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for each nodetype updated in pathfinder, push them to toProcess
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in pathFind method for all directions after setting score set node.pathId to pathId
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do //Processes other 7 node directions here.
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I want to change cell.neighbors to be 8 variables instead consisting of upLeft, up, upRight, right, downRight, down, downLeft, left
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Make cell.neighbors = []; be the cells 8 neighbors, with fixed offsets based on the direction of the neighbour
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In Grid I want cell.neighbors = []; to be filled with its neighbor cells
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Add a method to Grid that does a flood fill a* from staring from goals ending in spawn, giving each tile a score
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'data.type')' in or related to this line: 'switch (data.type) {' Line Number: 38
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the cellType check still use hardcoded variables, fix this
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Update the grid class to use gridWidth, gridHeight instead of hardcoded values
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When initializing the grid, set all tiles that exist on the edge of the grid to to be of the type wall
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To debug cell, add a debug arrow attached to the class below numberLabel
/**** * Classes ****/ // DebugCell class var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; // Add a debug arrow to the debug cells var debugArrow = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); debugArrow.rotation = Math.random() * Math.PI * 2; self.addChild(debugArrow); debugArrow.alpha = .4; // Add a number label to the debug cells var numberLabel = new Text2('0', { size: 30, fill: "#ffffff", weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.render = function (data) { switch (data.type) { case 1: { cellGraphics.tint = 0xaaaaaa; debugArrow.visible = numberLabel.visible = false; break; } case 2: { cellGraphics.tint = 0x000088; break; } case 3: { cellGraphics.tint = 0x008800; debugArrow.visible = numberLabel.visible = false; break; } } numberLabel.setText(Math.ceil(data.score)); }; }); // 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 }; }); // Grid class /* Types: 0: Ground 1: Wall 2: Spawn 3: Target */ var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0 }; } } for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = new DebugCell(); // Set the type to 1 (wall) if the cell is on the edge of the grid, otherwise set it to 0 (ground) var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j === 0 || j === gridHeight - 1 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } } cell.type = cellType, cell.debugCell = debugCell, cell.x = i, cell.y = j; //Cache neighbours for speed cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; self.addChild(debugCell); debugCell.x = i * 75; debugCell.y = j * 75; } } self.pathFind = function () { var toProcess = self.goals.concat([]); var node = toProcess[0]; var newNodes = []; var pathId = 1; if (node.upLeft && node.upLeft.pathId < pathId) { node.upLeft.score = node.score + 1.4142135624; newNodes.push(node.upLeft); } if (node.upRight && node.upRight.pathId < pathId) { node.upRight.score = node.score + 1.4142135624; newNodes.push(node.upRight); } if (node.downRight && node.downRight.pathId < pathId) { node.downRight.score = node.score + 1.4142135624; newNodes.push(node.downRight); } if (node.downLeft && node.downLeft.pathId < pathId) { node.downLeft.score = node.score + 1.4142135624; newNodes.push(node.downLeft); } if (node.up && node.up.pathId < pathId) { node.up.score = node.score + 1; newNodes.push(node.up); } if (node.right && node.right.pathId < pathId) { node.right.score = node.score + 1; newNodes.push(node.right); } if (node.down && node.down.pathId < pathId) { node.down.score = node.score + 1; newNodes.push(node.down); } if (node.left && node.left.pathId < pathId) { node.left.score = node.score + 1; newNodes.push(node.left); } }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; debugCell.render(self.cells[i][j]); } } }; }); // 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 ****/ /* Types: 0: Ground 1: Wall 2: Spawn 3: Target */ // Grid class // Initialize game variables var tower = game.addChild(new Tower()); tower.x = 2048 / 2; tower.y = 2732 / 2; var enemies = []; var defenses = []; var grid = new Grid(24, 28); grid.pathFind(); grid.x = 150; grid.y = 150; grid.renderDebug(); game.addChild(grid); game.update = function () { // Game logic goes here // Spawn enemies, update defenses, check for collisions, etc. };
===================================================================
--- original.js
+++ change.js
@@ -125,40 +125,41 @@
}
self.pathFind = function () {
var toProcess = self.goals.concat([]);
var node = toProcess[0];
+ var newNodes = [];
var pathId = 1;
if (node.upLeft && node.upLeft.pathId < pathId) {
node.upLeft.score = node.score + 1.4142135624;
- toProcess.push(node.upLeft);
+ newNodes.push(node.upLeft);
}
- if (node.up && node.up.pathId < pathId) {
- node.up.score = node.score + 1;
- toProcess.push(node.up);
- }
if (node.upRight && node.upRight.pathId < pathId) {
node.upRight.score = node.score + 1.4142135624;
- toProcess.push(node.upRight);
+ newNodes.push(node.upRight);
}
- if (node.right && node.right.pathId < pathId) {
- node.right.score = node.score + 1;
- toProcess.push(node.right);
- }
if (node.downRight && node.downRight.pathId < pathId) {
node.downRight.score = node.score + 1.4142135624;
- toProcess.push(node.downRight);
+ newNodes.push(node.downRight);
}
- if (node.down && node.down.pathId < pathId) {
- node.down.score = node.score + 1;
- toProcess.push(node.down);
- }
if (node.downLeft && node.downLeft.pathId < pathId) {
node.downLeft.score = node.score + 1.4142135624;
- toProcess.push(node.downLeft);
+ newNodes.push(node.downLeft);
}
+ if (node.up && node.up.pathId < pathId) {
+ node.up.score = node.score + 1;
+ newNodes.push(node.up);
+ }
+ if (node.right && node.right.pathId < pathId) {
+ node.right.score = node.score + 1;
+ newNodes.push(node.right);
+ }
+ if (node.down && node.down.pathId < pathId) {
+ node.down.score = node.score + 1;
+ newNodes.push(node.down);
+ }
if (node.left && node.left.pathId < pathId) {
node.left.score = node.score + 1;
- toProcess.push(node.left);
+ newNodes.push(node.left);
}
};
self.renderDebug = function () {
for (var i = 0; i < gridWidth; i++) {
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