Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
let the fontain rotate indefinetly
Code edit (5 edits merged)
Please save this source code
User prompt
and make the fontain rotate
User prompt
For the end tile, for the water animation use the fountain asset and make grow w & h
Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
User prompt
For start pipe, in update, instead of a water w/h anim, make the valve rotate
Code edit (1 edits merged)
Please save this source code
Code edit (5 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'type')' in or related to this line: 'log('Flowing through pipe at:', key, 'Tile type:', tile.type);' Line Number: 510
User prompt
add log in flowThroughPipe
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: _slicedToArray is not defined' in or related to this line: 'var _pos$split$map = pos.split(',').map(Number),' Line Number: 283
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var checkFlowInterval = setInterval(function () {' Line Number: 628
User prompt
in animateWaterFlow, set flow to true in start tile and wait until flow returns to false; then do same for the next tile until the end pipe tile.
User prompt
When puzzle is solved we will run an animation to simulate water flowing from start pipe to end pipe. Add a new function for flow animation; call it when puzzle is solved;
User prompt
prevent moves when !isPlaying
User prompt
add an isPlaying global defaulting to true; set it to false when level is solved
User prompt
Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'var visited = new Set();' Line Number: 438
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'currentLevel')' in or related to this line: 'levelText = new Text2('Level: ' + puzzleManager.currentLevel, {' Line Number: 726
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'levelText.setText('Level: ' + self.currentLevel + ' Solved!');' Line Number: 592
/**** 
* Classes
****/ 
var Tile = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.type = 'empty';
	self.baseTint = 0x8FBE00;
	self.baseTintLight = 0x5ED000;
	self.maxWaterSize = 250;
	self.flowSpeed = 4;
	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.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.width = tileSize;
		self.height = tileSize;
		switch (type) {
			case 'start':
				self.attachAsset('startPipeAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 20,
					y: 55,
					tint: self.baseTint
				});
				self.valve = self.attachAsset('vane', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 20,
					y: 15,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterV', {
					anchorX: 0.5,
					anchorY: 0,
					x: -0,
					y: -120,
					height: 0,
					visible: false,
					dir: ''
				});
				break;
			case 'end':
				self.attachAsset('endPipeAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 0,
					y: 55,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterV', {
					anchorX: 0.5,
					anchorY: 0,
					x: -0,
					y: -120,
					height: 0,
					visible: false,
					dir: ''
				});
				self.fountain = self.attachAsset('fontain', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: 0,
					y: 0,
					width: 0,
					height: 0,
					visible: false
				});
				break;
			case 'crossPipe':
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					y: -40,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleY: -1,
					y: 30,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: -30,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleX: -1,
					x: 30,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterV', {
					anchorX: 0.5,
					anchorY: 0,
					x: -0,
					y: -120,
					height: 0,
					visible: false,
					dir: ''
				});
				break;
			case 'straightPipeH':
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					y: -40,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeHAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleY: -1,
					y: 30,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterH', {
					anchorX: 0,
					anchorY: 0.5,
					x: -130,
					y: -5,
					width: 0,
					visible: false,
					dir: 'lr'
				});
				break;
			case 'straightPipeV':
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: -30,
					tint: self.baseTint
				});
				self.attachAsset('straightPipeVAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					scaleX: -1,
					x: 30,
					tint: self.baseTint
				});
				self.water = self.attachAsset('waterV', {
					anchorX: 0.5,
					anchorY: 0,
					x: -0,
					y: -120,
					height: 0,
					visible: false,
					dir: 'tb'
				});
				break;
			case 'cornerPipe':
				self.attachAsset('cornerPipeAsset', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: -60,
					y: -60,
					tint: self.baseTintLight
				});
				// Vertical part of the water
				self.waterV = self.attachAsset('waterV', {
					anchorX: 0.5,
					anchorY: 0,
					width: 110,
					x: -120,
					y: -5,
					rotation: -Math.PI / 2,
					height: 0,
					visible: false,
					dir: ''
				});
				// Corner part of the water
				self.waterCorner = self.attachAsset('waterCorner', {
