User prompt
Place the character 20 steps away from the exit
User prompt
Add a tracker to see how far you are from the exit
User prompt
Please fix the bug: 'Can't find variable: DirButton' in or related to this line: 'var btnForward = new DirButton();' Line Number: 240
User prompt
Please fix the bug: 'Can't find variable: DirButton' in or related to this line: 'var btnForward = new DirButton();' Line Number: 240
User prompt
Delete the enemy entirely
User prompt
Please fix the bug: 'Can't find variable: DirButton' in or related to this line: 'var btnForward = new DirButton();' Line Number: 274
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Please fix the bug: 'Can't find variable: Enemy' in or related to this line: 'var enemy = new Enemy();' Line Number: 109
User prompt
Please fix the bug: 'Can't find variable: Enemy' in or related to this line: 'var enemy = new Enemy();' Line Number: 109
User prompt
Add enemy that Will jump in front of you if you make a wrong turn
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Lower them just a tiny bit
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Make the buttons a little smaller and move them a little down
User prompt
Make the buttons in the center of the screen
Code edit (1 edits merged)
Please save this source code
User prompt
First Person Button Maze
Initial prompt
Create a first person game with four buttons one to move forward one to move back one to move left and one to move right
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Simple directional button class for on-screen controls var DirButton = Container.expand(function () { var self = Container.call(this); // Background shape self.bg = self.attachAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5 }); // Label self.label = new Text2('', { size: 120, fill: 0x222222 }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // Set label text self.setLabel = function (txt) { self.label.setText(txt); }; // Touch feedback (optional: simple scale animation) self.down = function (x, y, obj) { // This will be overridden by the main code }; self.up = function (x, y, obj) { // Optional: visual feedback }; return self; }); /**** * Initialize Game ****/ // --- GAME UPDATE LOOP (not needed for this MVP) --- // --- GAME RESET HANDLING --- // LK will reset the game state automatically on game over or win var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Player "camera" class (not a display object, just for logic) // MazeCell: For possible future expansion, but not used directly in this MVP // --- ASSETS --- // Button background (large, rounded box) // Wall segment (vertical) // Wall segment (horizontal) // Floor // Exit door var Player = function Player() { var self = {}; self.x = 1; // Start position (column) self.y = 1; // Start position (row) self.dir = 0; // 0: up, 1: right, 2: down, 3: left // Directions: [dx, dy] self.dirs = [[0, -1], // up [1, 0], // right [0, 1], // down [-1, 0] // left ]; self.move = function (forward) { var d = self.dir; if (!forward) d = (d + 2) % 4; var nx = self.x + self.dirs[d][0]; var ny = self.y + self.dirs[d][1]; if (maze.isOpen(nx, ny)) { self.x = nx; self.y = ny; return true; } return false; }; self.turn = function (right) { if (right) { self.dir = (self.dir + 1) % 4; } else { self.dir = (self.dir + 3) % 4; } }; return self; }; // Maze class: handles maze data and logic var Maze = function Maze(w, h) { var self = {}; self.w = w; self.h = h; // 0: wall, 1: open self.grid = []; // Simple hardcoded maze for MVP (7x7) // 0: wall, 1: open, E: exit // S = start (1,1), E = exit (5,5) self.template = [[0, 0, 0, 0, 0, 0, 0], [0, 1, 1, 0, 1, 1, 0], [0, 0, 1, 0, 1, 0, 0], [0, 0, 1, 1, 1, 0, 0], [0, 1, 0, 0, 1, 0, 