSize) {
var tile = self.grid[gridX][gridY];
var key = gridX + ',' + gridY;
// Check if tile exists, is not empty, not start/end, and not fixed
if (tile && tile.type !== 'empty' && tile.type !== 'start' && tile.type !== 'end' && (!self.levelConfigs[self.currentLevel].fixedTiles || !self.levelConfigs[self.currentLevel].fixedTiles.includes(key))) {
self.selectedTile = {
x: gridX,
y: gridY,
tile: tile
};
// Check possible moves
self.checkPossibleMoves();
}
}
};
self.checkPossibleMoves = function () {
if (!self.selectedTile) {
return;
}
var x = self.selectedTile.x;
var y = self.selectedTile.y;
var possibleMoves = [];
// Check each direction
// Right
if (x < self.gridSize - 1 && self.grid[x + 1][y].type === 'empty') {
possibleMoves.push('right');
}
// Left
if (x > 0 && self.grid[x - 1][y].type === 'empty') {
possibleMoves.push('left');
}
// Down
if (y < self.gridSize - 1 && self.grid[x][y + 1].type === 'empty') {
possibleMoves.push('down');
}
// Up
if (y > 0 && self.grid[x][y - 1].type === 'empty') {
possibleMoves.push('up');
}
self.selectedTile.possibleMoves = possibleMoves;
};
self.moveTile = function (direction) {
if (!isPlaying || !self.selectedTile || !self.selectedTile.possibleMoves.includes(direction)) {
LK.getSound('tileBlocked').play(); // Play tileBlocked sound
return;
}
var oldX = self.selectedTile.x;
var oldY = self.selectedTile.y;
var newX = oldX;
var newY = oldY;
// Calculate new position
switch (direction) {
case 'right':
newX++;
break;
case 'left':
newX--;
break;
case 'down':
newY++;
break;
case 'up':
newY--;
break;
}
// Swap tiles
var movingTile = self.grid[oldX][oldY];
var emptyTile = self.grid[newX][newY];
// Play tile slide sound
LK.getSound('tileSlide').play();
// Update grid
self.grid[newX][newY] = movingTile;
self.grid[oldX][oldY] = emptyTile;
// Update positions
movingTile.updatePosition(newX, newY);
emptyTile.updatePosition(oldX, oldY);
// Clear selection
self.selectedTile = null;
// Check if puzzle is solved
if (self.checkWinCondition()) {
self.isComplete = true;
self.startWaterFlow();
LK.getSound('levelWon').play(); // Play levelWon sound
levelText.setText('Level: ' + self.currentLevel + ' Solved!');
isPlaying = false;
}
};
self.startWaterFlow = function () {
if (self.waterFlowing) {
return;
}
self.waterFlowing = true;
// Find start position
var startX = -1,
startY = -1;
for (var i = 0; i < self.gridSize; i++) {
for (var j = 0; j < self.gridSize; j++) {
if (self.grid[i][j].type === 'start') {
startX = i;
startY = j;
break;
}
}
if (startX !== -1) {
break;
}
}
// Start the flow animation from the start tile
if (startX !== -1) {
var startTile = self.grid[startX][startY];
startTile.flow = true;
startTile.startFlowTicks = 0;
// Start valve animation
if (startTile.valve) {
startTile.valve.rotationSpeed = 0.1;
}
// Start flowing through pipes
self.flowThroughPipe(startX, startY + 1, [startX + ',' + startY], 'down');
}
};
self.flowThroughPipe = function (x, y, visited, fromDir) {
log("Entering flowThroughPipe at position:", x, y, "Visited:", visited, "From:", fromDir);
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
return;
}
var key = x + ',' + y;
if (visited.includes(key)) {
return;
}
visited.push(key);
var tile = self.grid[x][y];
log("Will pass :", tile ? tile.type : "none", " from ", fromDir);
if (!tile || tile.type === 'empty') {
return;
}
// Start flow animation for this tile
tile.flow = true;
if (tile.water) {
tile.water.visible = true;
// Set water direction based on pipe type and incoming direction
if (tile.type === 'straightPipeH') {
