Code edit (2 edits merged)
Please save this source code
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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); // Add a background for the on screen controllers var yPosAdjustment = -180; var buttonYPosAdjustment = -273.2; var dpadButtonSize = 265; // 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 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 // 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 * 0.003, scaleY: LK.screen.width * 0.003 }); // 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 var moveInterval; function startMovingCharacter(xDir, yDir) { if (moveInterval) { LK.clearInterval(moveInterval); } moveCharacter(xDir, yDir); moveInterval = LK.setInterval(function () { moveCharacter(xDir, yDir); }, 150); } dpadLeft.on('down', function () { startMovingCharacter(-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 () { startMovingCharacter(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 () { startMovingCharacter(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 () { startMovingCharacter(0, 1); }); // Consolidated dpad 'up' event listener ['dpadLeft', 'dpadUp', 'dpadRight', 'dpadDown'].forEach(function (dpadDirection) { this[dpadDirection].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 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.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]; } } } // Screen dimensions initialization removed to avoid duplication 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) / 2; // Corrected grid offset X calculation var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.15; // Corrected grid offset Y calculation 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; // Removed redundant tile size and offset calculations within createTiles function 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 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, 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]; } // Optimized speaker hole creation with a function to reduce redundancy function createSpeakerHoles() { 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
@@ -3,13 +3,17 @@
****/
// 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;
- if (!LK.screen) {
- return;
- }
+ var dpadButtonSize = 265;
+ // 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
};
@@ -53,18 +57,33 @@
x: bButtonPosition.x,
y: bButtonPosition.y,
width: buttonSize.width * .7,
height: buttonSize.height * .7
+ // 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 * 0.003,
scaleY: LK.screen.width * 0.003
});
+ // 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
var moveInterval;
function startMovingCharacter(xDir, yDir) {
if (moveInterval) {
LK.clearInterval(moveInterval);
@@ -73,30 +92,53 @@
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 () {
+ dpadLeft.on('down', function () {
+ startMovingCharacter(-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 () {
+ startMovingCharacter(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 () {
+ startMovingCharacter(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 () {
+ startMovingCharacter(0, 1);
+ });
+ // Consolidated dpad 'up' event listener
+ ['dpadLeft', 'dpadUp', 'dpadRight', 'dpadDown'].forEach(function (dpadDirection) {
+ this[dpadDirection].on('up', function () {
LK.clearInterval(moveInterval);
});
});
});
@@ -111,71 +153,41 @@
/****
* Game Code
****/
+// Function to move character based on direction
+var dpadButtonSize = {
+ width: 450,
+ height: 450
+};
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];
- }
+ 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.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;
}
+// Screen dimensions initialization removed to avoid duplication
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 character;
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 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) / 2; // Corrected grid offset X calculation
+var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.15; // Corrected grid offset Y calculation
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,
@@ -188,8 +200,9 @@
for (var i = 0; i < gridSize * gridSize; i++) {
var x = i % gridSize;
var y = Math.floor(i / gridSize);
var tile;
+ // Removed redundant tile size and offset calculations within createTiles function
if (!(x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1)) {
tile = LK.getAsset('floorTile', {
anchorX: 0.5,
anchorY: 0.5,
@@ -218,8 +231,9 @@
}
}
}
createTiles();
+// Function to check if a tile is in a corner
function isTileInCorner(tile) {
var corners = [{
x: gridOffsetX,
y: gridOffsetY
@@ -233,57 +247,49 @@
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;
+ return Math.abs(tile.x - corner.x) < 1 && Math.abs(tile.y - corner.y) < 1;
});
}
-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();
+// 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) {
- 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();
+ 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) {
@@ -291,11 +297,8 @@
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];
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.