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select a random wall tile and save it on a variable
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create a hole asset on the position of the randomWallTile
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select at random one of the wall tiles and save it on a varibale
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surround the grid with wall tile assets
Code edit (1 edits merged)
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center the grid to the screen
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create a grid, expose the grid size make it square
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place the hole tile on top a random wall tile
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replace a random wall tile with a tile name hole
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remove all references for the character and its shadow
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when clearing the highlight return the tile color to its orignal color
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Please fix the bug: 'ReferenceError: selectedTileColor is not defined' in or related to this line: 'tile.tint = selectedTileColor;' Line Number: 72
Code edit (2 edits merged)
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save the selected tile color as a variable, save the tile color as a variable
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move character to path destination on touch up
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character cannot spawn, move, or be placed ontop of wall tiles
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force character to not spawn or walk over wall tiles
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Please fix the bug: 'Uncaught ReferenceError: AED4D4 is not defined' in or related to this line: 'tile.tint = AED4D4;' Line Number: 51
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tint the floor tile light teal
Code edit (5 edits merged)
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character cannot spawn on a wall tile
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Define the grid size var gridSize = 20; // Create a 2D array to represent the grid var grid = new Array(gridSize); for (var i = 0; i < gridSize; i++) { grid[i] = new Array(gridSize); } // Calculate the size of each cell in the grid var cellWidth = 2048 / gridSize; var cellHeight = 2048 / gridSize; // Populate the grid with cells for (var x = 0; x < gridSize; x++) { for (var y = 0; y < gridSize; y++) { var tile; if (x == 0 || y == 0 || x == gridSize - 1 || y == gridSize - 1) { tile = LK.getAsset('wallTile', { anchorX: 0.0, anchorY: 0.0, scaleX: cellWidth / 100, scaleY: cellHeight / 100, x: x * cellWidth, y: y * cellHeight }); } else { tile = LK.getAsset('floorTile', { anchorX: 0.0, anchorY: 0.0, scaleX: cellWidth / 100, scaleY: cellHeight / 100, x: x * cellWidth, y: y * cellHeight }); tile.tint = 0xAED4D4; } game.addChild(tile); grid[x][y] = tile; } } var selectedTile; // Handle touch events on the game stage game.on('down', function (obj) { // Get the position of the touch event var pos = obj.event.getLocalPosition(game); // Calculate the grid coordinates of the touch event var gridX = Math.floor(pos.x / cellWidth); var gridY = Math.floor(pos.y / cellHeight); // Clear the tint of the previously selected tile if (selectedTile) { selectedTile.tint = 0xAED4D4; } // Highlight the tile under the touch event var tile = grid[gridX][gridY]; tile.tint = 0x00ff00; // Save the selected tile selectedTile = tile; }); // Spawn the mouse on a random tile at the start of the game var spawnX, spawnY; do { spawnX = Math.floor(Math.random() * gridSize); spawnY = Math.floor(Math.random() * gridSize); } while (grid[spawnX][spawnY].assetId === 'wallTile'); var character = LK.getAsset('character', { anchorX: 0.0, anchorY: 0.0, scaleX: cellWidth / 100, scaleY: cellHeight / 100, x: spawnX * cellWidth, y: spawnY * cellHeight }); game.addChild(character); var shadow = LK.getAsset('shadow', { anchorX: 0.5, anchorY: 0.0, scaleX: cellWidth / 120, scaleY: cellHeight / 30, x: character.x + cellWidth / 2, y: character.y + cellHeight }); shadow.alpha = 0.5; game.addChild(shadow); // Add an idle animation to the character var idleAnimation = 0; LK.on('tick', function () { idleAnimation++; if (idleAnimation > 60) { character.scaleX = cellWidth / 100; } if (idleAnimation > 120) { character.scaleX = -cellWidth / 100; idleAnimation = 0; } }); // Create a method to calculate the shortest path from the mouse to the selected tile using the A* pathfinding algorithm function calculatePath(start, end) { // Create an empty array to store the open list var openList = []; // Create an empty array to store the closed list var closedList = []; // Add the start node to the open list openList.push(start); // While the open list is not empty while (openList.length > 0) { // Sort the open list by f value openList.sort(function (a, b) { return a.f - b.f; }); // Pop the node with the lowest f value off the open list var current = openList.pop(); // Add the current node to the closed list closedList.push(current); // If the current node is the end node if (current === end) { // Return the path var path = []; while (current.parent) { path.push(current); current = current.parent; } return path.reverse(); } // For each neighbor of the current node var neighbors = getNeighbors(current); for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; // If the neighbor is not walkable or is in the closed list if (!neighbor.walkable || closedList.includes(neighbor)) { // Skip to the next neighbor continue; } // Calculate the new possible g value for the neighbor var g = current.g + 1; // If the neighbor is not in the open list or the new g value is less than the neighbor's current g value if (!openList.includes(neighbor) || g < neighbor.g) { // Update the neighbor's g value neighbor.g = g; // Update the neighbor's h value neighbor.h = heuristic(neighbor, end); // Update the neighbor's f value neighbor.f = neighbor.g + neighbor.h; // Update the neighbor's parent to the current node neighbor.parent = current; // If the neighbor is not in the open list if (!openList.includes(neighbor)) { // Add the neighbor to the open list openList.push(neighbor); } } } } // If no path was found, return an empty array return []; } // Create a method to get the neighbors of a node function getNeighbors(node) { var neighbors = []; var x = node.x; var y = node.y; if (grid[x - 1] && grid[x - 1][y] && grid[x - 1][y].assetId !== 'wallTile') { neighbors.push(grid[x - 1][y]); } if (grid[x + 1] && grid[x + 1][y] && grid[x + 1][y].assetId !== 'wallTile') { neighbors.push(grid[x + 1][y]); } if (grid[x][y - 1] && grid[x][y - 1].assetId !== 'wallTile') { neighbors.push(grid[x][y - 1]); } if (grid[x][y + 1] && grid[x][y + 1].assetId !== 'wallTile') { neighbors.push(grid[x][y + 1]); } return neighbors; } // Create a method to calculate the heuristic value for a node (distance to the end node) function heuristic(node, end) { var dx = Math.abs(node.x - end.x); var dy = Math.abs(node.y - end.y); return dx + dy; } // Create a method to move the character along a path function moveCharacter(path) { if (path && path.length > 0) { var nextTile = path.shift(); character.x = nextTile.x * cellWidth; character.y = nextTile.y * cellHeight; shadow.x = character.x + cellWidth / 2; shadow.y = character.y + cellHeight - 15; shadow.scaleX = cellWidth / 120; shadow.scaleY = cellHeight / 30; LK.setTimeout(function () { moveCharacter(path); }, 500); } } // Handle touch events on the game stage game.on('down', function (obj) { // Get the position of the touch event var pos = obj.event.getLocalPosition(game); // Calculate the grid coordinates of the touch event var gridX = Math.floor(pos.x / cellWidth); var gridY = Math.floor(pos.y / cellHeight); // Clear the tint of the previously selected tile if (selectedTile) { selectedTile.tint = 0xFFFFFF; } // Highlight the tile under the touch event var tile = grid[gridX][gridY]; tile.tint = 0x00ff00; // Save the selected tile selectedTile = tile; // Calculate the path from the mouse to the selected tile var path = calculatePath({ x: Math.floor(character.x / cellWidth), y: Math.floor(character.y / cellHeight) }, { x: gridX, y: gridY }); // Move the character along the path moveCharacter(path); });
===================================================================
--- original.js
+++ change.js
@@ -68,9 +68,9 @@
var spawnX, spawnY;
do {
spawnX = Math.floor(Math.random() * gridSize);
spawnY = Math.floor(Math.random() * gridSize);
-} while (grid[spawnX][spawnY] === 'wallTile');
+} while (grid[spawnX][spawnY].assetId === 'wallTile');
var character = LK.getAsset('character', {
anchorX: 0.0,
anchorY: 0.0,
scaleX: cellWidth / 100,
@@ -165,18 +165,18 @@
function getNeighbors(node) {
var neighbors = [];
var x = node.x;
var y = node.y;
- if (grid[x - 1] && grid[x - 1][y]) {
+ if (grid[x - 1] && grid[x - 1][y] && grid[x - 1][y].assetId !== 'wallTile') {
neighbors.push(grid[x - 1][y]);
}
- if (grid[x + 1] && grid[x + 1][y]) {
+ if (grid[x + 1] && grid[x + 1][y] && grid[x + 1][y].assetId !== 'wallTile') {
neighbors.push(grid[x + 1][y]);
}
- if (grid[x][y - 1]) {
+ if (grid[x][y - 1] && grid[x][y - 1].assetId !== 'wallTile') {
neighbors.push(grid[x][y - 1]);
}
- if (grid[x][y + 1]) {
+ if (grid[x][y + 1] && grid[x][y + 1].assetId !== 'wallTile') {
neighbors.push(grid[x][y + 1]);
}
return neighbors;
}
grey square, black border. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple light yellow button front view game console, clean, rounded edges, high resolution, graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast.
Worn out sticker for a video game, 90s style, cheese, simple, vintage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
wall view from top-down, game asset videogame, black color, simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. worn out sticker. 90's style. vintage. simple. top-down view. poster. sticker
top-down view, videogame character enemy, roomba, 90s style sticker, flat, no perspective, silhouette, black and white, cartoon, fun, simple, from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top-down view, videogame heart, 90s style sticker, flat, no perspective, silhouette, white, cartoon, fun, simple, from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Black square with white outline. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.