Code edit (3 edits merged)
Please save this source code
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anchor the numberLabel centered in debugcell
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Add a number label to the debug cells
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I need to debug some A* path finding for this I need a debug cell type which shows a number + an arrow pointing in the direction of the A* grid.
Code edit (1 edits merged)
Please save this source code
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✅ Add a Grid class to manage the game grid for building mazes, This class is also the render class so should inherit from Container
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Add a grid class, as we want this tower defense game to be one where you can build your own maze
Initial prompt
Tower Defense Game
/****
* Classes
****/
// Defense class
var Defense = Container.expand(function () {
var self = Container.call(this);
var defenseGraphics = self.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Defense logic goes here
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Enemy logic goes here
};
});
// Assets will be automatically created and loaded by the LK engine
// Tower class
var Tower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Tower logic goes here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Grid class
// Initialize game variables
var Grid = function Grid(rows, cols, cellSize) {
this.rows = rows;
this.cols = cols;
this.cellSize = cellSize;
this.grid = [];
// Initialize the grid with empty cells
for (var i = 0; i < rows; i++) {
this.grid[i] = [];
for (var j = 0; j < cols; j++) {
this.grid[i][j] = null;
}
}
// Method to add an object to the grid
this.addObject = function (obj, row, col) {
if (this.isValidCell(row, col)) {
this.grid[row][col] = obj;
obj.x = col * this.cellSize + this.cellSize / 2;
obj.y = row * this.cellSize + this.cellSize / 2;
}
};
// Method to remove an object from the grid
this.removeObject = function (row, col) {
if (this.isValidCell(row, col)) {
this.grid[row][col] = null;
}
};
// Check if a cell is within the grid bounds
this.isValidCell = function (row, col) {
return row >= 0 && row < this.rows && col >= 0 && col < this.cols;
};
};
var tower = game.addChild(new Tower());
tower.x = 2048 / 2;
tower.y = 2732 / 2;
var enemies = [];
var defenses = [];
game.update = function () {
// Game logic goes here
// Spawn enemies, update defenses, check for collisions, etc.
}; ===================================================================
--- original.js
+++ change.js
@@ -1,58 +1,90 @@
-/****
+/****
* Classes
-****/
+****/
// Defense class
var Defense = Container.expand(function () {
- var self = Container.call(this);
- var defenseGraphics = self.attachAsset('defense', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Defense logic goes here
- };
+ var self = Container.call(this);
+ var defenseGraphics = self.attachAsset('defense', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Defense logic goes here
+ };
});
// Enemy class
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Enemy logic goes here
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Enemy logic goes here
+ };
});
// Assets will be automatically created and loaded by the LK engine
// Tower class
var Tower = Container.expand(function () {
- var self = Container.call(this);
- var towerGraphics = self.attachAsset('tower', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Tower logic goes here
- };
+ var self = Container.call(this);
+ var towerGraphics = self.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Tower logic goes here
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
+// Grid class
// Initialize game variables
+var Grid = function Grid(rows, cols, cellSize) {
+ this.rows = rows;
+ this.cols = cols;
+ this.cellSize = cellSize;
+ this.grid = [];
+ // Initialize the grid with empty cells
+ for (var i = 0; i < rows; i++) {
+ this.grid[i] = [];
+ for (var j = 0; j < cols; j++) {
+ this.grid[i][j] = null;
+ }
+ }
+ // Method to add an object to the grid
+ this.addObject = function (obj, row, col) {
+ if (this.isValidCell(row, col)) {
+ this.grid[row][col] = obj;
+ obj.x = col * this.cellSize + this.cellSize / 2;
+ obj.y = row * this.cellSize + this.cellSize / 2;
+ }
+ };
+ // Method to remove an object from the grid
+ this.removeObject = function (row, col) {
+ if (this.isValidCell(row, col)) {
+ this.grid[row][col] = null;
+ }
+ };
+ // Check if a cell is within the grid bounds
+ this.isValidCell = function (row, col) {
+ return row >= 0 && row < this.rows && col >= 0 && col < this.cols;
+ };
+};
var tower = game.addChild(new Tower());
tower.x = 2048 / 2;
tower.y = 2732 / 2;
var enemies = [];
var defenses = [];
game.update = function () {
- // Game logic goes here
- // Spawn enemies, update defenses, check for collisions, etc.
+ // Game logic goes here
+ // Spawn enemies, update defenses, check for collisions, etc.
};
\ No newline at end of file
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows