Code edit (1 edits merged)
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make sure the character only moves with it each floor tile
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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: 271
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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: 267
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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: 281
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting '13.66')' in or related to this line: 'self.grid[x][y] = obj;' Line Number: 43
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Please fix the bug: 'Uncaught ReferenceError: tileHeight is not defined' in or related to this line: 'var corners = [{' Line Number: 232
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Please fix the bug: 'Uncaught ReferenceError: gridOffsetX is not defined' in or related to this line: 'var corners = [{' Line Number: 230
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 133
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fix the code
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = game.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 138
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remove character movement
Code edit (1 edits merged)
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rearrange classes on the code structure, group variables on the top of the document
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 166
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = game.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 166
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 166
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = game.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 166
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / gridSize; // Adjust tile width to ensure tiles are touching' Line Number: 166
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching' Line Number: 166
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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: 248
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remove unused code variables and methods, refactor for optimization and reusability
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remove all character movement
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fix character movement
/**** * Classes ****/ // Cheese class var Cheese = Container.expand(function () { var self = Container.call(this); var cheeseGraphics = self.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5 }); }); // Grid class var Grid = Container.expand(function () { var self = Container.call(this); self.grid = []; self.gridSize = 100; self.gridWidth = 2048 / self.gridSize; self.gridHeight = 2732 / self.gridSize; // Initialize the grid with empty cells for (var i = 0; i < self.gridWidth; i++) { self.grid[i] = new Array(self.gridHeight).fill(null); } // Method to add an object to the grid self.addObject = function (obj, x, y) { self.grid[x][y] = obj; obj.x = x * self.gridSize; obj.y = y * self.gridSize; }; // Method to move an object in the grid self.moveObject = function (obj, oldX, oldY, newX, newY) { self.grid[oldX][oldY] = null; self.addObject(obj, newX, newY); }; }); // Hole class var Hole = Container.expand(function () { var self = Container.call(this); var holeGraphics = self.attachAsset('hole', { anchorX: 0.5, anchorY: 0.5 }); }); // Assets will be automatically created based on usage in the code. // Mouse class var Mouse = Container.expand(function () { var self = Container.call(this); var mouseGraphics = self.attachAsset('mouse', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.move = function (direction) { var oldX = self.x / grid.gridSize; var oldY = self.y / grid.gridSize; var newX = oldX; var newY = oldY; if (direction === 'left') { newX--; } if (direction === 'right') { newX++; } if (direction === 'up') { newY--; } if (direction === 'down') { newY++; } // Check if the new position is within the grid and not occupied if (newX >= 0 && newX < grid.gridWidth && newY >= 0 && newY < grid.gridHeight && grid.grid[newX][newY] === null) { grid.moveObject(self, oldX, oldY, newX, newY); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF4D03F // Init game with a cheese-like background color }); /**** * Game Code ****/ var grid = game.addChild(new Grid()); var mouse = new Mouse(); grid.addObject(mouse, 1, grid.gridHeight / 2); var cheese = new Cheese(); grid.addObject(cheese, grid.gridWidth / 2, grid.gridHeight / 2); var hole = new Hole(); grid.addObject(hole, grid.gridWidth - 1, grid.gridHeight / 2); var dragNode = null; function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(game); if (dragNode) { dragNode.x = pos.x; dragNode.y = pos.y; } if (mouse.intersects(cheese)) { // Mouse got the cheese, move cheese to mouse position cheese.x = mouse.x; cheese.y = mouse.y; } if (cheese.intersects(hole)) { // Cheese delivered to the hole, show game win LK.effects.flashScreen(0x00FF00, 1000); LK.showGameOver(); } } game.on('down', function (obj) { dragNode = mouse; handleMove(obj); }); game.on('move', handleMove); game.on('up', function (obj) { dragNode = null; }); LK.on('tick', function () { // Game logic to be executed each tick });
===================================================================
--- original.js
+++ change.js
@@ -1,291 +1,122 @@
/****
* Classes
****/
-// OnScreenController class encapsulating A, B buttons and D-pad
-var OnScreenController = Container.expand(function () {
+// Cheese class
+var Cheese = 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 cheeseGraphics = self.attachAsset('cheese', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+});
+// Grid class
+var Grid = Container.expand(function () {
+ var self = Container.call(this);
+ self.grid = [];
+ self.gridSize = 100;
+ self.gridWidth = 2048 / self.gridSize;
+ self.gridHeight = 2732 / self.gridSize;
+ // Initialize the grid with empty cells
+ for (var i = 0; i < self.gridWidth; i++) {
+ self.grid[i] = new Array(self.gridHeight).fill(null);
+ }
+ // Method to add an object to the grid
+ self.addObject = function (obj, x, y) {
+ self.grid[x][y] = obj;
+ obj.x = x * self.gridSize;
+ obj.y = y * self.gridSize;
};
- var bButtonPosition = {
- x: LK.screen.width * 0.88,
- y: LK.screen.height * 0.89 + buttonYPosAdjustment - LK.screen.height * 0.018
+ // Method to move an object in the grid
+ self.moveObject = function (obj, oldX, oldY, newX, newY) {
+ self.grid[oldX][oldY] = null;
+ self.addObject(obj, newX, newY);
};
- var buttonSize = {
- width: LK.screen.width * 0.2,
- height: LK.screen.width * 0.2
- };
- var aButton = self.attachAsset('aButton', {
+});
+// Hole class
+var Hole = Container.expand(function () {
+ var self = Container.call(this);
+ var holeGraphics = self.attachAsset('hole', {
anchorX: 0.5,
- anchorY: 0.5,
- x: aButtonPosition.x,
- y: aButtonPosition.y,
- width: buttonSize.width,
- height: buttonSize.height,
- tint: 0x00FF00 // Green tint
+ anchorY: 0.5
});
- var bButton = self.attachAsset('bButton', {
+});
+// Assets will be automatically created based on usage in the code.
