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Please fix the bug: 'withOffset is not defined' in or related to this line: 'levelText.x = centerX + (withOffset ? 2048 : 0);' Line Number: 230
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when background animate Transition ends, restore initial positions of graphics
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when changing level, call animateTransition on backgroundImage
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in BackgroundImage add a new function animateTransition() that animates the move of the 4 graphics with a delta of -2048 for x and -2732 for y
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create a class for levelNumberText and use it
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update levelNumberText when changing level
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add a new levelNumberText Text: - declare levelNumberText global - initialize it in initializeGame function, very big and at the screen center. set its text to the current Level number. not visible. - make it visible in initNewRoundState
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play operationSelect when dragNode is set to operation
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rename tileEntrance to tileRemove
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play tile entrance sound once when a tile enters the screen
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play tick sound once when a tile is highlighted
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rework the lines : ``` // Place tiles randomly out of the screen tile.x = Math.random() * 2300 - 1024; tile.y = Math.random() * 3000 - 1366; ``` To ensure tiles always start out of the screen
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for entrance anim, Adjust tile placement to include negative x and y
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
// BackgroundImage class to represent the background image
var BackgroundImage = Container.expand(function () {
	var self = Container.call(this);
	// Asset Attachments
	var backgroundGraphics = self.attachAsset('gradientBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: centerX,
		y: centerY
	});
	return self;
});
/***********************************************************************************************/ 
/******************************************* ASSETS CLASSES ************************************/
/***********************************************************************************************/ 
// HexTile class to represent each tile on the board
var HexTile = Container.expand(function (value, col, row, levelData) {
	var self = Container.call(this);
	// Constants
	var interTileOffsetX = -2;
	var interTileOffsetY = -4; // relative to interTileOffsetX 
	var tileSize = LK.getAsset('hexTile', {}).width + interTileOffsetX;
	var tileOffsetX = tileSize;
	var tileOffsetY = tileSize * 0.75 - interTileOffsetY;
	// Properties
	self.value = value;
	self.originalValue = value;
	self.visible = false;
	self.col = col;
	self.row = row;
	self.neighbors = [];
	var tileX = col * tileOffsetX - (levelData ? levelData.tiles.length : 0) * (tileSize / 2) + (row % 2 === 1 ? -tileSize / 2 : 0);
	var tileY = row * tileOffsetY - (levelData ? levelData.tiles.length : 0) * (tileSize / 2);
	self.baseX = tileX;
	self.baseY = tileY;
	self.x = tileX;
	self.y = tileY;
	// Asset Attachments
	var tileGraphicsShadow = self.attachAsset('hexTile', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 7,
		y: 5,
		tint: 0x000000,
		alpha: 0.70
	});
	var tileGraphics = self.attachAsset('hexTile', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0,
		tint: tileColors[self.value],
		alpha: 0.9
	});
	// Value text shadow
	var valueTextShadow = new Text2(self.value.toString(), {
		size: tileSize * 0.5,
		fill: 0x000000,
		//fill: tileColors[self.value],
		weight: 1000
	});
	valueTextShadow.anchor.set(0.5, 0.5);
	valueTextShadow.alpha = 0.1;
	valueTextShadow.x = tileGraphics.x + 12;
	valueTextShadow.y = tileGraphics.y - tileSize * 0.01 + 12;
	self.valueTextShadow = self.addChild(valueTextShadow);
	// Value Text
	var valueText = new Text2(self.value.toString(), {
		size: tileSize * 0.5,
		fill: 0xEAEEE8,
		dropShadow: false
	});
	valueText.anchor.set(0.5, 0.5);
	valueText.x = tileGraphics.x;
	valueText.y = tileGraphics.y - tileSize * 0.01;
	self.valueText = self.addChild(valueText);
	// Functions
	self.setValue = function (newValue, depth) {
