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do the same for the B button
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place the button frame asset behind the A button
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Please fix the bug: 'Uncaught ReferenceError: ccccc is not defined' in or related to this line: 'var dpadBase = self.attachAsset('dpadBase', {' Line Number: 64
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Please fix the bug: 'Uncaught ReferenceError: B6D7A8 is not defined' in or related to this line: 'var dPadTint = B6D7A8;' Line Number: 28
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Please fix the bug: 'Uncaught ReferenceError: CCCCCC is not defined' in or related to this line: 'var dPadTint = CCCCCC;' Line Number: 28
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Please fix the bug: 'Uncaught ReferenceError: CCCCCC is not defined' in or related to this line: 'var dPadTint = CCCCCC;' Line Number: 28
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tint all d pad buttons the same light grey
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tint the Dpad lightgrey
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: gridOffsetX is not defined' in or related to this line: 'var corners = [{' Line Number: 235
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Please fix the bug: 'Uncaught ReferenceError: gridSize is not defined' in or related to this line: 'var grid = new Array(gridSize * gridSize);' Line Number: 170
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group variables
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Put the teal tint on top of everything
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Add a light teal gray tint to the whole screen
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'return Math.abs(tile.x - corner.x) < 1 && Math.abs(tile.y - corner.y) < 1;' Line Number: 248
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fix the code
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'return Math.abs(tile.x - corner.x) < 1 && Math.abs(tile.y - corner.y) < 1;' Line Number: 248
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make the walls to render always on top of everything
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refactor and optimize the code
/**** * 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 = 280; // 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 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: 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: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .7, 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('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); floorTiles.push(tile); game.addChild(tile); grid[i] = tile; } } // Add walls after all other elements to ensure they render on top LK.on('tick', function () { if (!isGameStarted) { // Game start logic } else { // Ensure walls are added after all other game elements for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { var tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); wallTiles.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 tile && 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, 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]; } // Simplified speaker hole creation by combining x and y offsets into a single array function createSpeakerHoles() { var baseX = LK.screen.width / 2; var baseY = LK.screen.height / 2; var positions = [{ offsetX: 880, offsetY: -500 }, { offsetX: 880, offsetY: -200 }, { offsetX: -880, offsetY: -500 }, { offsetX: -880, offsetY: -200 }]; positions.forEach(function (pos) { game.addChild(LK.getAsset('speakerHoles', { anchorX: 0.5, anchorY: 0.5, x: baseX + pos.offsetX, y: baseY + pos.offsetY, width: 250, height: 200 })); }); } createSpeakerHoles();
===================================================================
--- original.js
+++ change.js
@@ -227,9 +227,9 @@
x: (gridSize - 1) * tileWidth + gridOffsetX,
y: (gridSize - 1) * tileHeight + gridOffsetY
}];
return corners.some(function (corner) {
- return tile && corner && Math.abs(tile.x - corner.x) < tileWidth && Math.abs(tile.y - corner.y) < tileHeight;
+ return tile && 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 {
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.