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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, y: 2432 + yPosAdjustment + 150, tint: 0x00FF00 // Tint A button green }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: 1898, y: 2432 + yPosAdjustment + 50, tint: 0xFF0000 // Tint B button red }); // 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: 250, height: 250, orientation: 3 // Correct orientation for left direction }); dpadLeft.on('down', function () { character.x -= 100; // Move character left by 100 pixels }); // 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: 250, height: 250, orientation: 0 // Correct orientation for up direction }); dpadUp.on('down', function () { character.y -= 100; // Move character up by 100 pixels }); aButton.on('down', function () { console.log('A button pressed'); aButton.tint = 0xFFFFFF; // Tint A button to white when pressed }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 150, y: dpadBase.y, width: 250, height: 250, orientation: 1 // Correct orientation for right direction }); dpadRight.on('down', function () { character.x += 100; // Move character right by 100 pixels }); bButton.on('down', function () { console.log('B button pressed'); bButton.tint = 0xFFFFFF; // Tint B button to white when pressed }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 150, width: 250, height: 250, orientation: 2 // Correct orientation for down direction }); dpadDown.on('down', function () { character.y += 100; // Move character down by 100 pixels }); }); /**** * Initialize Game ****/ // Instantiate and add OnScreenController to the game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var color = 0xFFFFFF; // Initialize color variable var x = 0; // Initialize x variable // 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 if it's a wall tile var newTile = getTileAtPosition(newX, newY); if (newTile && wallTiles.indexOf(newTile) === -1) { // 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
@@ -55,9 +55,9 @@
character.y -= 100; // Move character up by 100 pixels
});
aButton.on('down', function () {
console.log('A button pressed');
- // Implement A button action here
+ aButton.tint = 0xFFFFFF; // Tint A button to white when pressed
});
var dpadRight = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
@@ -71,9 +71,9 @@
character.x += 100; // Move character right by 100 pixels
});
bButton.on('down', function () {
console.log('B button pressed');
- // Implement B button action here
+ bButton.tint = 0xFFFFFF; // Tint B button to white when pressed
});
var dpadDown = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
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.