		LK.setTimeout(function () {
			// Enclose operation in a timeout
			log("setValue to ", newValue, depth);
			self.value = newValue;
			if (self.value === 0) {
				self.valueTextShadow.setText("");
				self.valueText.setText("");
				tween(tileGraphics, {
					scaleX: 0,
					scaleY: 0,
					rotation: Math.PI / 2
				}, {
					duration: 1000,
					easing: tween.easeOut
				});
				tween(tileGraphicsShadow, {
					scaleX: 0,
					scaleY: 0,
					rotation: Math.PI / 2
				}, {
					duration: 1000,
					easing: tween.easeOut
				});
			} else {
				self.valueText.setText(self.value.toString());
				self.valueTextShadow.setText(self.value.toString());
			}
			// Animate color change
			tween(tileGraphics, {
				tint: tileColors[self.value]
			}, {
				duration: 600,
				easing: tween.easeOut
			});
		}, depth * 175); // Delay proportional to normalized distance
	};
	return self;
});
// OperationButton class to represent each operation button
var OperationButton = Container.expand(function (type, uses) {
	var self = Container.call(this);
	// Properties
	self.type = type;
	self.remainingUses = uses;
	self.baseX = 0; // Initialize baseX to store initial x position
	self.baseY = 0; // Initialize baseY to store initial y position
	var buttonSize = LK.getAsset('operationButton', {}).width;
	// Asset Attachments
	var buttonGraphicsShadow = self.attachAsset('operationButton', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 10,
		y: 10,
		tint: 0x000000,
		alpha: 0.7
	});
	var buttonGraphics = self.attachAsset('operationButton', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	// Value Text
	var valueText = new Text2(self.type, {
		size: buttonSize * 0.45,
		fill: tileColors[1],
		dropShadow: false,
		weight: 1000
	});
	valueText.anchor.set(0.5, 0.5);
	valueText.x = buttonGraphics.x;
	valueText.y = buttonGraphics.y;
	self.valueText = self.addChild(valueText);
	// Functions
	self.setBasePosition = function (x, y) {
		self.x = x;
		self.y = y;
		self.baseX = x;
		self.baseY = y;
	};
	self.updateUses = function () {
		// Update the display or logic related to remaining uses
		log("Remaining uses updated: ", self.remainingUses);
	};
	return self;
});
// ResetButton class to represent the reset button
var ResetButton = Container.expand(function () {
	var self = Container.call(this);
	// Asset Attachments
	var buttonShadow = self.attachAsset('resetButton', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 10,
		y: 10,
		tint: 0x000000,
		alpha: 0.25
	});
	var buttonGraphics = self.attachAsset('resetButton', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0,
		tint: 0xEAEEE8
	});
	self.down = function () {
		self.disable();
		puzzleManager.reset(); // Reset the level puzzle
	};
	self.disable = function () {
		buttonGraphics.alpha = 0.5; // Dim the button to indicate it's disabled
		self.interactive = false; // Disable interaction
	};
	self.enable = function () {
		buttonGraphics.alpha = 1.0; // Restore full opacity to indicate it's enabled
		self.interactive = true; // Enable interaction
	};
	self.activate = function () {
		self.visible = true;
	};
	self.deactivate = function () {
		self.visible = false;
	};
	return self;
});
// StartButton class to represent the start button
var StartButton = Container.expand(function () {
	var self = Container.call(this);
	// Asset Attachments
	var buttonGraphics = self.attachAsset('startButton', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Set game background to black 
});
/**** 
* Game Code
****/ 
// Transition to menu state
/***********************************************************************************************/ 
/************************************* GAME OBJECTS CLASSES ************************************/
function PuzzleManager(game) {
	var self = this;
	self.animateTilesEntrance = function () {
		self.board.forEach(function (tile) {
			// Place tiles randomly out of the screen
			tile.x = Math.random() * 2048 - 1024;
			tile.y = Math.random() * 2732 - 1366;
			tile.visible = true;
			// Animate tiles to their base positions
			tween(tile, {
				x: tile.baseX + self.levelBoardOffsetX,
				y: tile.baseY + self.levelBoardOffsetY
			}, {
				duration: 2000,
				easing: tween.elasticOut
			});
		});
	};
	var self = this;
	// Properties
	self.game = game;
	self.activeTileCount = 0; // Initialize active tile count
	self.levelBoardOffsetX = 0; // Initialize levelBoardOffsetX
	self.levelBoardOffsetY = 0; // Initialize levelBoardOffsetY