+// Mouse class
+var Mouse = Container.expand(function () {
+ var self = Container.call(this);
+ var mouseGraphics = self.attachAsset('mouse', {
anchorX: 0.5,
- anchorY: 0.5,
- x: bButtonPosition.x,
- y: bButtonPosition.y,
- width: buttonSize.width,
- height: buttonSize.height,
- tint: 0xFF0000 // Red tint
+ anchorY: 0.5
});
- // 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
+ self.speed = 5;
+ self.move = function (direction) {
+ var oldX = self.x / grid.gridSize;
+ var oldY = self.y / grid.gridSize;
+ var newX = oldX;
+ var newY = oldY;
+ if (direction === 'left') {
+ newX--;
}
- // 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
+ if (direction === 'right') {
+ newX++;
}
- // 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
+ if (direction === 'up') {
+ newY--;
}
- // 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
+ if (direction === 'down') {
+ newY++;
}
- });
+ // Check if the new position is within the grid and not occupied
+ if (newX >= 0 && newX < grid.gridWidth && newY >= 0 && newY < grid.gridHeight && grid.grid[newX][newY] === null) {
+ grid.moveObject(self, oldX, oldY, newX, newY);
+ }
+ };
});
/****
* Initialize Game
****/
-// Instantiate and add OnScreenController to the game
var game = new LK.Game({
- backgroundColor: 0xb2beb5 // Light teal gray background
+ backgroundColor: 0xF4D03F // Init game with a cheese-like background color
});
/****
* 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 grid = game.addChild(new Grid());
+var mouse = new Mouse();
+grid.addObject(mouse, 1, grid.gridHeight / 2);
+var cheese = new Cheese();
+grid.addObject(cheese, grid.gridWidth / 2, grid.gridHeight / 2);
+var hole = new Hole();
+grid.addObject(hole, grid.gridWidth - 1, grid.gridHeight / 2);
+var dragNode = null;
+function handleMove(obj) {
+ var event = obj.event;
+ var pos = event.getLocalPosition(game);
+ if (dragNode) {
+ dragNode.x = pos.x;
+ dragNode.y = pos.y;
}
-}
-var gridSize = 10;
-var gridOffsetX = 0; // Initialize gridOffsetX globally
-var gridOffsetY = 0; // Initialize gridOffsetY globally
-var character;
-var wallTiles = [];
-var floorTiles = [];
-var isGameStarted = false;
-var grid = new Array(gridSize * gridSize);
-var fadeEffect = {
- alpha: 0,
- speed: 0.01
-};
-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', {
- 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 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;
+ if (mouse.intersects(cheese)) {
+ // Mouse got the cheese, move cheese to mouse position
+ cheese.x = mouse.x;
+ cheese.y = mouse.y;
}
+ if (cheese.intersects(hole)) {
+ // Cheese delivered to the hole, show game win
+ LK.effects.flashScreen(0x00FF00, 1000);
+ LK.showGameOver();
+ }
}
-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.on('down', function (obj) {
+ dragNode = mouse;
+ handleMove(obj);
});
-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);
- }
+game.on('move', handleMove);
+game.on('up', function (obj) {
+ dragNode = null;
});
-// 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
\ No newline at end of file
+LK.on('tick', function () {
+ // Game logic to be executed each tick
+});
\ 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.