if (fromDir === 'right') {
tile.water.dir = 'rl'; // right to left
} else {
tile.water.dir = 'lr'; // left to right
}
}
}
if (tile.waterV) {
tile.waterV.visible = true;
}
if (tile.waterH) {
tile.waterH.visible = true;
if (fromDir === 'right') {
tile.waterH.scaleX = -1; // Flow right to left
} else {
tile.waterH.scaleX = 1; // Flow left to right
}
}
if (tile.type === 'end') {
createWaterDrops(tile.x, tile.y + 100, game);
return;
}
var normalizedRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation);
// Wait for flow animation to complete before moving to next tiles
LK.setTimeout(function () {
for (var i = 0; i < nextPositions.length; i++) {
var nextX = nextPositions[i][0];
var nextY = nextPositions[i][1];
// Determine flow direction for next tile
var nextDir;
if (nextX > x) {
nextDir = 'left';
} // Coming from left
else if (nextX < x) {
nextDir = 'right';
} // Coming from right
else if (nextY > y) {
nextDir = 'up';
} // Coming from up
else {
nextDir = 'down';
} // Coming from down
self.flowThroughPipe(nextX, nextY, visited, nextDir);
}
}, 300);
};
self.reset = function () {
self.selectedTile = null;
if (self.isComplete) {
self.currentLevel++;
} else {
self.currentLevel = self.currentLevel || 1;
}
self.isComplete = false;
self.waterFlowing = false;
// Remove previous level tiles
self.grid.forEach(function (row) {
row.forEach(function (tile) {
if (tile) {
tile.destroy();
}
});
});
self.initPuzzle();
};
self.checkWinCondition = function () {
// Find start position
log("=== Starting Win Condition Check ===");
log("Grid state:");
for (var i = 0; i < self.gridSize; i++) {
var row = [];
for (var j = 0; j < self.gridSize; j++) {
var tile = self.grid[i][j];
row.push(tile ? "".concat(tile.type, "(").concat(tile.rotation, ")") : 'empty');
}
log("Row", i + ":", row.join(' | '));
}
var startX = -1,
startY = -1;
for (var i = 0; i < self.gridSize; i++) {
for (var j = 0; j < self.gridSize; j++) {
if (self.grid[i][j].type === 'start') {
startX = i;
startY = j;
log("Start tile found at:", startX, startY);
break;
}
}
if (startX !== -1) {
break;
}
}
// Use array to track visited positions
var visited = [];
log("Starting path check from:", startX, startY + 1);
// Start flowing down from start
var result = self.canReachEnd(startX, startY + 1, visited);
log("Path check complete. Result:", result);
log("Visited positions:", visited);
log("=== Win Condition Check Complete ===");
return result;
};
self.canReachEnd = function (x, y, visited) {
log("Checking position:", x, y);
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
log("Position out of bounds");
return false;
}
var key = x + ',' + y;
if (visited.includes(key)) {
log("Position already visited:", key);
return false;
}
visited.push(key);
var tile = self.grid[x][y];
if (!tile || tile.type === 'empty') {
log("No tile or empty tile at position:", x, y);
return false;
}
if (tile.type === 'end') {
log("Found end tile!");
return true;
}
var normalizedRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
log("Checking tile:", tile.type, "with normalized rotation:", normalizedRotation, "at position:", x, y);
var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation);
log("Next positions to check:", nextPositions);
for (var i = 0; i < nextPositions.length; i++) {
var nextPos = nextPositions[i];
log("Trying next position:", nextPos);
if (self.canReachEnd(nextPos[0], nextPos[1], visited)) {
return true;
}
}
return false;
};
return this;
};
/****
* Game Variables
****/
var debug = true;
function log() {
if (debug) {
