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Please fix the bug: 'Uncaught ReferenceError: tileWidth is not defined' in or related to this line: 'var corners = [{' Line Number: 236
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileHeight = LK.screen.width * .6 / (gridSize - 1); // Ensure square tiles for a uniform grid' Line Number: 184
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Please fix the bug: 'Uncaught ReferenceError: tileHeight is not defined' in or related to this line: 'var corners = [{' Line Number: 231
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Please fix the bug: 'Uncaught ReferenceError: gridOffsetX is not defined' in or related to this line: 'var corners = [{' Line Number: 229
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make sure the function isTileInCorner takes in consideration the dynamic screen size and any dynamic grid offset
Code edit (7 edits merged)
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add a black squared background to the grid, it must be the same size and position, add variables for easy customization on offset and size
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make button A green and button B red
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encapsule the dpad on a class so is easy to manipulate its position and size
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make the dpad buttons 5% smaler and move the Dpad 10 pixels up
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make sure the hole tile never spawns on a corner of the grid
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make sure the grid tiles are corrected rendered and touching their neighbors
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Remove x offset from the grid creation
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Fix my mistake, the grid for that should be 10 by 10, be on the center of the screen with an offset up and all tiles should be touching each other, the grid must have space around it and not extend past the screen
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Constrain the grid to fit the screen
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Center the grid and tiles to the screen
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Make the grid smaller, to fit the center of the screen
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Make sure floor tiles are dynamic too
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var aButtonPosition = {' Line Number: 34
/**** * 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; // Removed redundant tint application on A and B buttons LK.screen = { width: 2048, height: 2732 }; // Initialize screen dimensions var aButtonPosition = { x: LK.screen.width * 0.68, y: LK.screen.height * 0.89 + buttonYPosAdjustment + LK.screen.height * 0.055 }; var bButtonPosition = { x: LK.screen.width * 0.88, y: LK.screen.height * 0.89 + buttonYPosAdjustment - LK.screen.height * 0.018 }; var buttonSize = { width: LK.screen.width * 0.2, height: LK.screen.width * 0.2 }; var aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: bButtonPosition.x, y: bButtonPosition.y, width: buttonSize.width, height: buttonSize.height }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: LK.screen.width * 0.24, y: LK.screen.height * 0.89 + yPosAdjustment, scaleX: LK.screen.width * 0.0011, scaleY: LK.screen.width * 0.0011 }); // 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: 0xb2beb5 // Light teal gray background }); /**** * 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; var tileWidth = LK.screen.width * 0.8 / gridSize; // 80% of screen width for grid, leaving space around var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var gridOffsetX = (LK.screen.width - tileWidth * gridSize) / 2; // Center grid horizontally var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.05; // Center grid vertically with an upward offset if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); wallTiles.push(tile); } else { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); 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: (2048 - gridSize * 145.2) / 2, y: (2732 - gridSize * 145.2) / 2 - 300 }, { x: (2048 - gridSize * 145.2) / 2, y: (gridSize - 1) * 145.2 + (2732 - gridSize * 145.2) / 2 - 300 }, { x: (gridSize - 1) * 145.2 + (2048 - gridSize * 145.2) / 2, y: (2732 - gridSize * 145.2) / 2 - 300 }, { x: (gridSize - 1) * 145.2 + (2048 - gridSize * 145.2) / 2, y: (gridSize - 1) * 145.2 + (2732 - gridSize * 145.2) / 2 - 300 }]; return corners.some(function (corner) { return Math.abs(tile.x - corner.x) < 1 && Math.abs(tile.y - corner.y) < 1; }); } // 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
@@ -174,9 +174,9 @@
character.y = newY;
character.currentTile = newTile;
}
}
-var gridSize = 5;
+var gridSize = 10;
var character;
var wallTiles = [];
var floorTiles = [];
var isGameStarted = false;
@@ -193,24 +193,26 @@
for (var i = 0; i < gridSize * gridSize; i++) {
var x = i % gridSize;
var y = Math.floor(i / gridSize);
var tile;
- var tileWidth = LK.screen.width / gridSize;
- var tileHeight = LK.screen.height / gridSize;
+ var tileWidth = LK.screen.width * 0.8 / gridSize; // 80% of screen width for grid, leaving space around
+ var tileHeight = tileWidth; // Ensure square tiles for a uniform grid
+ var gridOffsetX = (LK.screen.width - tileWidth * gridSize) / 2; // Center grid horizontally
+ var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.05; // Center grid vertically with an upward offset
if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) {
tile = LK.getAsset('wallTile', {
anchorX: 0.5,
anchorY: 0.5,
- x: x * tileWidth + (LK.screen.width - gridSize * tileWidth) / 2,
- y: y * tileHeight + (LK.screen.height - gridSize * tileHeight) / 2 - LK.screen.height * 0.11
+ x: x * tileWidth + gridOffsetX,
+ y: y * tileHeight + gridOffsetY
});
wallTiles.push(tile);
} else {
tile = LK.getAsset('floorTile', {
anchorX: 0.5,
anchorY: 0.5,
- x: x * tileWidth + (LK.screen.width - gridSize * tileWidth) / 2,
- y: y * tileHeight + (LK.screen.height - gridSize * tileHeight) / 2 - LK.screen.height * 0.11
+ x: x * tileWidth + gridOffsetX,
+ y: y * tileHeight + gridOffsetY
});
floorTiles.push(tile);
}
game.addChild(tile);
grey square, black border. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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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.