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Please fix the bug: 'TypeError: openList.remove is not a function' in or related to this line: 'openList.remove(currentNode);' Line Number: 139
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Using A* move the character to selected tile position only if game starts variable is true and if the variable selected tile is not empty
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Character creation and placement should happen before the game stats variable changes
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Place the character on the hole tile position
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Remove the character lerp
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Save the character on a variable and place the variable at the top of the solution
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Debug the code
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Please fix the bug: 'TypeError: LK.lerp is not a function' in or related to this line: 'character.x = LK.lerp(-100, holeTile.x, lerpValue);' Line Number: 117
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Lerp the character from out of screen to
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For now on every time a variable is created it must be created at the top of the solution
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Move all variables to the top of the solution
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Before changing the value of is game started, create a character asset and spawn an instance on the hole tile position
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When on game start is called switch the value of the is game started variable
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Create an event that subscribes to the event On game start
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After the fade end call the event On game start
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Create a fade in effect
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Check for touch input only of the variable is game started is true
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Delete all instances and reference of the mask asset and fade effect
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Rename the variable original color to tile original color
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Move all variables to the top.level of the solution
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Create a bool variable yo keep track of the game state, initialize if with the value false and switch the value once the event On game start is called
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Create a fade in effect before the beginning of the game, once the fade ends call an event called On game start
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Create a fade in effect
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Create a circular wipe in effect
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Create a pokemon like fade in effect
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var gridSize = 20; var wallTiles = []; var floorTiles = []; var selectedTile; var tileOriginalColor; var isGameStarted = false; // Create a 2D array to represent the grid var grid = new Array(gridSize * gridSize); for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); var tile; if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * 100 + (2048 - gridSize * 100) / 2, y: y * 100 + (2732 - gridSize * 100) / 2 }); wallTiles.push(tile); } else { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * 100 + (2048 - gridSize * 100) / 2, y: y * 100 + (2732 - gridSize * 100) / 2 }); floorTiles.push(tile); } game.addChild(tile); grid[i] = tile; } // Select a random wall tile and replace it with a hole tile var randomWallTileIndex = Math.floor(Math.random() * wallTiles.length); var randomWallTile = wallTiles[randomWallTileIndex]; var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y }); game.addChild(holeTile); game.removeChild(randomWallTile); wallTiles[randomWallTileIndex] = holeTile; // Create a mask and add it to the game var mask = LK.getAsset('mask', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 1 }); game.addChild(mask); // Create a boolean variable to track the game state var isGameStarted = false; // Create a fade in effect for the mask LK.on('tick', function () { if (mask.alpha > 0) { mask.alpha -= 0.01; } else { // Once the fade ends, switch the game state to true and call an event called On game start isGameStarted = true; game.emit('On game start'); // Remove the tick event listener LK.off('tick'); } }); // Add event listener for touch events; var selectedTile; var originalColor; game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); var x = Math.floor((pos.x - (2048 - gridSize * 100) / 2) / 100); var y = Math.floor((pos.y - (2732 - gridSize * 100) / 2) / 100); if (selectedTile) { selectedTile.tint = tileOriginalColor; // Restore the original color of the previously selected tile } if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) { var index = y * gridSize + x; if (floorTiles.includes(grid[index])) { selectedTile = grid[index]; tileOriginalColor = selectedTile.tint; selectedTile.tint = 0xeaf23; // Highlight the selected tile in yellow } } });
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,9 @@
var gridSize = 20;
var wallTiles = [];
var floorTiles = [];
var selectedTile;
-var originalColor;
+var tileOriginalColor;
var isGameStarted = false;
// Create a 2D array to represent the grid
var grid = new Array(gridSize * gridSize);
for (var i = 0; i < gridSize * gridSize; i++) {
@@ -82,15 +82,15 @@
var pos = obj.event.getLocalPosition(game);
var x = Math.floor((pos.x - (2048 - gridSize * 100) / 2) / 100);
var y = Math.floor((pos.y - (2732 - gridSize * 100) / 2) / 100);
if (selectedTile) {
- selectedTile.tint = originalColor; // Restore the original color of the previously selected tile
+ selectedTile.tint = tileOriginalColor; // Restore the original color of the previously selected tile
}
if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) {
var index = y * gridSize + x;
if (floorTiles.includes(grid[index])) {
selectedTile = grid[index];
- originalColor = selectedTile.tint;
+ tileOriginalColor = selectedTile.tint;
selectedTile.tint = 0xeaf23; // Highlight the selected tile in yellow
}
}
});
\ No newline at end of file
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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
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