	self.currentLevel = 1;
	self.board = [];
	self.operations = [];
	self.isAnimating = false;
	self.selectedOperation = null;
	self.moveCount = 0;
	self.levelData = null;
	// Core Functions
	self.initPuzzle = function () {
		self.loadLevel(self.currentLevel);
	};
	self.reset = function () {
		// Remove all existing tiles
		self.board.forEach(function (tile) {
			tile.destroy();
		});
		self.board = [];
		// Remove all existing operations
		self.operations.forEach(function (operation) {
			operation.destroy();
		});
		self.operations = [];
		// Load the current level
		self.loadLevel(self.currentLevel);
	};
	self.loadLevel = function (levelNumber) {
		// Load level configuration
		self.levelData = levelConfigs[levelNumber] || {
			tiles: [],
			operations: []
		};
		self.createBoard();
		self.fillTilesNeighbors();
		self.createOperations();
		self.animateTilesEntrance();
	};
	self.createBoard = function () {
		self.board = [];
		var maxTilesInRow = 0; // Local variable to track the largest number of tiles in the level rows
		self.activeTileCount = 0; // Reset active tile count
		// Update levelBoardOffsets depending on level 
		for (var row = 0; row < self.levelData.tiles.length; row++) {
			maxTilesInRow = Math.max(maxTilesInRow, self.levelData.tiles[row].length);
			for (var col = 0; col < self.levelData.tiles[row].length; col++) {
				var value = self.levelData.tiles[row][col];
				if (value !== "") {
					var tile = new HexTile(value, col, row, self.levelData);
					self.board.push(tile);
					boardContainer.addChild(tile);
					self.activeTileCount++; // Increment active tile count
				}
			}
		}
		self.levelBoardOffsetX = maxTilesInRow * 100; // largest row * 100
		self.levelBoardOffsetY = self.levelData.tiles.length * 30; // nb rows * 30
		for (var i = 0; i < self.board.length; i++) {
			var tile = self.board[i];
			tile.x += self.levelBoardOffsetX;
			tile.y += self.levelBoardOffsetY;
		}
	};
	self.fillTilesNeighbors = function () {
		for (var i = 0; i < self.board.length; i++) {
			var tile = self.board[i];
			tile.neighbors = [];
			for (var j = 0; j < self.board.length; j++) {
				var potentialNeighbor = self.board[j];
				if (tile !== potentialNeighbor && self.areNeighbors(tile, potentialNeighbor)) {
					tile.neighbors.push(potentialNeighbor);
				}
			}
		}
	};
	self.areNeighbors = function (tile1, tile2) {
		var dx = Math.abs(tile1.col - tile2.col);
		var dy = Math.abs(tile1.row - tile2.row);
		return dx === 1 && dy === 0 || dx === 0 && dy === 1 || dx === 1 && dy === 1;
	};
	self.createOperations = function () {
		self.operations = [];
		var baseX = centerX + 900;
		var baseY = 2620;
		for (var i = 0; i < self.levelData.operations.length; i++) {
			var opType = self.levelData.operations[i];
			var operation = new OperationButton(opType, 1); // Default uses to 1 as it's no longer needed
			self.operations.push(operation);
			var operationX = i < 3 ? baseX - i * 200 : baseX - 100 - (i - 3) * 200;
			var operationY = i < 3 ? baseY : baseY - 150;
			operation.setBasePosition(operationX, operationY); // Space buttons evenly and position near the bottom
			self.game.addChild(operation);
		}
	};
	self.applyOperation = function (operation, tile) {
		if (operation.remainingUses > 0) {
			self.propagateOperation(operation, tile);
			operation.remainingUses--;
			operation.updateUses();
			self.checkWinCondition();
		}
	};
	self.propagateOperation = function (operation, startTile) {
		var visited = [];
		var toProcess = [{
			tile: startTile,
			depth: 0
		}];
		var targetValue = startTile.value;
		log("Starting propagateOperation with targetValue:", targetValue);
		while (toProcess.length > 0) {
			var current = toProcess.pop();
			var currentTile = current.tile;
			var startX = startTile.x;
			var startY = startTile.y;
			var dx = Math.abs(currentTile.col - startTile.col);
			var dy = Math.abs(currentTile.row - startTile.row);
			var normalizedDistance = Math.max(dx, dy); // Use the maximum of dx and dy to count the distance in tiles
			log("Processing tile at position:", currentTile.x, currentTile.y, "with value:", currentTile.value, "at normalized distance:", normalizedDistance);
			if (visited.includes(currentTile)) {
				log("Tile already visited:", currentTile);
				continue;
			}
			visited.push(currentTile);
			var newValue = currentTile.value + parseInt(operation.type);
			if (newValue == 0) {
				self.activeTileCount--;
			}
			resetButton.enable();
			currentTile.setValue(newValue, normalizedDistance);
