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let the fontain rotate indefinetly
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and make the fontain rotate
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For the end tile, for the water animation use the fountain asset and make grow w & h
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For start pipe, in update, instead of a water w/h anim, make the valve rotate
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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
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add log in flowThroughPipe
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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
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var checkFlowInterval = setInterval(function () {' Line Number: 628
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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.
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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;
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prevent moves when !isPlaying
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add an isPlaying global defaulting to true; set it to false when level is solved
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Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'var visited = new Set();' Line Number: 438
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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
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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 π/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 π/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 π/2 - default flowing right'); return [x + 1, y]; } else if (Math.abs(tile.rotation - Math.PI) < 0.01) { // π (180 degrees) if (y > 0 && self.grid[x][y - 1] && self.grid[x][y - 1].flow) { log('Corner pipe π - water from above, flowing left'); return [x - 1, y]; } } else if (Math.abs(tile.rotation - Math.PI * 1.5) < 0.01) { // 3π/2 (270 degrees) if (y < self.gridSize - 1 && self.grid[x][y + 1] && self.grid[x][y + 1].flow) { log('Corner pipe 3π/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;
});
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