0], [0, 1, 1, 1, 1, 1, 0], [0, 0, 0, 0, 0, 0, 0]]; self.exit = { x: 5, y: 5 }; self.isOpen = function (x, y) { if (x < 0 || y < 0 || x >= self.w || y >= self.h) return false; return self.template[y][x] === 1 || x === self.exit.x && y === self.exit.y; }; self.isExit = function (x, y) { return x === self.exit.x && y === self.exit.y; }; return self; }; // --- MAZE LOGIC --- var maze = new Maze(7, 7); var player = new Player(); // --- VIEWPORT CONSTANTS --- var viewCenterX = 2048 / 2; var viewCenterY = 1100; // Place "camera" view in upper half var wallColor = 0x444488; var floorColor = 0xcccccc; var exitColor = 0x44cc44; // --- RENDERED OBJECTS --- var renderObjs = []; // All objects currently rendered for the "view" var youWinText = null; // Helper: check if a move is a wrong turn (turning into a wall) function isWrongTurn(dir) { // Only applies to left/right turns if (dir !== 'left' && dir !== 'right') return false; // Simulate the turn var testDir = player.dir; if (dir === 'left') testDir = (testDir + 3) % 4; if (dir === 'right') testDir = (testDir + 1) % 4; var dx = player.dirs[testDir][0]; var dy = player.dirs[testDir][1]; var nx = player.x + dx; var ny = player.y + dy; // If the cell in front after turn is a wall, it's a wrong turn return !maze.isOpen(nx, ny); } // --- RENDERING LOGIC --- // Simulate a simple 3D effect by drawing rectangles for walls/floor at different depths // We'll render up to 3 steps ahead function clearView() { for (var i = 0; i < renderObjs.length; ++i) { renderObjs[i].destroy(); } renderObjs.length = 0; if (youWinText) { youWinText.destroy(); youWinText = null; } } function renderView() { clearView(); // For each depth (0 = current cell, 1 = one ahead, 2 = two ahead, 3 = three ahead) for (var depth = 0; depth <= 3; ++depth) { // Compute cell in front of player var dx = player.dirs[player.dir][0]; var dy = player.dirs[player.dir][1]; var px = player.x + dx * depth; var py = player.y + dy * depth; // If out of bounds, stop if (px < 0 || py < 0 || px >= maze.w || py >= maze.h) break; // Floor: always draw var floorW = 1200 - depth * 300; var floorH = 300 - depth * 40; var floorY = viewCenterY + 300 + depth * 60; var floorX = viewCenterX; var floor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, width: floorW, height: floorH }); floor.x = floorX; floor.y = floorY; renderObjs.push(game.addChild(floor)); // If this is the exit, draw exit door at the end if (maze.isExit(px, py)) { var exitW = 400 - depth * 100; var exitH = 600 - depth * 120; var exitY = viewCenterY - 100 + depth * 60; var exit = LK.getAsset('exit', { anchorX: 0.5, anchorY: 0.5, width: exitW, height: exitH }); exit.x = viewCenterX; exit.y = exitY; renderObjs.push(game.addChild(exit)); break; } // If wall ahead, draw wall if (!maze.isOpen(px, py)) { // Draw front wall var wallW = 1200 - depth * 300; var wallH = 600 - depth * 120; var wallY = viewCenterY - 100 + depth * 60; var wall = LK.getAsset('wallH', { anchorX: 0.5, anchorY: 0.5, width: wallW, height: wallH }); wall.x = viewCenterX; wall.y = wallY; renderObjs.push(game.addChild(wall)); break; } // Draw left/right walls if present // Left: (dir-1), Right: (dir+1) for (var side = 0; side < 2; ++side) { var sideDir = (player.dir + (side === 0 ? 