			log("Applied operation. New value:", currentTile.value);
			// Check neighbors
			var _iterator = _createForOfIteratorHelper(currentTile.neighbors),
				_step;
			try {
				for (_iterator.s(); !(_step = _iterator.n()).done;) {
					var neighbor = _step.value;
					log("Checking neighbor at position:", neighbor.x, neighbor.y, "with value:", neighbor.value);
					if (neighbor.value === targetValue && !visited.includes(neighbor)) {
						log("Neighbor matches target value and is not visited. Adding to process list:", neighbor);
						toProcess.push({
							tile: neighbor,
							depth: normalizedDistance + 1
						});
					}
				}
			} catch (err) {
				_iterator.e(err);
			} finally {
				_iterator.f();
			}
		}
		log("Finished propagateOperation");
	};
	self.checkWinCondition = function () {
		log("checkWinCondition... Active tiles:", self.activeTileCount);
		if (self.activeTileCount == 0) {
			self.playVictoryAnimation();
			isPlaying = false;
			resetButton.disable();
			LK.setTimeout(function () {
				self.currentLevel++; // Advance to the next level
				changeGameState(GAME_STATE.NEW_ROUND); // Change state to newRound
			}, 2000);
		}
	};
	// Animation Functions
	self.playVictoryAnimation = function () {
		log("playVictoryAnimation...");
		// Play level complete animation
	};
}
/***********************************************************************************************/ 
/************************************* UTILITY FUNCTIONS ************************************/
/***********************************************************************************************/ 
function log() {
	if (debug) {
		console.log.apply(console, arguments);
	}
}
function _createForOfIteratorHelper(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
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;
}
// Business tools
function isPointInsideTile(x, y, tile) {
	var overlapOffsetX = 15; // Offset to prevent multiple tile selection on X-axis
	var overlapOffsetY = 38; // Offset to prevent multiple tile selection on Y-axis
	return x >= boardContainer.x + tile.x - tile.width / 2 + overlapOffsetX && x <= boardContainer.x + tile.x + tile.width / 2 - overlapOffsetX && y >= boardContainer.y + tile.y - tile.height / 2 + overlapOffsetY && y <= boardContainer.y + tile.y + tile.height / 2 - overlapOffsetY;
}
/***********************************************************************************************/ 
/************************************* GAME STATE MANAGEMENT ************************************/
/***********************************************************************************************/ 
function initMenuState() {
	// Initialize the game state for MENU
	log("Initializing MENU State");
	startButton.visible = true;
	if (debug) {
		changeGameState(GAME_STATE.NEW_ROUND);
	}
}
function handleMenuLoop() {
	// Handle the game loop for MENU state
	log("Handling MENU Loop");
}
function cleanMenuState() {
	// Clean up the game state for MENU
	log("Cleaning MENU State");
	startButton.visible = false;
}
function initNewRoundState() {
	// Initialize the game state for NEW_ROUND
	log("Initializing NEW_ROUND State");
	puzzleManager.initPuzzle();
	if (debug) {
		changeGameState(GAME_STATE.PLAYING);
	}
}
function handleNewRoundLoop() {
	// Handle the game loop for NEW_ROUND state
	log("Handling NEW_ROUND Loop");
}
function cleanNewRoundState() {
	// Clean up the game state for NEW_ROUND
	log("Cleaning NEW_ROUND State");
}
function initPlayingState() {
	// Initialize the game state for PLAYING
	log("Initializing PLAYING State");
	resetButton.activate(); // Make resetButton visible in PLAYING state
}
function handlePlayingLoop() {
	// Handle the game loop for PLAYING state
	log("Handling PLAYING Loop");
}
function cleanPlayingState() {
	// Clean up the game state for PLAYING
	log("Cleaning PLAYING State");
	resetButton.deactivate();
}
function initScoreState() {
	// Initialize the game state for SCORE
	log("Initializing SCORE State");
}
function handleScoreLoop() {
	// Handle the game loop for SCORE state
	log("Handling SCORE Loop");
}
function cleanScoreState() {
	// Clean up the game state for SCORE
	log("Cleaning SCORE State");
}
function changeGameState(newState) {
	log("Changing game state from", currentState, "to", newState);
	// Clean up the current state
	switch (currentState) {
		case GAME_STATE.INIT:
			// Do nothing
			break;
		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;
		default:
			log("Unknown state:", currentState);
	}
