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
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Only allow the player to move to a floor tile
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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
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Change tint if dpad buttons when touched and return to their original color wen released
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Delete unused variable and methods
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Group all variables at the top of the solution
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Remove unnecessary comments
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Delete all shadow references
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Wipe scale in the character at the beginning of the game
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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: 290
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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: 290
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Make the shadow follow the character
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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
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Add a contact shadow blob at the feet of the character and make the shadow follow the character
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Add a shadow projection at the feet of the character
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Add a shadow blob at the feet of the character
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Remove all shadows reference on the code
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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: 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); var yPosAdjustment = -100; var buttonYPosAdjustment = -273.2; var aButtonColor = 0x00FF00; var bButtonColor = 0xFF0000; var aButtonPosition = { x: 1400, y: 2432 + buttonYPosAdjustment + 150 }; var bButtonPosition = { x: 1800, y: 2432 + buttonYPosAdjustment - 50 }; var buttonSize = { width: 400, height: 400 }; 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, orientation: 3 }); dpadLeft.on('down', function () { if (character) { character.x -= 145.2; // Move character left by 145.2 pixels to match grid size } dpadLeft.tint = 0xAAAAAA; // Tint dpadLeft button to a darker color when pressed }); dpadLeft.on('up', function () { dpadLeft.tint = 0xFFFF00; // Return dpadLeft button to original yellow color when released }); // 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, orientation: 0 }); dpadUp.on('down', function () { if (character) { character.y -= 145.2; // Move character up by 145.2 pixels to match grid size } dpadUp.tint = 0xAAAAAA; // Tint dpadUp button to a darker color when pressed }); dpadUp.on('up', function () { dpadUp.tint = 0xFFFF00; // Return dpadUp button to original yellow color when released }); 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, orientation: 1 }); dpadRight.on('down', function () { if (character) { character.x += 145.2; // Move character right by 145.2 pixels to match grid size } dpadRight.tint = 0xAAAAAA; // Tint dpadRight button to a darker color when pressed }); dpadRight.on('up', function () { dpadRight.tint = 0xFFFF00; // Return dpadRight button to original yellow color when released }); 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, orientation: 2 }); dpadDown.on('down', function () { if (character) { character.y += 145.2; // Move character down by 145.2 pixels to match grid size } dpadDown.tint = 0xAAAAAA; // Tint dpadDown button to a darker color when pressed }); dpadDown.on('up', function () { dpadDown.tint = 0xFFFF00; // Return dpadDown button to original yellow color when released }); }); /**** * 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 gridSize = 10; var character; var wallTiles = []; var floorTiles = []; var isGameStarted = false; var grid = new Array(gridSize * gridSize); var fadeEffect = { alpha: 0, speed: 0.01 }; var onScreenController; onScreenController = game.addChild(new OnScreenController()); // D-pad button event listeners moved inside OnScreenController class // Character movement function removed 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 }); character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(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
===================================================================
--- original.js
+++ change.js
@@ -266,7 +266,5 @@
function getTileAtPosition(x, y) {
var index = Math.floor(y / 100) * gridSize + Math.floor(x / 100);
return grid[index];
}
-// Add a crt tv post process to the screen
-LK.effects.crt();
// Character movement logic removed
\ No newline at end of file
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.