					anchorX: 0.5,
					anchorY: 0,
					width: 110,
					x: -160,
					y: -5,
					rotation: -Math.PI / 2,
					visible: true,
					//false,
					dir: ''
				});
				// Horizontal part of the water
				self.waterH = self.attachAsset('waterH', {
					anchorX: 0,
					anchorY: 0.5,
					x: -5,
					y: -15,
					width: 0,
					rotation: -Math.PI / 2,
					visible: false,
					dir: ''
				});
				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.setRotation = function (direction) {
		switch (direction) {
			case 'left':
				self.rotation = Math.PI * 0.5;
				break;
			case 'right':
				self.rotation = -Math.PI * 0.5;
				break;
			case 'up':
				self.rotation = 0;
				break;
			case 'down':
				self.rotation = Math.PI;
				break;
		}
		log('Tile position:', self.x, self.y, 'Tile rotation:', self.rotation);
	};
	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 * 2) {
					self.flow = false;
				}
			} else if (self.type === 'cornerPipe') {
				// Corner pipe animation
				var progress = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
				var halfSize = self.maxWaterSize / 2;
				if (progress < self.maxWaterSize) {
					// First animate the vertical part
					if (progress < halfSize) {
						if (self.waterV) {
							self.waterV.height = progress;
						}
					}
					// Then start the horizontal part
					else {
						if (self.waterV) {
							self.waterV.height = halfSize;
						}
						if (self.waterH) {
							self.waterH.width = Math.min(progress - halfSize, halfSize);
						}
					}
				} else {
					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;
					self.fountain.visible = true;
				} else {
					self.flow = false;
				}
			} 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') {
						self.water.height = heightValue;
					}
					if (self.water.dir == 'lr') {
						self.water.width = heightValue;
					}
				} else {
					self.flow = false;
				}
			}
		}
		if (self.type === 'end' && self.fountain && self.fountain.visible) {
			self.fountain.rotation += 0.1; // Rotate the fountain indefinitely
		}
	};
	self.setType(self.type);
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
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;
	// 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': 'left',
				'3,3': 'left'
			},
			fixedTiles: ['0,0', '0,1', '0,2', '0,3', '1,3', '3,3'] // All tiles fixed except 2,2
		},
		2: {
			tiles: [['start', 'straightPipeH', null, null], [null, 'cornerPipe', null, null], [null, 'straightPipeV', 'cornerPipe', null], [null, null, null, 'end']],
			rotations: {
				'0,1': 'right',
				'1,1': 'down',
				'2,2': 'left'
			}
		}
		// Add more levels here
	};
	// Initialize the puzzle for current level
	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),
					x = _pos$split$map[0],
					y = _pos$split$map[1];
				self.grid[x][y].setRotation(config.rotations[pos]);
			}
		}
	};
	// Check if the current puzzle is solved
	self.checkWinCondition = function () {
		// 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;
			}
		}
		// Use a Set to track visited positions
		var visited = [];
		// Check if we can reach the end tile
		return this.canReachEnd(startX, startY + 1, visited); // Start flowing down from start
	};
	self.canReachEnd = function (x, y, visited) {
		// Check bounds
		if (x < 0 || x >= self.gridSize || y < 0 || y >= self.gridSize) {
			return false;
		}
		// Create position key
		var key = x + ',' + y;
		if (visited.includes(key)) {
			return false;
		}
		visited.push(key);
		var tile = self.grid[x][y];
		if (!tile || tile.type === 'empty') {
			return false;
		}
		// If we reached the end, success!
		if (tile.type === 'end') {
			return true;
		}
		// Get next possible positions based on current tile type and rotation
		var nextPositions = [];
		switch (tile.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':
				// Check rotation to determine flow direction
				if (tile.rotation === Math.PI * 0.5) {
					// Left rotation
					nextPositions.push([x, y - 1], [x + 1, y]); // Up and right
				}
				// Add other rotations as needed
				break;
			case 'crossPipe':
				nextPositions.push([x - 1, y], [x + 1, y], [x, y - 1], [x, y + 1]); // All directions
				break;
		}
		// Try each possible next position
		for (var i = 0; i < nextPositions.length; i++) {
			var nextX = nextPositions[i][0];
			var nextY = nextPositions[i][1];
			if (this.canReachEnd(nextX, nextY, visited)) {
				return true;
			}
		}
		return false;
	};
	// Handle tile selection and movement
	self.selectTile = function (x, y) {
		// Convert screen coordinates to grid coordinates
		if (!isPlaying) {
			return;
		}
		var gridX = Math.floor((x - (gridBoard.x - gridBoard.width / 2 + tileSize / 2)) / tileSize);
		var gridY = Math.floor((y - (gridBoard.y - gridBoard.height / 2 + tileSize / 2)) / tileSize);
		// 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.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)) {
			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];
		// 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.startWaterFlow();
