Code edit (6 edits merged)
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For start pipe, in update, instead of a water w/h anim, make the valve rotate
Code edit (1 edits merged)
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Code edit (5 edits merged)
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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
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Please fix the bug: 'Uncaught ReferenceError: levelText is not defined' in or related to this line: 'levelText.setText('Level: ' + self.currentLevel + ' Solved!');' Line Number: 592
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Please fix the bug: 'Uncaught TypeError: Set is not a constructor' in or related to this line: 'var visited = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : new Set();' Line Number: 608
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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: 424
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implement checkWinCondition
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ok, now after each player move, check if puzzle is solved. if so add "Solved !" in levelText
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add a text under the board to show current level number
Code edit (14 edits merged)
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/****
* 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: ''
});
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
});
self.water = self.attachAsset('waterV', {
anchorX: 0.5,
anchorY: 0,
x: -0,
y: -120,
height: 0,
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.type === 'start') {
// Rotate valve for start pipe
var rotationValue = (LK.ticks - self.startFlowTicks) * 0.1; // Adjust rotation speed as needed
if (self.valve) {
self.valve.rotation = rotationValue;
}
if (rotationValue >= Math.PI * 2) {
// Stop after a full rotation
self.flow = false;
}
} else if (self.water) {
// Water height/width animation for other pipes
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;
}
}
}
};
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
@@ -211,17 +211,38 @@
}
log('Tile position:', self.x, self.y, 'Tile rotation:', self.rotation);
};
self.update = function () {
- if (self.type === 'start' && self.flow) {
+ if (self.flow) {
if (!self.startFlowTicks) {
self.startFlowTicks = LK.ticks;
+ if (self.water) {
+ self.water.visible = true;
+ }
}
- var rotationValue = (LK.ticks - self.startFlowTicks) * 0.1; // Adjust rotation speed as needed
- self.valve.rotation = rotationValue;
- if (rotationValue >= Math.PI * 2) {
- // Stop after a full rotation
- self.flow = false;
+ if (self.type === 'start') {
+ // Rotate valve for start pipe
+ var rotationValue = (LK.ticks - self.startFlowTicks) * 0.1; // Adjust rotation speed as needed
+ if (self.valve) {
+ self.valve.rotation = rotationValue;
+ }
+ if (rotationValue >= Math.PI * 2) {
+ // Stop after a full rotation
+ self.flow = false;
+ }
+ } else if (self.water) {
+ // Water height/width animation for other pipes
+ 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;
+ }
}
}
};
self.setType(self.type);
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