User prompt
Make the on screen control background cover the whole control zone
User prompt
Add an asset behind the on screen controllers that covers the bottom part of the screen
User prompt
Debug character movement and next tile
User prompt
Block character from moving to a wall tile or to an empty tile
User prompt
Only allow the player to move to a floor tile
User prompt
Please fix the bug: 'TypeError: LK.effects.crt is not a function' in or related to this line: 'LK.effects.crt();' Line Number: 277
User prompt
Add a visual effect that make the game look like ok a vintage tv
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.crt is not a function' in or related to this line: 'LK.effects.crt();' Line Number: 284
User prompt
Add a crt tv post process to the screen
User prompt
Change tint if dpad buttons when touched and return to their original color wen released
User prompt
Delete unused variable and methods
User prompt
Group all variables at the top of the solution
User prompt
Remove unnecessary comments
User prompt
Delete all shadow references
User prompt
Wipe scale in the character at the beginning of the game
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'characterShadow.x = character.x;' Line Number: 290
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'characterShadow.x = character.x;' Line Number: 290
User prompt
Make the shadow follow the character
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'characterShadow.x = character.x;' Line Number: 262
User prompt
Add a contact shadow blob at the feet of the character and make the shadow follow the character
User prompt
Add a shadow projection at the feet of the character
User prompt
Add a shadow blob at the feet of the character
User prompt
Remove all shadows reference on the code
User prompt
Please fix the bug: 'ReferenceError: characterShadow is not defined' in or related to this line: 'characterShadow.x = character.x;' Line Number: 277
User prompt
Make sure there's only one shadow in the character
/**** * Classes ****/ // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // Customizable controller button positions and colors var yPosAdjustment = -100; // Customizable Y position adjustment for D-pad var buttonYPosAdjustment = -273.2; // Customizable Y position adjustment for buttons var aButtonColor = 0x00FF00; // Customizable A button color var bButtonColor = 0xFF0000; // Customizable B button color var aButtonPosition = { x: 1400, // Moved 100 pixels closer to the center y: 2432 + buttonYPosAdjustment + 150 }; // Customizable A button position var bButtonPosition = { x: 1800, // Adjusted X position to bring B button closer to A button y: 2432 + buttonYPosAdjustment - 50 }; // Customizable B button position var buttonSize = { width: 400, height: 400 }; // Shared variable for dpad buttons size var aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height, tint: aButtonColor // Use customizable A button color }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: bButtonPosition.x, y: bButtonPosition.y, width: buttonSize.width, height: buttonSize.height, tint: bButtonColor // Use customizable B button color }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 2432 + yPosAdjustment, scaleX: 3.0, scaleY: 3.0 }); // Move dpad base to the top of the display list so it appears on top of the arrows self.setChildIndex(dpadBase, self.children.length - 1); var dpadLeft = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 250, y: dpadBase.y, width: 450, height: 450, tint: 0xFFFF00, // Change color to yellow orientation: 3 // Correct orientation for left direction }); dpadLeft.on('down', function () { if (character) { character.x -= 145.2; // Move character left by 145.2 pixels to match grid size } }); // A and B button event listeners var dpadUp = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 250, width: 450, height: 450, tint: 0xFFFF00, // Change color to yellow orientation: 0 // Correct orientation for up direction }); dpadUp.on('down', function () { if (character) { character.y -= 145.2; // Move character up by 145.2 pixels to match grid size } }); aButton.on('down', function () { console.log('A button pressed'); aButton.tint = 0xAAAAAA; // Tint A button to a darker color when pressed }); aButton.on('up', function () { aButton.tint = 0x00FF00; // Return A button to original green color when released }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 250, y: dpadBase.y, width: 450, height: 450, tint: 0xFFFF00, // Change color to yellow orientation: 1 // Correct orientation for right direction }); dpadRight.on('down', function () { if (character) { character.x += 145.2; // Move character right by 145.2 pixels to match grid size } }); bButton.on('down', function () { console.log('B button pressed'); bButton.tint = 0xAAAAAA; // Tint B button to a darker color when pressed }); bButton.on('up', function () { bButton.tint = 0xFF0000; // Return B button to original red color when released }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 250, width: 450, height: 450, tint: 0xFFFF00, // Change color to yellow orientation: 2 // Correct orientation for down direction }); dpadDown.on('down', function () { if (character) { character.y += 145.2; // Move character down by 145.2 pixels to match grid size } }); }); /**** * Initialize Game ****/ // Instantiate and add OnScreenController to the game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function moveCharacter(dx, dy) { var newX = character.x + dx * movementDistance; var newY = character.y + dy * movementDistance; // 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 * 145.2 + (2048 - gridSize * 145.2) / 2, y: y * 145.2 + (2732 - gridSize * 145.2) / 2 - 300 }); wallTiles.push(tile); } else { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * 145.2 + (2048 - gridSize * 145.2) / 2, y: y * 145.2 + (2732 - gridSize * 145.2) / 2 - 300 }); 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; 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 - 50, scaleX: 1.25, scaleY: 1.25 }); var shadowOffsetY = 50; // Customizable shadow Y offset multiplier // Optimized shadow ofset calculation characterShadow.x = character.x; characterShadow.y = character.y - shadowOffsetY; // Use customizable shadow Y offset multiplier character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(characterShadow); game.addChild(character); } // Make the character's shadow follow the character on both x and y axis if (character) { characterShadow.x = character.x; characterShadow.y = character.y + character.height / 2; // Offset the shadow to the feet of the character } }); // 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);
// Customizable controller button positions and colors
var yPosAdjustment = -100; // Customizable Y position adjustment for D-pad
var buttonYPosAdjustment = -273.2; // Customizable Y position adjustment for buttons
var aButtonColor = 0x00FF00; // Customizable A button color
var bButtonColor = 0xFF0000; // Customizable B button color
var aButtonPosition = {
x: 1400,
// Moved 100 pixels closer to the center
y: 2432 + buttonYPosAdjustment + 150
}; // Customizable A button position
var bButtonPosition = {
x: 1800,
// Adjusted X position to bring B button closer to A button
y: 2432 + buttonYPosAdjustment - 50
}; // Customizable B button position
var buttonSize = {
width: 400,
height: 400
}; // Shared variable for dpad buttons size
var aButton = self.attachAsset('aButton', {
anchorX: 0.5,
anchorY: 0.5,
x: aButtonPosition.x,
y: aButtonPosition.y,
width: buttonSize.width,
height: buttonSize.height,
tint: aButtonColor // Use customizable A button color
});
var bButton = self.attachAsset('bButton', {
anchorX: 0.5,
anchorY: 0.5,
x: bButtonPosition.x,
y: bButtonPosition.y,
width: buttonSize.width,
height: buttonSize.height,
tint: bButtonColor // Use customizable B button color
});
// D-pad
var dpadBase = self.attachAsset('dpadBase', {
anchorX: 0.5,
anchorY: 0.5,
x: 500,
y: 2432 + yPosAdjustment,
scaleX: 3.0,
scaleY: 3.0
});
// Move dpad base to the top of the display list so it appears on top of the arrows
self.setChildIndex(dpadBase, self.children.length - 1);
var dpadLeft = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x - 250,
y: dpadBase.y,
width: 450,
height: 450,
tint: 0xFFFF00,
// Change color to yellow
orientation: 3 // Correct orientation for left direction
});
dpadLeft.on('down', function () {
if (character) {
character.x -= 145.2; // Move character left by 145.2 pixels to match grid size
}
});
// A and B button event listeners
var dpadUp = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y - 250,
width: 450,
height: 450,
tint: 0xFFFF00,
// Change color to yellow
orientation: 0 // Correct orientation for up direction
});
dpadUp.on('down', function () {
if (character) {
character.y -= 145.2; // Move character up by 145.2 pixels to match grid size
}
});
aButton.on('down', function () {
console.log('A button pressed');
aButton.tint = 0xAAAAAA; // Tint A button to a darker color when pressed
});
aButton.on('up', function () {
aButton.tint = 0x00FF00; // Return A button to original green color when released
});
var dpadRight = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x + 250,
y: dpadBase.y,
width: 450,
height: 450,
tint: 0xFFFF00,
// Change color to yellow
orientation: 1 // Correct orientation for right direction
});
dpadRight.on('down', function () {
if (character) {
character.x += 145.2; // Move character right by 145.2 pixels to match grid size
}
});
bButton.on('down', function () {
console.log('B button pressed');
bButton.tint = 0xAAAAAA; // Tint B button to a darker color when pressed
});
bButton.on('up', function () {
bButton.tint = 0xFF0000; // Return B button to original red color when released
});
var dpadDown = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y + 250,
width: 450,
height: 450,
tint: 0xFFFF00,
// Change color to yellow
orientation: 2 // Correct orientation for down direction
});
dpadDown.on('down', function () {
if (character) {
character.y += 145.2; // Move character down by 145.2 pixels to match grid size
}
});
});
/****
* Initialize Game
****/
// Instantiate and add OnScreenController to the game
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function moveCharacter(dx, dy) {
var newX = character.x + dx * movementDistance;
var newY = character.y + dy * movementDistance;
// 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 * 145.2 + (2048 - gridSize * 145.2) / 2,
y: y * 145.2 + (2732 - gridSize * 145.2) / 2 - 300
});
wallTiles.push(tile);
} else {
tile = LK.getAsset('floorTile', {
anchorX: 0.5,
anchorY: 0.5,
x: x * 145.2 + (2048 - gridSize * 145.2) / 2,
y: y * 145.2 + (2732 - gridSize * 145.2) / 2 - 300
});
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;
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 - 50,
scaleX: 1.25,
scaleY: 1.25
});
var shadowOffsetY = 50; // Customizable shadow Y offset multiplier
// Optimized shadow ofset calculation
characterShadow.x = character.x;
characterShadow.y = character.y - shadowOffsetY; // Use customizable shadow Y offset multiplier
character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile
game.addChild(characterShadow);
game.addChild(character);
}
// Make the character's shadow follow the character on both x and y axis
if (character) {
characterShadow.x = character.x;
characterShadow.y = character.y + character.height / 2; // Offset the shadow to the feet of the character
}
});
// 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.