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Please fix the bug: 'Timeout.tick error: clearInterval is not a function' in or related to this line: 'clearInterval(interval);' Line Number: 158
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Make the character move discrete, must follow the grid
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Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'var interval = setInterval(function () {' Line Number: 153
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Move the character by making it walk on the grid
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Refactoring
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character.x = nextPatrolPoint.x;' Line Number: 88
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Remove A* from the code
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'neighbors')' in or related to this line: 'var neighbors = currentNode.neighbors;' Line Number: 198
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'f')' in or related to this line: 'if (openList[i].f < openList[lowestIndex].f) {' Line Number: 178
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Fix the code and make the character move
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Make the character patrol the map
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Scale in the character from 0 to 100% in .3 sec when instantiated
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None floor tiles shouldn't deselect the selected tile
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Check that the code works, character os not moving
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Create character moving logic
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'f')' in or related to this line: 'if (openList[i].f < openList[lowestIndex].f) {' Line Number: 123
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After a tile is selected move the character to that selected tile
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'f')' in or related to this line: 'if (openList[i].f < openList[lowestIndex].f) {' Line Number: 123
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The character is not moving to the selected tile
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'f')' in or related to this line: 'if (openList[i].f < openList[lowestIndex].f) {' Line Number: 123
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Please fix the bug: 'ReferenceError: getTileAtPosition is not defined' in or related to this line: 'var startTile = getTileAtPosition(character.x, character.y);' Line Number: 178
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After a tile is elected move the character to that tile using A*
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Merge the two game.on methods in one
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Consolidate classes that handle player input
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < neighbors.length; i++) {' Line Number: 144
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a 2D array to represent the grid var gridSize = 20; var character; var wallTiles = []; var floorTiles = []; var selectedTile; var tileOriginalColor; var isGameStarted = false; 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 // Create a boolean variable to track the game state var fadeEffect = { alpha: 0, speed: 0.01 }; LK.on('tick', function () { if (fadeEffect.alpha < 1) { fadeEffect.alpha += fadeEffect.speed; game.alpha = fadeEffect.alpha; } else { // Call the event On game start LK.emit('On game start'); } }); // Add event listener for touch events; var originalColor; game.on('down', function (obj) { if (isGameStarted) { 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 } } } }); // Subscribe to the event On game start LK.on('On game start', function () { // Spawn an instance of the character on the hole tile character = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5, x: holeTile.x, y: holeTile.y }); character.currentTile = holeTile; // Initialize character's current tile game.addChild(character); // Switch the value of the isGameStarted variable isGameStarted = true; }); // Implement A* pathfinding algorithm function aStarPathfinding(start, end) { // Create open and closed list var openList = []; var closedList = []; openList.push(start); while (openList.length > 0) { // Get the current node var lowestIndex = 0; for (var i = 0; i < openList.length; i++) { if (openList[i].f < openList[lowestIndex].f) { lowestIndex = i; } } var currentNode = openList[lowestIndex]; // End case -- result has been found, return the traced path if (currentNode === end) { var curr = currentNode; var ret = []; while (curr.parent) { ret.push(curr); curr = curr.parent; } return ret.reverse(); } // Normal case -- move currentNode from open to closed, process each of its neighbors openList = openList.filter(function (node) { return node !== currentNode; }); closedList.push(currentNode); var neighbors = currentNode.neighbors; for (var i = 0; neighbors && i < neighbors.length; i++) { var neighbor = neighbors[i]; if (closedList.includes(neighbor) || neighbor.isWall()) { // Not a valid node to process, skip to next neighbor continue; } // g score is the shortest distance from start to current node, we need to check if // the path we have arrived at this neighbor is the shortest one we have seen yet var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor var gScoreIsBest = false; if (!openList.includes(neighbor)) { // This the the first time we have arrived at this node, it must be the best gScoreIsBest = true; neighbor.h = heuristic(neighbor, end); // This line is removed as it's a duplicate and unnecessary openList.push(neighbor); } else if (gScore < neighbor.g) { // We have already seen the node, but last time it had a worse g (distance from start) gScoreIsBest = true; neighbor.f = gScore + neighbor.h; // Update the f property } neighbor.f = gScore + neighbor.h; // Update the f property if (gScoreIsBest) { // Found an optimal (so far) path to this node. Store info on how we got here and // just how good it really is... neighbor.parent = currentNode; neighbor.g = gScore; neighbor.f = neighbor.g + neighbor.h; } } } // No result was found -- empty array signifies failure to find path return []; } // Define a function to get the tile at a given position function getTileAtPosition(x, y) { var index = Math.floor(y / 100) * gridSize + Math.floor(x / 100); return grid[index]; } // Move the character to the selected tile using A* pathfinding game.on('down', function (obj) { if (isGameStarted && selectedTile) { var startTileIndex = floorTiles.findIndex(function (tile) { return tile === character.currentTile; }); var endTileIndex = floorTiles.findIndex(function (tile) { return tile === selectedTile; }); if (startTileIndex !== -1 && endTileIndex !== -1) { var startTile = floorTiles[startTileIndex]; var endTile = floorTiles[endTileIndex]; var path = aStarPathfinding(startTile, endTile); if (path && path.length > 0) { var moveCharacter = function moveCharacter(index) { if (index < path.length) { character.x = path[index].x; character.y = path[index].y; character.currentTile = path[index]; LK.setTimeout(function () { moveCharacter(index + 1); }, 100); } }; moveCharacter(0); } } } });
===================================================================
--- original.js
+++ change.js
@@ -96,8 +96,9 @@
anchorY: 0.5,
x: holeTile.x,
y: holeTile.y
});
+ character.currentTile = holeTile; // Initialize character's current tile
game.addChild(character);
// Switch the value of the isGameStarted variable
isGameStarted = true;
});
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.