			levelText.setText('Level: ' + self.currentLevel + ' Solved!');
			isPlaying = false;
		}
	};
	self.startWaterFlow = function () {
		// 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
		self.flowThroughPipe(startX, startY, []);
	};
	self.flowThroughPipe = function (x, y, visited) {
		var key = x + ',' + y;
		if (visited.includes(key)) {
			log('Already visited tile at', x, y);
			return;
		}
		visited.push(key);
		var tile = self.grid[x][y];
		if (!tile || tile.type === 'empty') {
			log('Invalid or empty tile at', x, y);
			return;
		}
		log('Flowing through tile:', tile.type, 'at position:', x, y);
		// Enable flow for current tile and set water direction
		tile.flow = true;
		if (tile.water) {
			tile.water.visible = true;
			// Set water direction based on tile type
			switch (tile.type) {
				case 'start':
				case 'straightPipeV':
					//tile.water.dir = 'tb';
					break;
				case 'straightPipeH':
					//tile.water.dir = 'lr';
					break;
				case 'cornerPipe':
					// Set direction based on rotation
					if (tile.rotation === Math.PI * 0.5) {
						//tile.water.dir = 'tr'; // top to right
					}
					// Add other rotation cases here
					break;
				case 'crossPipe':
					// Set direction based on where water came from
					if (self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
						//tile.water.dir = 'tb';
					} else if (self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
						//tile.water.dir = 'lr';
					}
					break;
			}
			log('Set water direction for tile at', x, y, 'to:', tile.water.dir);
		} else {
			log('Warning: No water asset found for tile at', x, y);
		}
		// Wait for flow animation to complete before moving to next tile
		LK.setTimeout(function () {
			// Get next tile position based on current tile type
			var nextPos = self.getNextPosition(x, y, tile);
			if (nextPos) {
				log('Moving to next tile at:', nextPos[0], nextPos[1]);
				self.flowThroughPipe(nextPos[0], nextPos[1], visited);
			} else {
				log('No next position found for tile at', x, y);
			}
		}, 1200); // Wait 500ms before flowing to next tile
	};
	self.getNextPosition = function (x, y, tile) {
		log('Getting next position for tile:', tile.type, 'at', x, y);
		switch (tile.type) {
			case 'start':
				log('Start tile - flowing down');
				return [x, y + 1];
			// Flow down from start
			case 'straightPipeV':
				// Always flow downward if we came from above
				if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
					log('Vertical pipe - flowing down');
					return [x, y + 1];
				}
				// Flow upward if we came from below
				if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
					log('Vertical pipe - flowing up');
					return [x, y - 1];
				}
				// If no previous flow, default to flowing down
				log('Vertical pipe - default flow down');
				return [x, y + 1];
			case 'straightPipeH':
				// Always flow right if we came from left
				if (x > 0 && self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
					log('Horizontal pipe - flowing right');
					return [x + 1, y];
				}
				// Flow left if we came from right
				if (x < self.gridSize - 1 && self.grid[x + 1][y] && self.grid[x + 1][y].flow) {
					log('Horizontal pipe - flowing left');
					return [x - 1, y];
				}
				// If no previous flow, default to flowing right
				log('Horizontal pipe - default flow right');
				return [x + 1, y];
			case 'cornerPipe':
				// For corner pipe at Ο/2 (90 degrees), when water comes from above, flow right
				if (Math.abs(tile.rotation - Math.PI * 0.5) < 0.01) {
					// Use approximate equality for floating point
					if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
						log('Corner pipe Ο/2 - water from above, flowing right');
						return [x + 1, y];
					}
					// Default to flowing right if no previous flow (shouldn't happen in normal gameplay)
					log('Corner pipe Ο/2 - default flowing right');
					return [x + 1, y];
				} else if (Math.abs(tile.rotation - Math.PI) < 0.01) {
					// Ο (180 degrees)
					if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
						log('Corner pipe Ο - water from above, flowing left');
						return [x - 1, y];
					}
				} else if (Math.abs(tile.rotation - Math.PI * 1.5) < 0.01) {
					// 3Ο/2 (270 degrees)
					if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
						log('Corner pipe 3Ο/2 - water from below, flowing left');
						return [x - 1, y];
					}
				} else {
					// 0 or default rotation
					if (x > 0 && self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
						log('Corner pipe 0 - water from left, flowing up');
						return [x, y - 1];
					}
				}
				break;
			case 'crossPipe':
				// For cross pipe, continue in the same direction we came from
				if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) {
					log('Cross pipe - flowing down');
					return [x, y + 1];
				}
				if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) {
					log('Cross pipe - flowing up');
					return [x, y - 1];
				}
				if (x > 0 && self.grid[x - 1][y] && self.grid[x - 1][y].flow) {
					log('Cross pipe - flowing right');
