Code edit (2 edits merged)
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Make the interactive zone for the arrows bigger
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Tint the arrows yellow
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Expand a bit the position of the d pad arrows
Code edit (1 edits merged)
Please save this source code
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Make arrows semitransparent
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Add the corresponding arrow to each d pad button
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Rename the asset dpad button to dpad button down
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Replace the light teal color for a fun yellow one
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Optimize dpad listeners
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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: 200
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'this[dpadDirection].on('up', function () {' Line Number: 157
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Optimize the code
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 272
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 276
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 275
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Fix the issues that are causing the game to not start
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 274
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 269
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 275
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 274
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Please fix the bug: 'ReferenceError: holeTile is not defined' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 273
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Please fix the bug: 'ReferenceError: holeTile is not defined' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 271
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Please fix the bug: 'ReferenceError: holeTile is not defined' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 264
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Please fix the bug: 'ReferenceError: holeTile is not defined' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 264
/****
* Classes
****/
// OnScreenController class encapsulating A, B buttons and D-pad
var OnScreenController = Container.expand(function () {
var self = Container.call(this);
var yPosAdjustment = -180;
var buttonYPosAdjustment = -273.2;
if (!LK.screen) {
return;
}
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 buttonFrameA = self.attachAsset('buttonFrame', {
anchorX: 0.5,
anchorY: 0.5,
x: aButtonPosition.x,
y: aButtonPosition.y,
width: buttonSize.width * 1.2,
height: buttonSize.height * 1.2
});
var buttonFrameB = self.attachAsset('buttonFrame', {
anchorX: 0.5,
anchorY: 0.5,
x: bButtonPosition.x,
y: bButtonPosition.y,
width: buttonSize.width * 1.2 * .7,
// Match B button's scaled size
height: buttonSize.height * 1.2 * .7
});
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 * .7,
height: buttonSize.height * .7
});
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 * 0.003,
scaleY: LK.screen.width * 0.003
});
self.setChildIndex(dpadBase, self.children.length - 1);
var moveInterval;
function startMovingCharacter(xDir, yDir) {
if (moveInterval) {
LK.clearInterval(moveInterval);
}
moveCharacter(xDir, yDir);
moveInterval = LK.setInterval(function () {
moveCharacter(xDir, yDir);
}, 150);
}
var dpadDirections = [{
button: dpadLeft,
xDir: -1,
yDir: 0
}, {
button: dpadUp,
xDir: 0,
yDir: -1
}, {
button: dpadRight,
xDir: 1,
yDir: 0
}, {
button: dpadDown,
xDir: 0,
yDir: 1
}];
dpadDirections.forEach(function (direction) {
direction.button.on('down', function () {
startMovingCharacter(direction.xDir, direction.yDir);
});
direction.button.on('up', function () {
LK.clearInterval(moveInterval);
});
});
});
/****
* Initialize Game
****/
// Instantiate and add OnScreenController to the game
var game = new LK.Game({
backgroundColor: 0xb2beb5 // Light teal gray background
});
/****
* Game Code
****/
function moveCharacter(xDir, yDir) {
// Extracted character movement logic to a separate function for clarity and reuse
function attemptCharacterMove(xDir, yDir) {
var nextX = character.x + xDir * tileWidth;
var nextY = character.y + yDir * tileHeight;
if (nextX >= gridOffsetX && nextX <= gridOffsetX + gridSize * tileWidth && nextY >= gridOffsetY && nextY <= gridOffsetY + gridSize * tileHeight) {
var nextTileIndex = Math.floor((nextY - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth);
if (floorTiles.includes(grid[nextTileIndex]) || grid[nextTileIndex] === holeTile) {
character.x = nextX;
character.y = nextY;
character.currentTile = grid[nextTileIndex];
}
}
}
moveCharacter = attemptCharacterMove;
}
var gridSize = 10;
// Initialize character variable globally to ensure it's defined before use
// Initialize character and holeTile variables globally to ensure they're defined before use
var holeTile;
var holeTile;
var holeTile;
// Initialize character after holeTile
// Initialize character after holeTile
var character = LK.getAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
x: holeTile.x,
y: holeTile.y - 50,
scaleX: 1.5,
scaleY: 1.5
});
// Ensure character is defined before this point in the code
// Moved character initialization to after holeTile definition to ensure it's defined
var wallTiles = [];
var floorTiles = [];
var grid = new Array(gridSize * gridSize);
// Consolidate tile dimension and offset calculations into a single function
function calculateTileDimensionsAndOffsets(gridSize) {
var tileWidth = 2048 * .6 / (gridSize - 1);
var tileHeight = tileWidth;
var gridOffsetX = (2048 - tileWidth * (gridSize - 1)) / 2;
var gridOffsetY = (2732 - tileHeight * (gridSize - 1)) / 2 - 2732 * 0.15;
return {
tileWidth: tileWidth,
tileHeight: tileHeight,
gridOffsetX: gridOffsetX,
gridOffsetY: gridOffsetY
};
}
var _calculateTileDimensi = calculateTileDimensionsAndOffsets(gridSize),
tileWidth = _calculateTileDimensi.tileWidth,
tileHeight = _calculateTileDimensi.tileHeight,
gridOffsetX = _calculateTileDimensi.gridOffsetX,
gridOffsetY = _calculateTileDimensi.gridOffsetY;
var onScreenController = game.addChild(new OnScreenController());
// Character movement function removed
function createTiles() {
// Create a black square background for the grid
// Removed console.error log for uninitialized LK.screen
if (!LK.screen) {
return;
}
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;
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 floor tiles to ensure they render on top
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 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) < tileWidth / 2 && Math.abs(tile.y - corner.y) < tileHeight / 2;
});
}
function placeHoleTile() {
do {
randomWallTileIndex = Math.floor(Math.random() * wallTiles.length);
randomWallTile = wallTiles[randomWallTileIndex];
} while (isTileInCorner(randomWallTile));
if (!LK.screen) {
return;
}
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;
}
placeHoleTile();
var isGameStarted = false;
LK.on('tick', function () {
if (!isGameStarted) {
var createCharacterAndShadow = function createCharacterAndShadow() {
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);
};
isGameStarted = true; // Ensure game start logic is only triggered once
createCharacterAndShadow();
}
});
// 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];
}
// Optimized speaker hole creation with a function to reduce redundancy
function createSpeakerHoles() {
if (!LK.screen) {
return;
}
var baseX = LK.screen.width / 2;
var baseY = LK.screen.height / 2;
var offsets = [880, -880];
var yPositions = [-500, -200];
offsets.forEach(function (offsetX) {
yPositions.forEach(function (offsetY) {
game.addChild(LK.getAsset('speakerHoles', {
anchorX: 0.5,
anchorY: 0.5,
x: baseX + offsetX,
y: baseY + offsetY,
width: 250,
height: 200
}));
});
});
}
createSpeakerHoles(); ===================================================================
--- original.js
+++ change.js
@@ -134,9 +134,17 @@
var holeTile;
var holeTile;
var holeTile;
// Initialize character after holeTile
-var character;
+// Initialize character after holeTile
+var character = LK.getAsset('character', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: holeTile.x,
+ y: holeTile.y - 50,
+ scaleX: 1.5,
+ scaleY: 1.5
+});
// Ensure character is defined before this point in the code
// Moved character initialization to after holeTile definition to ensure it's defined
var wallTiles = [];
var floorTiles = [];
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.