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Delete unused code
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Remove all uses of A* expect the generic implementation
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Remove character movement
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Debug the code no tiles are been highlighted
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Get a star path when a new tile is selected
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Highlight all tiles on a star path
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Draw.the path from character to selected tile
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Move all variables to the top
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Redo character movement to be able to receive a star path and navigate it
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Please fix the bug: 'ReferenceError: findPath is not defined' in or related to this line: 'var path = findPath(startTile, endTile);' Line Number: 252
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Implement a generic A* algorithm that can me reused by many characters
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Refsctor the code
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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: 205
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'f')' in or related to this line: 'if (openSet[i].f < openSet[lowestIndex].f) {' Line Number: 184
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Implement path finding make the character the navigator, find the route from the character to the selected tile and make the character navigate it
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Make character move tile by tile
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Remove comments and move all variables to the top
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Refactoring
Code edit (1 edits merged)
Please save this source code
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Make the playable area bigger keep the same grid size
Code edit (1 edits merged)
Please save this source code
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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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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 tile by tile using the A* path created
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Implement A* and make the character able to move on y or x at the time
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var patrolPoints = []; var gridSize = 10; var character; var wallTiles = []; var floorTiles = []; var selectedTile; var tileOriginalColor; var isGameStarted = false; var grid = new Array(gridSize * gridSize); // Define patrol points for character movement // Create a 2D array to represent the grid 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 if (!isGameStarted) { isGameStarted = true; // Ensure game start logic is only triggered once // Initialize game elements here after fade-in completes // 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); // 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); }); } }); // 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
@@ -170,24 +170,9 @@
}
// Move the character to the selected tile directly
game.on('down', function (obj) {
if (isGameStarted && selectedTile) {
- var moveCharacter = function moveCharacter(startX, startY, endX, endY, duration) {
- var startTime = Date.now();
- var interval = LK.setInterval(function () {
- var currentTime = Date.now();
- var timeElapsed = currentTime - startTime;
- var progress = timeElapsed / duration;
- if (progress >= 1) {
- LK.clearInterval(interval);
- character.x = endX;
- character.y = endY;
- character.currentTile = selectedTile;
- } else {
- character.x = startX + (endX - startX) * progress;
- character.y = startY + (endY - startY) * progress;
- }
- }, 16); // Approximately 60 FPS
- };
- moveCharacter(character.x, character.y, selectedTile.x, selectedTile.y, 500); // Move over 0.5 seconds
+ character.x = selectedTile.x;
+ character.y = selectedTile.y;
+ character.currentTile = selectedTile;
}
});
\ No newline at end of file
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.