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Implement collisions with the character and the walls
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Make sure that the hole tile is not at a corner of the grid
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Optimize the code
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Before move check the next grid tile the character is going to move towards, if the grid tile is a wall or empty dont allow movement
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Delete unused code
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Please fix the bug: 'TypeError: aButton.swapAsset is not a function' in or related to this line: 'aButton.swapAsset('aButtonPressed', {' Line Number: 119
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Implement the button press asset.swap when the botton is pressed
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Tint A button green and B button red
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Remove all filter implementation
Code edit (1 edits merged)
Please save this source code
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Shrink the shadow a couple pixels
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Offset the shadow down to the characters feet
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Make the shadow a child of the character
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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: 299
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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: 299
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Make the shadow always follows the character
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Move the shadow down to the players feet
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Make the shadow a new asset black transparent elipse
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Add a shadow blob for the character feet
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Please fix the bug: 'ReferenceError: filters is not defined' in or related to this line: 'character.filters = [new filters.BlurFilter(5)];' Line Number: 284
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Add a blurred casting shadow to the character
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Please fix the bug: 'Uncaught ReferenceError: filters is not defined' in or related to this line: 'controllerBackground.filters = [new filters.BlurFilter(5)];' Line Number: 30
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Add blurred shadows behind the buttons but on top of the background
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Add a background for the on screen controllers
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Make the on screen control background cover the whole control zone
/**** * Classes ****/ // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // Add a background for the on screen controllers var controllerBackground = self.attachAsset('controllerBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2432, scaleX: 2.0, scaleY: 2.0 }); 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 // Removed tint application on A button }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: bButtonPosition.x, y: bButtonPosition.y, width: buttonSize.width, height: buttonSize.height // Removed tint application on B button }); // 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 } // Removed tint change on press }); dpadLeft.on('up', function () { // Removed tint reset on release }); // 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 } // Removed tint change on press }); dpadUp.on('up', function () { // Removed tint reset on release }); aButton.on('down', function () { console.log('A button pressed'); // Removed tint change on press }); aButton.on('up', function () { // Removed tint reset on release }); 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 } // Removed tint change on press }); dpadRight.on('up', function () { // Removed tint reset on release }); bButton.on('down', function () { console.log('B button pressed'); // Removed tint change on press }); bButton.on('up', function () { // Removed tint reset on release }); 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 } // Removed tint change on press }); dpadDown.on('up', function () { // Removed tint reset on release }); }); /**** * 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 floor tile var newTile = getTileAtPosition(newX, newY); if (newTile && floorTiles.indexOf(newTile) !== -1 && 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 // Create a shadow blob for the character feet character = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5, x: holeTile.x, y: holeTile.y - 50, scaleX: 1.25, scaleY: 1.25 }); var characterShadow = LK.getAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 72.6, scaleX: 0.6, // Shrink the shadow a couple pixels scaleY: 0.6, // Shrink the shadow a couple pixels alpha: 0.5 }); character.addChild(characterShadow); 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
@@ -34,19 +34,19 @@
anchorY: 0.5,
x: aButtonPosition.x,
y: aButtonPosition.y,
width: buttonSize.width,
- height: buttonSize.height,
- tint: 0x00FF00 // Tint A button green
+ height: buttonSize.height
+ // Removed tint application on A button
});
var bButton = self.attachAsset('bButton', {
anchorX: 0.5,
anchorY: 0.5,
x: bButtonPosition.x,
y: bButtonPosition.y,
width: buttonSize.width,
- height: buttonSize.height,
- tint: 0xFF0000 // Tint B button red
+ height: buttonSize.height
+ // Removed tint application on B button
});
// D-pad
var dpadBase = self.attachAsset('dpadBase', {
anchorX: 0.5,
@@ -98,19 +98,9 @@
// Removed tint reset on release
});
aButton.on('down', function () {
console.log('A button pressed');
- // Since swapAsset is not a function, we'll replace the asset by removing the old one and adding the new one
- // Note: This is a conceptual fix, as the exact method to replace an asset might differ in the actual LK engine API
- aButton.destroy();
- aButton = self.attachAsset('aButtonPressed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: aButtonPosition.x,
- y: aButtonPosition.y,
- width: buttonSize.width,
- height: buttonSize.height
- });
+ // Removed tint change on press
});
aButton.on('up', function () {
// Removed tint reset on release
});
@@ -134,16 +124,9 @@
// Removed tint reset on release
});
bButton.on('down', function () {
console.log('B button pressed');
- bButton.swapAsset('bButtonPressed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: bButtonPosition.x,
- y: bButtonPosition.y,
- width: buttonSize.width,
- height: buttonSize.height
- });
+ // Removed tint change on press
});
bButton.on('up', function () {
// Removed tint reset on release
});
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.