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Bring the whole grid a bit more up on the screen
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Separate the arrow buttons about
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Make.all.d.pad.buttons the same size
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Fill more space.of the dpad base with the buttons
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Make dps arrows.bigger, add space in-between a and B buttons
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Swap the position of the buttons A and B add a margin
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Debug the code
Code edit (1 edits merged)
Please save this source code
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Rotate dpaddown 180 degrees
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Remove extra a and B buttons
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Space put the buttons make the a button bigger than the b button and arrange them like the game cube
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Separate the buttons and arrows
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadDown.on('down', function () {' Line Number: 90
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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: 74
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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: 58
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dpadLeft = self.attachAsset('dpadButton', {' Line Number: 37
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadLeft.on('down', function () {' Line Number: 37
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Make the d pad control the character movement
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Delete all swipe movement
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Rotate d pad arrow sprite to match directions
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Scale d pad arrows 3%
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Bring d pad Down to the same level as the buttons
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Remove extra d pad
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadLeft.on('down', function () {' Line Number: 71
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadDown.on('down', function () {' Line Number: 57
/**** * Classes ****/ // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // Adjusted positions up by 10% 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 }); // 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 dpadLeft = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 100, y: dpadBase.y, width: 123.6, height: 123.6, orientation: 3 // Correct orientation for left direction }); dpadLeft.on('down', function () { moveCharacter(-1, 0); }); // A and B button event listeners dpadUp.on('down', function () { moveCharacter(0, -1); }); aButton.on('down', function () { console.log('A button pressed'); // Implement A button action here }); dpadRight.on('down', function () { moveCharacter(1, 0); }); bButton.on('down', function () { console.log('B button pressed'); // Implement B button action here }); dpadDown.on('down', function () { moveCharacter(0, 1); }); // 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: 123.6, height: 123.6, orientation: 0 // Correct orientation for up direction }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 100, y: dpadBase.y, width: 123.6, height: 123.6, orientation: 1 // Correct orientation for right direction }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 100, width: 123.6, height: 123.6, orientation: 2 // Correct orientation for down direction }); var dpadLeft = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 100, y: dpadBase.y, width: 123.6, height: 123.6, orientation: 3 // Correct orientation for left direction }); }); /**** * 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; // Swipe movement 'down' event listener removed // Swipe movement 'up' event listener removed 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
@@ -20,8 +20,16 @@
x: 1648,
// Adjusted for Gameboy layout
y: 2432 + yPosAdjustment // Adjusted for Gameboy layout
});
+ // 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 dpadLeft = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x - 100,
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.