User prompt
select a random wall tile and save it on a variable
User prompt
create a hole asset on the position of the randomWallTile
User prompt
select at random one of the wall tiles and save it on a varibale
User prompt
surround the grid with wall tile assets
Code edit (1 edits merged)
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User prompt
center the grid to the screen
User prompt
create a grid, expose the grid size make it square
Code edit (1 edits merged)
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User prompt
place the hole tile on top a random wall tile
User prompt
replace a random wall tile with a tile name hole
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remove all references for the character and its shadow
User prompt
when clearing the highlight return the tile color to its orignal color
User prompt
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)
Please save this source code
User prompt
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
User prompt
character cannot spawn, move, or be placed ontop of wall tiles
Code edit (1 edits merged)
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force character to not spawn or walk over wall tiles
Code edit (1 edits merged)
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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
Code edit (1 edits merged)
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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 });
===================================================================
--- original.js
+++ change.js
@@ -1,193 +1,6 @@
-/****
+/****
* 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
- });
- var tileColor = 0xAED4D4;
- tile.tint = tileColor;
- }
- game.addChild(tile);
- grid[x][y] = tile;
- }
-}
-// Replace a random wall tile with a hole
-var holeX, holeY;
-do {
- holeX = Math.floor(Math.random() * gridSize);
- holeY = Math.floor(Math.random() * gridSize);
-} while (grid[holeX][holeY].assetId == 'floorTile');
-grid[holeX][holeY].destroy();
-grid[holeX][holeY] = LK.getAsset('holeTile', {
- anchorX: 0.0,
- anchorY: 0.0,
- scaleX: cellWidth / 100,
- scaleY: cellHeight / 100,
- x: holeX * cellWidth,
- y: holeY * cellHeight
-});
-game.addChild(grid[holeX][holeY]);
-var selectedTile;
-// Handle touch events on the game stage
-game.on('up', 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 = selectedTileColor;
- // 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');
-// 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;
-}
-// Define the selected tile color
-var selectedTileColor = 0x00ff00;
-// 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 = tileColor;
- }
- // Highlight the tile under the touch event
- var tile = grid[gridX][gridY];
- tile.tint = 0x00ff00;
- // Save the selected tile
- selectedTile = tile;
});
\ No newline at end of file
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