console.log.apply(console, arguments);
}
}
// Game constants
var tileSize = 400;
var boardOffsetX = 90;
var boardOffsetY = 90;
// 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;
/****
* Helper Functions
****/
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.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();
// 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
tween(logo, {
x: 2048 / 2,
// Center horizontally
y: 2732 / 2 - 50 // Center vertically with offset
}, {
duration: 1000,
easing: tween.bounceOut // Use predefined bounceOut easing 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.reset();
}
// 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.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.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();
}
}
}
// Start the game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -131,8 +131,18 @@
dir: ''
});
break;
case 'straightPipeH':
+ self.water = self.pipeContainer.attachAsset('waterH', {
+ anchorX: 0,
+ anchorY: 0.5,
+ x: 0,
+ y: 40,
+ width: 0,
+ height: 20,
+ visible: false,
+ dir: ''
+ });
self.pipeContainer.attachAsset('straightPipeHAsset', {
anchorX: 0.5,
anchorY: 0.5,
y: -40,
@@ -144,17 +154,8 @@
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'
- });
break;
case 'straightPipeV':
self.pipeContainer.attachAsset('straightPipeVAsset', {
anchorX: 0.5,
@@ -286,46 +287,96 @@
};
self.normalizeRotation = function (rotation) {
// If rotation is a number (radians), convert it to our direction system
if (typeof rotation === 'number') {
- // Convert radians to our direction system
- // 0 = up
- // π/2 = right
- // π = down
- // 3π/2 = left
- var angle = rotation % (2 * Math.PI);
- if (angle < 0) {
- angle += 2 * Math.PI;
+ switch (self.type) {
+ case 'cornerPipe':
+ // Convert radians to our direction system
+ // 0 = up
+ // π/2 = right
+ // π = down
+ // 3π/2 = left
+ var angle = rotation % (2 * Math.PI);
+ if (angle < 0) {
+ angle += 2 * Math.PI;
+ }
+ if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
+ log("Corner normalize ", angle, " => up");
+ return 'left'; //'up';
+ }
+ if (angle < 3 * Math.PI / 4) {
+ log("Corner normalize ", angle, " => right");
+ return 'right';
+ }
+ if (angle < 5 * Math.PI / 4) {
+ log("Corner normalize ", angle, " => down");
+ return 'down';
+ }
+ log("Corner normalize ", angle, " => left");
+ return 'up'; //'left';
+ break;
+ default:
+ // Convert radians to our direction system
+ // 0 = up
+ // π/2 = right
+ // π = down
+ // 3π/2 = left
+ var angle = rotation % (2 * Math.PI);
+ if (angle < 0) {
+ angle += 2 * Math.PI;
+ }
+ if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
+ return 'up';
+ }
+ if (angle < 3 * Math.PI / 4) {
+ return 'right';
+ }
+ if (angle < 5 * Math.PI / 4) {
+ return 'down';
+ }
+ return 'left';
+ break;
}
- if (angle < Math.PI / 4 || angle > 7 * Math.PI / 4) {
- return 'up';
- }
- if (angle < 3 * Math.PI / 4) {
- return 'right';
- }
- if (angle < 5 * Math.PI / 4) {
- return 'down';
- }
- return 'left';
}
return rotation || 'down';
};
self.setRotation = function (direction) {
- switch (direction) {
- case 'left':
- self.pipeContainer.rotation = -Math.PI * 1.5;
+ switch (self.type) {
+ case 'cornerPipe':
+ switch (direction) {
+ case 'left':
+ self.pipeContainer.rotation = 0;
+ break;
+ case 'right':
+ self.pipeContainer.rotation = -Math.PI * 1.5;
+ break;
+ case 'up':
+ self.pipeContainer.rotation = 0;
+ break;
+ case 'down':
+ self.pipeContainer.rotation = Math.PI;
+ break;
+ }
+ log("Corner Set rot ", direction, " => ", self.pipeContainer.rotation);
