User prompt
Please fix the bug: 'Timeout.tick error: clearInterval is not a function' in or related to this line: 'clearInterval(interval);' Line Number: 158
User prompt
Make the character move discrete, must follow the grid
User prompt
Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'var interval = setInterval(function () {' Line Number: 153
User prompt
Move the character by making it walk on the grid
User prompt
Refactoring
User prompt
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
User prompt
Remove A* from the code
User prompt
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
User prompt
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
User prompt
Fix the code and make the character move
User prompt
Make the character patrol the map
User prompt
Scale in the character from 0 to 100% in .3 sec when instantiated
User prompt
None floor tiles shouldn't deselect the selected tile
User prompt
Check that the code works, character os not moving
User prompt
Create character moving logic
User prompt
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
User prompt
After a tile is selected move the character to that selected tile
User prompt
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
User prompt
The character is not moving to the selected tile
User prompt
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
User prompt
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
User prompt
After a tile is elected move the character to that tile using A*
User prompt
Merge the two game.on methods in one
User prompt
Consolidate classes that handle player input
User prompt
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 ****/ // Define patrol points for character movement var patrolPoints = []; // 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'); // Start patrolling between defined points var currentPatrolPointIndex = 0; var patrol = function patrol() { if (!isGameStarted) { return; } // Stop patrolling if game is not started currentPatrolPointIndex = (currentPatrolPointIndex + 1) % patrolPoints.length; var nextPatrolPoint = patrolPoints[currentPatrolPointIndex]; if (nextPatrolPoint) { character.x = nextPatrolPoint.x; character.y = nextPatrolPoint.y; } character.currentTile = nextPatrolPoint; LK.setTimeout(patrol, 1000); // Wait for 1 second before moving to the next patrol point }; LK.setTimeout(patrol, 1000); // Start patrolling after 1 second } }); // 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 } else { // Do not deselect the selected tile if a non-floor tile is clicked return; } } } }); // 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 = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(character); // Switch the value of the isGameStarted variable isGameStarted = true; // Set up patrol points around the map patrolPoints = [{ x: 1 * 100 + (2048 - gridSize * 100) / 2, y: 1 * 100 + (2732 - gridSize * 100) / 2 }, // Top-left corner { x: (gridSize - 2) * 100 + (2048 - gridSize * 100) / 2, y: 1 * 100 + (2732 - gridSize * 100) / 2 }, // Top-right corner { x: (gridSize - 2) * 100 + (2048 - gridSize * 100) / 2, y: (gridSize - 2) * 100 + (2732 - gridSize * 100) / 2 }, // Bottom-right corner { x: 1 * 100 + (2048 - gridSize * 100) / 2, y: (gridSize - 2) * 100 + (2732 - gridSize * 100) / 2 } // Bottom-left corner ].map(function (point) { return getTileAtPosition(point.x, point.y); }); }); // A* pathfinding algorithm removed // 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 directly game.on('down', function (obj) { if (isGameStarted && selectedTile) { character.x = selectedTile.x; character.y = selectedTile.y; character.currentTile = selectedTile; } });
===================================================================
--- original.js
+++ change.js
@@ -75,10 +75,12 @@
return;
} // Stop patrolling if game is not started
currentPatrolPointIndex = (currentPatrolPointIndex + 1) % patrolPoints.length;
var nextPatrolPoint = patrolPoints[currentPatrolPointIndex];
- character.x = nextPatrolPoint.x;
- character.y = nextPatrolPoint.y;
+ if (nextPatrolPoint) {
+ character.x = nextPatrolPoint.x;
+ character.y = nextPatrolPoint.y;
+ }
character.currentTile = nextPatrolPoint;
LK.setTimeout(patrol, 1000); // Wait for 1 second before moving to the next patrol point
};
LK.setTimeout(patrol, 1000); // Start patrolling after 1 second
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.