3 : 1)) % 4; var sdx = player.dirs[sideDir][0]; var sdy = player.dirs[sideDir][1]; var sx = px + sdx; var sy = py + sdy; if (!maze.isOpen(sx, sy)) { // Draw side wall as a vertical rectangle var wallW = 120 - depth * 20; var wallH = 600 - depth * 120; var wallY = viewCenterY - 100 + depth * 60; var wallX = viewCenterX + (side === 0 ? -1 : 1) * (500 - depth * 120); var wall = LK.getAsset('wallV', { anchorX: 0.5, anchorY: 0.5, width: wallW, height: wallH }); wall.x = wallX; wall.y = wallY; renderObjs.push(game.addChild(wall)); } } } } // --- GUI: Directional Buttons --- var btnSize = 220; var btnMargin = 40; var btnYOffset = 370; // move all buttons down from center (slightly lower) // Center of the GUI (not game world) var centerX = 0; var centerY = 0; // We'll use LK.gui.center as the parent for all buttons, and position them relative to its center var btnForward = new DirButton(); btnForward.setLabel('▲'); btnForward.x = 0; btnForward.y = -btnSize - btnMargin + btnYOffset; btnForward.bg.width = btnSize; btnForward.bg.height = btnSize; btnForward.label.setText('▲'); LK.gui.center.addChild(btnForward); var btnBack = new DirButton(); btnBack.setLabel('▼'); btnBack.x = 0; btnBack.y = btnSize + btnMargin + btnYOffset; btnBack.bg.width = btnSize; btnBack.bg.height = btnSize; btnBack.label.setText('▼'); LK.gui.center.addChild(btnBack); var btnLeft = new DirButton(); btnLeft.setLabel('◀'); btnLeft.x = -btnSize - btnMargin; btnLeft.y = btnYOffset; btnLeft.bg.width = btnSize; btnLeft.bg.height = btnSize; btnLeft.label.setText('◀'); LK.gui.center.addChild(btnLeft); var btnRight = new DirButton(); btnRight.setLabel('▶'); btnRight.x = btnSize + btnMargin; btnRight.y = btnYOffset; btnRight.bg.width = btnSize; btnRight.bg.height = btnSize; btnRight.label.setText('▶'); LK.gui.center.addChild(btnRight); // --- GUI: Step Counter --- var stepCount = 0; var stepText = new Text2('Steps: 0', { size: 90, fill: 0xFFFFFF }); stepText.anchor.set(0.5, 0); LK.gui.top.addChild(stepText); // --- BUTTON EVENTS --- function handleMove(dir) { if (youWinText) return; // Don't move after win var moved = false; if (dir === 'forward') { moved = player.move(true); } else if (dir === 'back') { moved = player.move(false); } else if (dir === 'left') { // Check for wrong turn before turning isWrongTurn('left'); player.turn(false); moved = true; } else if (dir === 'right') { isWrongTurn('right'); player.turn(true); moved = true; } if (moved) { stepCount += 1; stepText.setText('Steps: ' + stepCount); renderView(); checkWin(); } } // Touch events for buttons btnForward.down = function (x, y, obj) { handleMove('forward'); }; btnBack.down = function (x, y, obj) { handleMove('back'); }; btnLeft.down = function (x, y, obj) { handleMove('left'); }; btnRight.down = function (x, y, obj) { handleMove('right'); }; // --- WIN CONDITION --- function checkWin() { if (maze.isExit(player.x, player.y)) { // Show "You Win" text in the center youWinText = new Text2('You Win!', { size: 200, fill: 0x44CC44 }); youWinText.anchor.set(0.5, 0.5); youWinText.x = 2048 / 2; youWinText.y = 1100; game.addChild(youWinText); // Show win popup (handled by LK) LK.showYouWin(); } } // --- INITIALIZE GAME STATE --- renderView(); stepCount = 0; stepText.setText('Steps: 0');
===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,40 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// Simple directional button class for on-screen controls
+var DirButton = Container.expand(function () {
+ var self = Container.call(this);
+ // Background shape
+ self.bg = self.attachAsset('buttonBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Label
+ self.label = new Text2('', {
+ size: 120,
+ fill: 0x222222
+ });
+ self.label.anchor.set(0.5, 0.5);
+ self.addChild(self.label);
+ // Set label text
+ self.setLabel = function (txt) {
+ self.label.setText(txt);
+ };
+ // Touch feedback (optional: simple scale animation)
+ self.down = function (x, y, obj) {
+ // This will be overridden by the main code
+ };
+ self.up = function (x, y, obj) {
+ // Optional: visual feedback
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
// --- GAME UPDATE LOOP (not needed for this MVP) ---
// --- GAME RESET HANDLING ---