	// Set the new state
	currentState = newState;
	// Initialize the new state
	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;
		default:
			log("Unknown state:", newState);
	}
}
/***********************************************************************************************/ 
/****************************************** EVENT HANDLERS *************************************/
/***********************************************************************************************/ 
game.down = function (x, y, obj) {
	switch (currentState) {
		case GAME_STATE.MENU:
			handleMenuStateDown(x, y, obj);
			break;
		case GAME_STATE.PLAYING:
			handlePlayingStateDown(x, y, obj);
			break;
		case GAME_STATE.SCORE:
			handleScoreStateDown(x, y, obj);
			break;
		default:
			log("Unknown state:", currentState);
	}
};
game.move = function (x, y, obj) {
	switch (currentState) {
		case GAME_STATE.MENU:
			handleMenuStateMove(x, y, obj);
			break;
		case GAME_STATE.PLAYING:
			handlePlayingStateMove(x, y, obj);
			break;
		case GAME_STATE.SCORE:
			handleScoreStateMove(x, y, obj);
			break;
		default:
			log("Unknown state:", currentState);
	}
};
game.up = function (x, y, obj) {
	switch (currentState) {
		case GAME_STATE.MENU:
			handleMenuStateUp(x, y, obj);
			break;
		case GAME_STATE.PLAYING:
			handlePlayingStateUp(x, y, obj);
			break;
		case GAME_STATE.SCORE:
			handleScoreStateUp(x, y, obj);
			break;
		default:
			log("Unknown state:", currentState);
	}
};
// Menu State Handlers
function handleMenuStateDown(x, y, obj) {
	// Implement logic for handling down event in MENU state
	log("Handling down event in MENU state");
	changeGameState(GAME_STATE.NEW_ROUND);
}
function handleMenuStateMove(x, y, obj) {
	// Implement logic for handling move event in MENU state
	//log("Handling move event in MENU state");
}
function handleMenuStateUp(x, y, obj) {
	// Implement logic for handling up event in MENU state
	log("Handling up event in MENU state");
}
// Playing State Handlers
function handlePlayingStateDown(x, y, obj) {
	// Implement logic for handling down event in PLAYING state
	log("Handling down event in PLAYING state", obj);
	/*if (x >= resetButton.x - resetButton.width / 2 && x <= resetButton.x + resetButton.width / 2 && y >= resetButton.y - resetButton.height / 2 && y <= resetButton.y + resetButton.height / 2) {
		log("Reset button pressed");
		puzzleManager.reset(); // Reset the level puzzle
		return;
	}
		*/
	puzzleManager.operations.forEach(function (operation) {
		if (x >= operation.x - operation.width / 2 && x <= operation.x + operation.width / 2 && y >= operation.y - operation.height / 2 && y <= operation.y + operation.height / 2) {
			dragNode = operation;
			return;
		}
	});
}
function handlePlayingStateMove(x, y, obj) {
	//log("Handling move event in PLAYING state", dragNode);
	if (dragNode) {
		dragNode.x = x;
		dragNode.y = y;
		puzzleManager.board.forEach(function (tile) {
			if (isPointInsideTile(x, y, tile)) {
				if (!tile.isHighlighted) {
					tile.isHighlighted = true;
					tile.previousZIndex = boardContainer.getChildIndex(tile); // Store previous z-index
					boardContainer.addChildAt(tile, boardContainer.children.length - 1); // Bring tile to the front
					tween(tile, {
						scaleX: 1.2,
						scaleY: 1.2
					}, {
						duration: 200,
						easing: tween.easeOut
					});
				}
			} else if (tile.isHighlighted) {
				tile.isHighlighted = false;
				boardContainer.addChildAt(tile, tile.previousZIndex); // Restore tile's original z-index
				tween(tile, {
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 200,
					easing: tween.easeOut
				});
			}
		});
	}
	//log("Handling move event in PLAYING state");
}
function handlePlayingStateUp(x, y, obj) {
	// Implement logic for handling up event in PLAYING state
	log("Handling up event in PLAYING state");
	if (dragNode) {
		// Check if the operation button is above a tile
		var tileFound = false;
		log("Operation dropped at ", x, y);
		log("boardContainer at ", boardContainer.x, boardContainer.y);
		puzzleManager.board.forEach(function (tile) {
			log("Checking tile at position:", tile.x, tile.y); // Log tile position
			if (isPointInsideTile(x, y, tile)) {
				log("Operation button is above tile at position:", tile.x, tile.y); // Log when operation button is above a tile
				puzzleManager.applyOperation(dragNode, tile);
				tileFound = true;
				tween(tile, {
					// Restore tile size after operation is applied
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 200,
