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fix character movement
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Please fix the bug: 'ReferenceError: characterMovement is not defined' in or related to this line: 'characterMovement.moveCharacter(0, -1);' Line Number: 114
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extract character movement from dpad logic and move it to its own method
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encapsule character movement on a class for easy customization
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fix my mistakes, the character should be only allowed to move inside the grid and only walk ontop of the floor tiles, currently the characters gets out of bounds
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make sure the character movement takes in consideration grid offset and placement on screen
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constrain character movement to grid
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Please fix the bug: 'ReferenceError: isGameStarted is not defined' in or related to this line: 'if (fadeEffect.alpha < 1) {' Line Number: 268
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Please fix the bug: 'ReferenceError: fadeEffect is not defined' in or related to this line: 'if (fadeEffect.alpha < 1) {' Line Number: 264
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delete unused variables
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Please fix the bug: 'Uncaught ReferenceError: gridOffsetX is not defined' in or related to this line: 'var corners = [{' Line Number: 234
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Code edit (8 edits merged)
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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
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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
/**** * 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 yPosAdjustment = -180; 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, tint: 0x00FF00 // Green tint }); 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 // Red tint }); // 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 - 10, scaleX: LK.screen.width * 0.001 * 0.95, scaleY: LK.screen.width * 0.001 * 0.95 }); // 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 }); 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 } }); }); /**** * 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; } } LK.screen = { width: 2048, height: 2732 }; // Initialize screen dimensions 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 gridOffsetX = 0; var gridOffsetY = 0; var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var onScreenController = game.addChild(new OnScreenController()); // Character movement function removed function createTiles() { // Create a black square background for the grid var gridBackground = LK.getAsset('emptyTile', { anchorX: 0.5, anchorY: 0.5, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .6, height: LK.screen.height * .6, color: 0x000000 }); game.addChild(gridBackground); 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 * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2; // Adjust grid offset to account for new tile width var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15; // Adjust grid offset to account for new tile height 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: gridOffsetX, y: gridOffsetY }, { x: gridOffsetX, y: (gridSize - 1) * tileHeight + gridOffsetY }, { x: (gridSize - 1) * tileWidth + gridOffsetX, y: gridOffsetY }, { x: (gridSize - 1) * tileWidth + gridOffsetX, y: (gridSize - 1) * tileHeight + gridOffsetY }]; 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) || randomWallTileIndex % gridSize == 0 || randomWallTileIndex % gridSize == gridSize - 1 || randomWallTileIndex < gridSize || randomWallTileIndex >= gridSize * (gridSize - 1)); 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
@@ -173,9 +173,8 @@
var gridOffsetY = 0;
var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching
var tileHeight = tileWidth; // Ensure square tiles for a uniform grid
var onScreenController = game.addChild(new OnScreenController());
-// D-pad button event listeners moved inside OnScreenController class
// Character movement function removed
function createTiles() {
// Create a black square background for the grid
var gridBackground = LK.getAsset('emptyTile', {
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.