User prompt
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
User prompt
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
User prompt
Make the controllers bigger and add input feedback
User prompt
Scale up the buttons when pressed
User prompt
Rotate the button arrow sprite 180 degrees
User prompt
Make the Arrows a bit smaller
User prompt
Mãe the d pad base bigger and the d pad arrow bigger and bring them inside the base
User prompt
Rotate the d pad arrow assets to reflect the direction
User prompt
Arrange the d pad and buttons like a Gameboy
User prompt
Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1); // Move up' Line Number: 124
User prompt
Please fix the bug: 'Uncaught ReferenceError: dpadUp is not defined' in or related to this line: 'dpadUp.on('down', function () {' Line Number: 91
User prompt
Encapsule the in screen controller on a class and bring them up 10%
User prompt
Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1); // Move up' Line Number: 89
User prompt
Implement an on screed de path and a A and B button
User prompt
If the hole tile is in a corner roll again
User prompt
Remove character movement
User prompt
Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, 1); // Move down' Line Number: 50
User prompt
Delete path finding, highlight on touch tiles and unused code
User prompt
Add collision to the walls
User prompt
Block character to move in wall tiles
User prompt
Remove collision to the floor
User prompt
Make the character move one tile using swipes
Code edit (1 edits merged)
Please save this source code
User prompt
Delete patrol
User prompt
Refsctor the code
/**** * Classes ****/ // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: 300, // Kept on the left side for Gameboy layout y: 2432 + yPosAdjustment // Adjusted for Gameboy layout }); var dpadUp = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 100, width: 120, // Made dpadButton smaller height: 120 }); // D-pad button event listeners with input feedback dpadUp.on('down', function () { console.log('D-pad Up pressed'); dpadUp.scaleX = 1.2; // Scale up by 20% dpadUp.scaleY = 1.2; // Scale up by 20% }); dpadRight.on('down', function () { console.log('D-pad Right pressed'); dpadRight.scaleX = 1.2; // Scale up by 20% dpadRight.scaleY = 1.2; // Scale up by 20% }); dpadDown.on('down', function () { console.log('D-pad Down pressed'); dpadDown.scaleX = 1.2; // Scale up by 20% dpadDown.scaleY = 1.2; // Scale up by 20% }); dpadLeft.on('down', function () { console.log('D-pad Left pressed'); dpadLeft.scaleX = 1.2; // Scale up by 20% dpadLeft.scaleY = 1.2; // Scale up by 20% }); var yPosAdjustment = -273.2; // 10% of 2732 (screen height) // A and B buttons var aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: 1848, // Adjusted for Gameboy layout y: 2432 + yPosAdjustment // Adjusted for Gameboy layout }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: 1648, // Adjusted for Gameboy layout y: 2432 + yPosAdjustment // Adjusted for Gameboy layout }); // A and B button event listeners aButton.on('down', function () { console.log('A button pressed'); // Implement A button action here aButton.scaleX = 1.2; // Scale up by 20% aButton.scaleY = 1.2; // Scale up by 20% }); bButton.on('down', function () { console.log('B button pressed'); // Implement B button action here bButton.scaleX = 1.2; // Scale up by 20% bButton.scaleY = 1.2; // Scale up by 20% }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: 300, // Kept on the left side for Gameboy layout y: 2432 + yPosAdjustment // Adjusted for Gameboy layout }); var dpadUp = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 100, width: 120, // Made dpadButton smaller height: 120 }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 100, y: dpadBase.y, width: 120, height: 120, orientation: 3 // Rotate 180 degrees }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 100, width: 120, // Made dpadButton smaller height: 120, orientation: 2 }); var dpadLeft = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 100, y: dpadBase.y, width: 120, // Made dpadButton smaller height: 120, orientation: 3 }); }); /**** * Initialize Game ****/ // Instantiate and add OnScreenController to the game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Define character movement logic function moveCharacter(dx, dy) { // Calculate new position based on direction var newX = character.x + dx * 100; var newY = character.y + dy * 100; // Check if new position is within bounds and not a wall var newTile = getTileAtPosition(newX, newY); if (newTile && !wallTiles.includes(newTile)) { // Move character to new position character.x = newX; character.y = newY; character.currentTile = newTile; } } var onScreenController = game.addChild(new OnScreenController()); // D-pad button event listeners moved inside OnScreenController class // 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
@@ -3,8 +3,25 @@
****/
// OnScreenController class encapsulating A, B buttons and D-pad
var OnScreenController = Container.expand(function () {
var self = Container.call(this);
+ // D-pad
+ var dpadBase = self.attachAsset('dpadBase', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 300,
+ // Kept on the left side for Gameboy layout
+ y: 2432 + yPosAdjustment // Adjusted for Gameboy layout
+ });
+ var dpadUp = self.attachAsset('dpadButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: dpadBase.x,
+ y: dpadBase.y - 100,
+ width: 120,
+ // Made dpadButton smaller
+ height: 120
+ });
// D-pad button event listeners with input feedback
dpadUp.on('down', function () {
console.log('D-pad Up pressed');
dpadUp.scaleX = 1.2; // Scale up by 20%
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.