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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadRight.on('down', function () {' Line Number: 43
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadUp.on('down', function () {' Line Number: 21
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Make the controllers bigger and add input feedback
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Scale up the buttons when pressed
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Rotate the button arrow sprite 180 degrees
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Make the Arrows a bit smaller
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Mãe the d pad base bigger and the d pad arrow bigger and bring them inside the base
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Rotate the d pad arrow assets to reflect the direction
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Arrange the d pad and buttons like a Gameboy
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1); // Move up' Line Number: 124
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Please fix the bug: 'Uncaught ReferenceError: dpadUp is not defined' in or related to this line: 'dpadUp.on('down', function () {' Line Number: 91
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Encapsule the in screen controller on a class and bring them up 10%
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1); // Move up' Line Number: 89
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Implement an on screed de path and a A and B button
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If the hole tile is in a corner roll again
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Remove character movement
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, 1); // Move down' Line Number: 50
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Delete path finding, highlight on touch tiles and unused code
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Add collision to the walls
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Block character to move in wall tiles
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Remove collision to the floor
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Make the character move one tile using swipes
Code edit (1 edits merged)
Please save this source code
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Delete patrol
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Refsctor the code
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create A and B buttons // Initialize A and B button assets var aButton = LK.getAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: 1748, y: 2532 }); var bButton = LK.getAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: 1948, y: 2532 }); game.addChild(aButton); game.addChild(bButton); // A and B button event listeners aButton.on('down', function () { console.log('A button pressed'); // Implement A button action here }); bButton.on('down', function () { console.log('B button pressed'); // Implement B button action here }); // Initialize D-pad assets // Create D-pad base var dpadBase = LK.getAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2632 }); game.addChild(dpadBase); // Create D-pad buttons var dpadUp = LK.getAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 150 }); var dpadRight = LK.getAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 150, y: dpadBase.y }); var dpadDown = LK.getAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 150 }); var dpadLeft = LK.getAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 150, y: dpadBase.y }); game.addChild(dpadUp); game.addChild(dpadRight); game.addChild(dpadDown); game.addChild(dpadLeft); // D-pad button event listeners dpadUp.on('down', function () { // moveCharacter(0, -1); // Move up functionality removed }); dpadRight.on('down', function () { moveCharacter(1, 0); // Move right }); dpadDown.on('down', function () { moveCharacter(0, 1); // Move down }); dpadLeft.on('down', function () { moveCharacter(-1, 0); // Move left }); // Character movement function removed var touchStartPos = null; var touchEndPos = null; game.on('down', function (obj) { if (isGameStarted) { touchStartPos = obj.event.getLocalPosition(game); } }); game.on('up', function (obj) { if (isGameStarted && touchStartPos) { touchEndPos = obj.event.getLocalPosition(game); var dx = touchEndPos.x - touchStartPos.x; var dy = touchEndPos.y - touchStartPos.y; var absDx = Math.abs(dx); var absDy = Math.abs(dy); if (absDx > 20 || absDy > 20) { // Threshold for swipe detection if (absDx > absDy) { // Horizontal swipe if (dx > 0) { console.log('Swipe Right'); moveCharacter(1, 0); // Move right } else { console.log('Swipe Left'); moveCharacter(-1, 0); // Move left } } else { // Vertical swipe if (dy > 0) { console.log('Swipe Down'); moveCharacter(0, 1); // Move down } else { console.log('Swipe Up'); moveCharacter(0, -1); // Move up } } } touchStartPos = null; // Reset start position } }); function initializeGame() { return game; } var game = initializeGame(); var gridSize = 10; var character; var wallTiles = []; var floorTiles = []; var selectedTile; var tileOriginalColor; var isGameStarted = false; var grid = new Array(gridSize * gridSize); var fadeEffect = { alpha: 0, speed: 0.01 }; function createTiles() { 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; } } createTiles(); // Function to check if a tile is in a corner function isTileInCorner(tile) { var corners = [{ x: 0, y: 0 }, { x: 0, y: (gridSize - 1) * 100 }, { x: (gridSize - 1) * 100, y: 0 }, { x: (gridSize - 1) * 100, y: (gridSize - 1) * 100 }]; return corners.some(function (corner) { return tile.x === corner.x && tile.y === corner.y; }); } // Select a random wall tile and replace it with a hole tile, ensuring it's not in a corner var randomWallTileIndex; var randomWallTile; do { randomWallTileIndex = Math.floor(Math.random() * wallTiles.length); randomWallTile = wallTiles[randomWallTileIndex]; } while (isTileInCorner(randomWallTile)); 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; // Removed duplicate fadeEffect declaration LK.on('tick', function () { if (fadeEffect.alpha < 1) { fadeEffect.alpha += fadeEffect.speed; game.alpha = fadeEffect.alpha; } else if (!isGameStarted) { // Patrol points setup logic removed 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); } }); // Removed duplicate character spawn and patrol points setup logic // 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]; } // Character movement logic removed
===================================================================
--- original.js
+++ change.js
@@ -72,9 +72,9 @@
game.addChild(dpadDown);
game.addChild(dpadLeft);
// D-pad button event listeners
dpadUp.on('down', function () {
- moveCharacter(0, -1); // Move up
+ // moveCharacter(0, -1); // Move up functionality removed
});
dpadRight.on('down', function () {
moveCharacter(1, 0); // Move right
});
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