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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var speakerHole = game.addChild(LK.getAsset('speakerHoles', {' Line Number: 141
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var speakerHole = LK.getAsset('speakerHoles', {' Line Number: 141
Code edit (3 edits merged)
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instance a speaker hole asset align it to the center of the screen and on the right side of the grid
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instantiate one speaker asset on each side of the grid
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: dpadBase is not defined' in or related to this line: 'var dpadLeft = self.attachAsset('dpadButton', {' Line Number: 62
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delete the dpad base
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Please fix the bug: 'Uncaught Error: The supplied index is out of bounds' in or related to this line: 'self.setChildIndex(dpadBase, 100);' Line Number: 71
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bring the dpad base infront of the buttons
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make all width and height values from the d pad buttons a single variable
Code edit (1 edits merged)
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remove all tint from the buttons
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change all buttons on the directional pad to mid gray
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make dPad buttons black
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round the corners of the grid background
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Please fix the bug: 'TypeError: Math.celing is not a function' in or related to this line: 'var nextTileIndex = Math.celing((nextY - gridOffsetY) / tileHeight) * gridSize + Math.celing((nextX - gridOffsetX) / tileWidth);' Line Number: 144
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create a grid movement logic for the character
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1);' Line Number: 96
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remove fade in
/****
* 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;
var dpadButtonSize = 270;
// 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
// Removed tint application
});
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
});
// 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 after dpad buttons are attached
self.setChildIndex(dpadBase, 1);
var dpadLeft = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x - 250,
y: dpadBase.y,
width: dpadButtonSize,
height: dpadButtonSize,
// Removed tint application
//{r} Change dpad buttons to black
orientation: 3
});
// Refactored D-pad control to use moveCharacter function for cleaner code
dpadLeft.on('down', function () {
moveCharacter(-1, 0);
});
var dpadUp = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y - 250,
width: dpadButtonSize,
height: dpadButtonSize,
// Removed tint application
orientation: 0
});
dpadUp.on('down', function () {
moveCharacter(0, -1);
});
var dpadRight = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x + 250,
y: dpadBase.y,
width: dpadButtonSize,
height: dpadButtonSize,
// Removed tint application
orientation: 1
});
dpadRight.on('down', function () {
moveCharacter(1, 0);
});
var dpadDown = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y + 250,
width: dpadButtonSize,
height: dpadButtonSize,
// Removed tint application
orientation: 2
});
dpadDown.on('down', function () {
moveCharacter(0, 1);
});
});
/****
* Initialize Game
****/
// Instantiate and add OnScreenController to the game
var game = new LK.Game({
backgroundColor: 0xb2beb5 // Light teal gray background
});
/****
* Game Code
****/
// Function to move character based on direction
var dpadButtonSize = {
width: 450,
height: 450
};
function moveCharacter(xDir, yDir) {
var nextX = character.x + xDir * tileWidth;
var nextY = character.y + yDir * tileHeight;
// Check if the next position is within the grid boundaries
if (nextX >= gridOffsetX && nextX < gridOffsetX + gridSize * tileWidth && nextY >= gridOffsetY && nextY < gridOffsetY + gridSize * tileHeight) {
// Check if the next tile is not a wall
var nextTileIndex = Math.ceil((nextY - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth);
if (!wallTiles.includes(grid[nextTileIndex])) {
character.x = nextX;
character.y = nextY;
character.currentTile = grid[nextTileIndex];
}
}
}
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;
LK.on('tick', function () {
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 + 25,
y: holeTile.y - 50,
scaleX: 1.5,
scaleY: 1.5
});
var characterShadow = LK.getAsset('characterShadow', {
anchorX: 0.5,
anchorY: 0.5,
x: -15,
y: 50,
scaleX: 0.6,
scaleY: 0.6,
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
@@ -52,9 +52,9 @@
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 after dpad buttons are attached
- self.setChildIndex(dpadBase, 0);
+ self.setChildIndex(dpadBase, 1);
var dpadLeft = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x - 250,
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.