break;
- case 'right':
- self.pipeContainer.rotation = -Math.PI * 0.5;
+ default:
+ switch (direction) {
+ case 'left':
+ self.pipeContainer.rotation = -Math.PI * 1.5;
+ break;
+ case 'right':
+ self.pipeContainer.rotation = -Math.PI * 0.5;
+ break;
+ case 'up':
+ self.pipeContainer.rotation = 0;
+ break;
+ case 'down':
+ self.pipeContainer.rotation = Math.PI;
+ break;
+ }
break;
- case 'up':
- self.pipeContainer.rotation = 0;
- break;
- case 'down':
- self.pipeContainer.rotation = Math.PI;
- break;
}
- log('Tile position:', self.x, self.y, 'Tile rotation:', self.rotation);
+ log('Tile position:', self.x, self.y, 'Tile rotation:', self.pipeContainer.rotation);
};
self.getNextPositions = function (x, y, type, normalizedRotation) {
var nextPositions = [];
switch (type) {
@@ -381,16 +432,19 @@
// Corner pipe animation
var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed; // Accelerate water speed
var thirdSize = self.maxWaterSize / 3 - 10; // Split animation into three phases
var sidesSize = self.maxWaterSize / 3; //+ 40;
- if (progress < self.maxWaterSize) {
+ var normalizedRotation = self.normalizeRotation(self.pipeContainer.rotation);
+ var isRotatedRight = normalizedRotation === Math.PI / 2; // π/2 means rotated right
+ if (isRotatedRight) {
+ // Standard sequence for right rotation
// Phase 1: Vertical water grows
if (progress < thirdSize) {
if (self.waterV) {
self.waterV.height = progress;
}
}
- // Phase 2: Corner water appears and rotates
+ // Phase 2: Corner water appears
else if (progress < thirdSize * 2) {
if (self.waterV) {
self.waterV.height = thirdSize; // Keep vertical at full first-phase height
}
@@ -417,8 +471,45 @@
self.waterH.width = Math.min(progress - thirdSize * 2, sidesSize);
}
}
} else {
+ // Inverted sequence for left rotation
+ // Phase 1: Horizontal water grows
+ if (progress < thirdSize) {
+ if (self.waterH) {
+ self.waterH.width = progress;
+ }
+ }
+ // Phase 2: Corner water appears
+ else if (progress < thirdSize * 2) {
+ if (self.waterH) {
+ self.waterH.width = thirdSize; // Keep horizontal at full first-phase height
+ }
+ if (self.waterCorner) {
+ self.waterCorner.visible = true;
+ self.waterCorner.alpha = Math.min(Math.max(0, ((progress - thirdSize) / thirdSize - 0.5) * 2, 0), 1); // Animate alpha from 0 to 1
+ // Calculate rotation from -PI/2 to -PI
+ var rotationProgress = (progress - thirdSize) / thirdSize; // 0 to 1
+ self.waterCorner.rotation = -Math.PI / 2 - rotationProgress * Math.PI / 2;
+ }
+ }
+ // Phase 3: Vertical water grows
+ else {
+ if (self.waterH) {
+ self.waterH.width = thirdSize;
+ }
+ if (self.waterCorner) {
+ self.waterCorner.visible = true;
+ self.waterCorner.alpha = 1;
+ self.waterCorner.rotation = -Math.PI; // Keep at final rotation
+ }
+ if (self.waterV) {
+ self.waterV.visible = true;
+ self.waterV.height = Math.min(progress - thirdSize * 2, sidesSize);
+ }
+ }
+ }
+ if (progress >= self.maxWaterSize) {
self.flow = false;
}
} else if (self.type === 'end' && self.fountain) {
// Animate fountain growth
@@ -442,15 +533,21 @@
}
} else if (self.water) {
// Regular pipe animation
var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
- if (self.water.dir != '' && heightValue < self.maxWaterSize) {
- if (self.water.dir == 'tb') {
+ if (heightValue < self.maxWaterSize) {
+ self.water.visible = true;
+ if (self.water.dir === 'lr') {
+ self.water.width = heightValue;
+ self.water.x = 0;
+ self.water.scaleX = 1;
+ } else if (self.water.dir === 'rl') {
+ self.water.width = heightValue;