					easing: tween.easeOut
				}); //{4x.1}
				tween(dragNode, {
					alpha: 0
				}, {
					duration: 500,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						if (dragNode) {
							if (dragNode) {
								dragNode.destroy();
							}
						}
					}
				});
			} else {
				log("Operation button is NOT above tile at position:", tile.x, tile.y); // Log when operation button is not above a tile
			}
		});
		if (!tileFound) {
			log("Operation button not above any tile");
			tween(dragNode, {
				x: dragNode.baseX,
				y: dragNode.baseY
			}, {
				duration: 500,
				easing: tween.easeOut
			});
		}
		dragNode = null;
	}
}
// Score State Handlers
function handleScoreStateDown(x, y, obj) {
	// Implement logic for handling down event in SCORE state
	log("Handling down event in SCORE state");
}
function handleScoreStateMove(x, y, obj) {
	// Implement logic for handling move event in SCORE state
	//log("Handling move event in SCORE state");
}
function handleScoreStateUp(x, y, obj) {
	// Implement logic for handling up event in SCORE state
	log("Handling up event in SCORE state");
}
// Initialize PuzzleManager
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
/***********************************************************************************************/ 
/****************************************** GLOBAL VARIABLES ***********************************/
/***********************************************************************************************/ 
var debug = true;
var isPlaying = false;
var GAME_STATE = {
	INIT: 'INIT',
	MENU: 'MENU',
	NEW_ROUND: 'NEW_ROUND',
	PLAYING: 'PLAYING',
	SCORE: 'SCORE'
};
var currentState = GAME_STATE.INIT;
var boardContainer;
var puzzleManager;
var startButton;
var backgroundLayer;
var middleLayer;
var foregroundLayer;
var backgroundImage;
var centerX = 1024;
var centerY = 1366;
var dragNode = null;
var resetButton; // Declare resetButton as a global variable
var tileColors = {
	0: 0xEAEEE8,
	// White / Gray
	1: 0x1E90FF,
	// Blue
	2: 0xF93827,
	// Red
	4: 0xFFD65A,
	// Yellow light
	3: 0xFF9D23 // Yellow / Orange
};
var levelConfigs = {
	1: {
		tiles: [["", 1, ""], ["", 1, 1], [1, 1, 1], ["", 1, 1], ["", 1, ""]],
		operations: ['-1']
	},
	2: {
		tiles: [["", 1, ""], ["", 1, 1], [2, 2, 2], ["", 1, 1], ["", 1, ""]],
		operations: ['-1', '-1']
	},
	3: {
		tiles: [["", "", 1, "", ""], ["", "", 1, 1, ""], ["", 2, 2, 2, ""], ["", 2, 2, 2, 2], [3, 3, 3, 3, 3], ["", 2, 2, 2, 2], ["", 2, 2, 2, ""], ["", "", 1, 1, ""], ["", "", 1, "", ""]],
		operations: ['-1', '-1', '-1']
	}
}; // Example configuration for two levels
/***********************************************************************************************/ 
/***************************************** GAME INITIALISATION *********************************/
/***********************************************************************************************/ 
function initializeGame() {
	backgroundLayer = new Container();
	middleLayer = new Container();
	foregroundLayer = new Container();
	backgroundImage = new BackgroundImage();
	backgroundLayer.addChild(backgroundImage);
	game.addChild(backgroundLayer);
	game.addChild(middleLayer);
	game.addChild(foregroundLayer);
	boardContainer = new Container();
	middleLayer.addChild(boardContainer);
	boardContainer.x = centerX;
	boardContainer.y = centerY;
	puzzleManager = new PuzzleManager(game);
	startButton = new StartButton();
	startButton.x = centerX; // Center horizontally
	startButton.y = centerY; // Center vertically
	game.addChild(startButton);
	startButton.visible = false;
	resetButton = new ResetButton();
	resetButton.x = game.width - 150; // Position at top right
	resetButton.y = 150;
	resetButton.visible = false; // Keep it non-visible initially
	foregroundLayer.addChild(resetButton);
	// Transition to menu state
	changeGameState(GAME_STATE.MENU);
}
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -247,10 +247,10 @@
 			tween(tile, {
 				x: tile.baseX + self.levelBoardOffsetX,
 				y: tile.baseY + self.levelBoardOffsetY
 			}, {
-				duration: 1000,
-				easing: tween.bounceOut
+				duration: 2000,
+				easing: tween.elasticOut
 			});
 		});
 	};
 	var self = this;
tick
Sound effect
tileEntrance
Sound effect
tileRemove
Sound effect
operationSelect
Sound effect
operationCancel
Sound effect
tileChangeValue
Sound effect
resetSound
Sound effect
levelFailed
Sound effect
menuLevelSelect
Sound effect
menuCellEnter
Sound effect
applause
Sound effect
bgMusic
Music
tada
Sound effect