Code edit (1 edits merged)
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Code edit (1 edits merged)
Please save this source code
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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
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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
/****
* 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) {
var newX = character.x - 145.2; // Calculate new position
var newTile = getTileAtPosition(newX, character.y); // Get tile at new position
if (newTile && floorTiles.indexOf(newTile) !== -1) {
// Check if new position is a floor tile
character.x = newX; // Move character to new position
}
}
});
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) {
var newY = character.y - 145.2; // Calculate new position
var newTile = getTileAtPosition(character.x, newY); // Get tile at new position
if (newTile && floorTiles.indexOf(newTile) !== -1) {
// Check if new position is a floor tile
character.y = newY; // Move character to new position
}
}
});
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) {
var newX = character.x + 145.2; // Calculate new position
var newTile = getTileAtPosition(newX, character.y); // Get tile at new position
if (newTile && floorTiles.indexOf(newTile) !== -1) {
// Check if new position is a floor tile
character.x = newX; // Move character to new position
}
}
});
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) {
var newY = character.y + 145.2; // Calculate new position
var newTile = getTileAtPosition(character.x, newY); // Get tile at new position
if (newTile && floorTiles.indexOf(newTile) !== -1) {
// Check if new position is a floor tile
character.y = newY; // Move character to new position
}
}
});
});
/****
* 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 grid = new Array(gridSize * gridSize);
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
var onScreenController = game.addChild(new OnScreenController());
// Character movement function removed
function createTiles() {
// Create a black square background for the grid
var gridBackground = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.79,
x: LK.screen.width / 2,
y: LK.screen.height / 2,
width: LK.screen.width * .7,
height: LK.screen.height * .525,
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
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;
var isGameStarted = false;
var fadeEffect = {
alpha: 0,
speed: 0.01
};
LK.on('tick', function () {
if (fadeEffect.alpha < 1) {
fadeEffect.alpha += fadeEffect.speed;
game.alpha = fadeEffect.alpha;
} else if (!isGameStarted) {
isGameStarted = true; // Ensure game start logic is only triggered once
character = LK.getAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
x: holeTile.x,
y: holeTile.y - 50,
scaleX: 1.5,
scaleY: 1.5
});
var characterShadow = LK.getAsset('characterShadow', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 200,
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];
} ===================================================================
--- original.js
+++ change.js
@@ -284,9 +284,9 @@
var characterShadow = LK.getAsset('characterShadow', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
- y: 72.6,
+ y: 200,
scaleX: 0.6,
// Shrink the shadow a couple pixels
scaleY: 0.6,
// Shrink the shadow a couple pixels
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.