					return [x + 1, y];
				}
				if (x < self.gridSize - 1 && self.grid[x + 1][y] && self.grid[x + 1][y].flow) {
					log('Cross pipe - flowing left');
					return [x - 1, y];
				}
				break;
			case 'end':
				log('Reached end tile');
				return null;
		}
		log('No valid next position found');
		return null;
	};
	return self;
};
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
var isPlaying = true;
var gridBoard;
var puzzleManager;
var isMouseDown = false;
var startX = 0;
var startY = 0;
var selectedTile = null;
var dragThreshold = 20;
// Initialize game board
gridBoard = LK.getAsset('gridBoard', {
	anchorX: 0.5,
	anchorY: 0.5
});
gridBoard.x = 2048 / 2;
gridBoard.y = 2732 / 2;
game.addChild(gridBoard);
// Event handlers
game.down = function (x, y, obj) {
	startX = x;
	startY = y;
	isMouseDown = true;
	if (puzzleManager) {
		puzzleManager.selectTile(x, y);
	}
};
game.move = function (x, y, obj) {
	if (!isPlaying || !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 (puzzleManager) {
		puzzleManager.selectedTile = null;
	}
};
var levelText;
// Initialize game
function initializeGame() {
	puzzleManager = new PuzzleManager();
	puzzleManager.initPuzzle();
	// Create a text element to display the current level number
	levelText = new Text2('Level: ' + puzzleManager.currentLevel, {
		size: 100,
		fill: "#ffffff"
	});
	// Set the position of the level text under the board
	levelText.anchor.set(0.5, 0);
	levelText.x = gridBoard.x;
	levelText.y = gridBoard.y + gridBoard.height / 2 + 50;
	// Add the level text to the game
	game.addChild(levelText);
}
// Start the game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -189,11 +189,22 @@
 					y: -5,
 					rotation: -Math.PI / 2,
 					height: 0,
 					visible: false,
-					dir: '',
-					blendMode: 2
+					dir: ''
 				});
+				// Corner part of the water
+				self.waterCorner = self.attachAsset('waterCorner', {
+					anchorX: 0.5,
+					anchorY: 0,
+					width: 110,
+					x: -160,
+					y: -5,
+					rotation: -Math.PI / 2,
+					visible: true,
+					//false,
+					dir: ''
+				});
 				// Horizontal part of the water
 				self.waterH = self.attachAsset('waterH', {
 					anchorX: 0,
 					anchorY: 0.5,
@@ -201,10 +212,9 @@
 					y: -15,
 					width: 0,
 					rotation: -Math.PI / 2,
 					visible: false,
-					dir: '',
-					blendMode: 2
+					dir: ''
 				});
 				break;
 		}
 	};
@@ -291,9 +301,8 @@
 					self.fountain.visible = true;
 				} else {
 					self.flow = false;
 				}
-				self.fountain.rotation += 0.1; // Rotate the fountain indefinitely
 			} else if (self.water) {
 				// Regular pipe animation
 				var heightValue = (LK.ticks - self.startFlowTicks) * self.flowSpeed;
 				if (self.water.dir != '' && heightValue < self.maxWaterSize) {
@@ -307,8 +316,11 @@
 					self.flow = false;
 				}
 			}
 		}
+		if (self.type === 'end' && self.fountain && self.fountain.visible) {
+			self.fountain.rotation += 0.1; // Rotate the fountain indefinitely
+		}
 	};
 	self.setType(self.type);
 	return self;
 });
:quality(85)/https://cdn.frvr.ai/675ee824eb1e8cb9a4112d39.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/675efc2dc09b2ac5a2d5e69c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/675f0079c09b2ac5a2d5e6b6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67608dd1dd0ea71dc49cb892.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/676091b3dd0ea71dc49cb8d6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609314dd0ea71dc49cb8dd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609417dd0ea71dc49cb8e6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67609c5bdd0ea71dc49cb922.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6763c93400d0b55d46b5c989.png%3F3) 
 straigth zenith view square light wooden pallet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6763cda800d0b55d46b5c99a.png%3F3) 
 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.
:quality(85)/https://cdn.frvr.ai/6771626fb7d7d61ce947a750.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67716e32b7d7d61ce947a785.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771b052f22179f74e2f8688.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771b2bbf22179f74e2f86bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6775704d09f127fede9ecc8c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677572d509f127fede9eccc2.png%3F3) 
 simple yellow rating star. Modern video game style
:quality(85)/https://cdn.frvr.ai/6775b1194092767f3c012b3a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677667743ed42f57c4b74968.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668033ed42f57c4b74970.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668423ed42f57c4b74975.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677668c13ed42f57c4b7497c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677803e49a90e8c7f345394a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6784033d5446b29dfd6758af.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6784080d5446b29dfd67594b.png%3F3) 
 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