+ self.water.x = self.maxWaterSize;
+ self.water.scaleX = -1;
+ } else {
self.water.height = heightValue;
}
- if (self.water.dir == 'lr') {
- self.water.width = heightValue;
- }
} else {
self.flow = false;
}
}
@@ -605,9 +702,9 @@
tiles: [[null, 'straightPipeH', 'end', null], [null, 'cornerPipe', 'straightPipeH', null], [null, null, null, null], ['start', 'straightPipeV', null, null]],
rotations: {
'0,2': 'right',
// end
- '1,1': 'right' // corner
+ '1,1': 'left' // corner
},
fixedTiles: ['3,0', '3,1', '0,2'] // Start, end, and one pipe fixed
},
3: {
@@ -807,13 +904,13 @@
if (startTile.valve) {
startTile.valve.rotationSpeed = 0.1;
}
// Start flowing through pipes
- self.flowThroughPipe(startX, startY + 1, [startX + ',' + startY]);
+ self.flowThroughPipe(startX, startY + 1, [startX + ',' + startY], 'down');
}
};
- self.flowThroughPipe = function (x, y, visited) {
- log("Entering flowThroughPipe with position:", x, y, "Visited:", visited);
+ self.flowThroughPipe = function (x, y, visited, fromDir) {
+ log("Entering flowThroughPipe at position:", x, y, "Visited:", visited, "From:", fromDir);
if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
return;
}
var key = x + ',' + y;
@@ -821,33 +918,62 @@
return;
}
visited.push(key);
var tile = self.grid[x][y];
- log("Tile found at position:", x, y, "Type:", tile ? tile.type : "none");
+ log("Will pass :", tile ? tile.type : "none", " from ", fromDir);
if (!tile || tile.type === 'empty') {
return;
}
// Start flow animation for this tile
tile.flow = true;
if (tile.water) {
tile.water.visible = true;
+ // Set water direction based on pipe type and incoming direction
+ if (tile.type === 'straightPipeH') {
+ if (fromDir === 'right') {
+ tile.water.dir = 'rl'; // right to left
+ } else {
+ tile.water.dir = 'lr'; // left to right
+ }
+ }
}
if (tile.waterV) {
tile.waterV.visible = true;
}
if (tile.waterH) {
tile.waterH.visible = true;
+ if (fromDir === 'right') {
+ tile.waterH.scaleX = -1; // Flow right to left
+ } else {
+ tile.waterH.scaleX = 1; // Flow left to right
+ }
}
if (tile.type === 'end') {
createWaterDrops(tile.x, tile.y + 100, game);
return;
}
- var normalizedRotation = tile.normalizeRotation(tile.rotation);
+ var normalizedRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation);
// Wait for flow animation to complete before moving to next tiles
LK.setTimeout(function () {
for (var i = 0; i < nextPositions.length; i++) {
- self.flowThroughPipe(nextPositions[i][0], nextPositions[i][1], visited);
+ var nextX = nextPositions[i][0];
+ var nextY = nextPositions[i][1];
+ // Determine flow direction for next tile
+ var nextDir;
+ if (nextX > x) {
+ nextDir = 'left';
+ } // Coming from left
+ else if (nextX < x) {
+ nextDir = 'right';
+ } // Coming from right
+ else if (nextY > y) {
+ nextDir = 'up';
+ } // Coming from up
+ else {
+ nextDir = 'down';
+ } // Coming from down
+ self.flowThroughPipe(nextX, nextY, visited, nextDir);
}
}, 300);
};
self.reset = function () {
@@ -926,9 +1052,9 @@
if (tile.type === 'end') {
log("Found end tile!");
return true;
}
- var normalizedRotation = tile.normalizeRotation(tile.rotation);
+ var normalizedRotation = tile.normalizeRotation(tile.pipeContainer.rotation);
log("Checking tile:", tile.type, "with normalized rotation:", normalizedRotation, "at position:", x, y);
var nextPositions = tile.getNextPositions(x, y, tile.type, normalizedRotation);
log("Next positions to check:", nextPositions);
for (var i = 0; i < nextPositions.length; i++) {
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