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Refactor and optimize the code, add variables for customization
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Offset shadow by 50% local
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Add a filter so the screen looks like s CRT tv
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'characterShadow.x = character.x;' Line Number: 240
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Please fix the bug: 'ReferenceError: characterShadow is not defined' in or related to this line: 'characterShadow.x = character.x;' Line Number: 240
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Make the shadow follow the character
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Place the shadow on the character feet
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Mirror the character sprite to face the correct direction when moving
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Offset the character 10 pixels up
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Bring the b button a bit up
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Make the pressed color darker
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Passing the bottom tint to all pressed buttons
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Create a variable button tint adding a dark grey
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Return to original color when released
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Tint buttons when pressed
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Make d pad buttons a bit bigger
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Move b botton downwards
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Tint A botton green and B button red
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Refsctor
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Add collision to the walls
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Add colo
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Add x
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Move the grid, walls floor, and character upward.on screen
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Move the character using the dpad
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Bring the game grid up in the screen
/**** * 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: 1598, // Adjusted for added space y: 2432 + yPosAdjustment + 50 }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: 1898, // Adjusted for added space y: 2432 + yPosAdjustment + 50 }); // 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 - 150, y: dpadBase.y, width: 200, height: 200, orientation: 3 // Correct orientation for left direction }); dpadLeft.on('down', function () { moveCharacter(-1, 0); }); // A and B button event listeners var dpadUp = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 150, width: 200, height: 200, orientation: 0 // Correct orientation for up direction }); dpadUp.on('down', function () { moveCharacter(0, -1); }); aButton.on('down', function () { console.log('A button pressed'); // Implement A button action here }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 150, y: dpadBase.y, width: 200, height: 200, orientation: 1 // Correct orientation for right direction }); dpadRight.on('down', function () { moveCharacter(1, 0); }); bButton.on('down', function () { console.log('B button pressed'); // Implement B button action here }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 150, width: 200, height: 200, orientation: 2 // Correct orientation for down direction }); dpadDown.on('down', function () { moveCharacter(0, 1); }); }); /**** * 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 - 200 // Move grid up by 200 pixels }); 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
/****
* 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: 1598,
// Adjusted for added space
y: 2432 + yPosAdjustment + 50
});
var bButton = self.attachAsset('bButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1898,
// Adjusted for added space
y: 2432 + yPosAdjustment + 50
});
// 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 - 150,
y: dpadBase.y,
width: 200,
height: 200,
orientation: 3 // Correct orientation for left direction
});
dpadLeft.on('down', function () {
moveCharacter(-1, 0);
});
// A and B button event listeners
var dpadUp = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y - 150,
width: 200,
height: 200,
orientation: 0 // Correct orientation for up direction
});
dpadUp.on('down', function () {
moveCharacter(0, -1);
});
aButton.on('down', function () {
console.log('A button pressed');
// Implement A button action here
});
var dpadRight = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x + 150,
y: dpadBase.y,
width: 200,
height: 200,
orientation: 1 // Correct orientation for right direction
});
dpadRight.on('down', function () {
moveCharacter(1, 0);
});
bButton.on('down', function () {
console.log('B button pressed');
// Implement B button action here
});
var dpadDown = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y + 150,
width: 200,
height: 200,
orientation: 2 // Correct orientation for down direction
});
dpadDown.on('down', function () {
moveCharacter(0, 1);
});
});
/****
* 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 - 200 // Move grid up by 200 pixels
});
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
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.