User prompt
,make a simple patrol logic for the robot
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'var nextX = robot.x + robotPatrolDirection * tileWidth;' Line Number: 360
User prompt
Create a patrol system for the robot, but the robot can only move and patrol it's route when the global variable for movement is true
User prompt
Create a text on screen showing the state of the global movement variables
User prompt
Create a global variable type bool that becomes true one when. The character is moving and becomes false when the character stops
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'var robotNextX = robot.x - xDir * tileWidth;' Line Number: 209
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'var robotNextX = robot.x - xDir * tileWidth;' Line Number: 209
User prompt
Make the robot move in a when. The character moves
User prompt
Make the robot 10% smaller
User prompt
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: 253
User prompt
Optimize all robot code
User prompt
Delete all patrolling logic
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Redo all robot related logic, it needs to patrol de grid, have idle times and move slow actos the map
User prompt
Debug the robot movent. And patrol, is not working as intended
User prompt
The robot is moving like crazy, make it move 1000 times slower
User prompt
Make the robot movement more smooth
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Reduce the speed of the robot so it has idle times
User prompt
Make a better patrol logic and waiting times
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Redo robot logic and reuse the already implement movement logic
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Debug robot movement and patrol logic so it behaves better
User prompt
Robot cannot wall over walls or empty tiles
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Implement a more complex patrol algorithm
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Increase waiting time on each tile for the robot
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Make the robot to move similar as how the character moves
User prompt
Make the robots movement less smooth
/**** * 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 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('dpadButtonLeft', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 300, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 3 }); // Refactored D-pad control to use moveCharacter function for cleaner code var moveInterval; function startMovingCharacter(xDir, yDir) { if (moveInterval) { LK.clearInterval(moveInterval); } isCharacterMoving = true; moveCharacter(xDir, yDir); moveInterval = LK.setInterval(function () { moveCharacter(xDir, yDir); }, 150); } dpadLeft.on('down', function () { startMovingCharacter(-1, 0); }); var dpadUp = self.attachAsset('dpadButtonUp', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 300, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 0 }); dpadUp.on('down', function () { startMovingCharacter(0, -1); }); var dpadRight = self.attachAsset('dpadButtonRight', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 300, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 1 }); dpadRight.on('down', function () { startMovingCharacter(1, 0); }); var dpadDown = self.attachAsset('dpadButtonDown', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 300, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 2 }); dpadDown.on('down', function () { startMovingCharacter(0, 1); }); // Consolidate dpad 'up' event handlers into a single function function stopMovingCharacter() { isCharacterMoving = false; LK.clearInterval(moveInterval); } dpadLeft.on('up', stopMovingCharacter); dpadUp.on('up', stopMovingCharacter); dpadRight.on('up', stopMovingCharacter); dpadDown.on('up', stopMovingCharacter); }); var Robot = Container.expand(function () { var self = Container.call(this); var robotGraphics = self.attachAsset('robot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9, // Scale horizontally by 90% scaleY: 0.9 // Scale vertically by 90% }); }); /**** * Initialize Game ****/ // Instantiate and add OnScreenController to the game var game = new LK.Game({ backgroundColor: 0xf9e076 // Fun yellow background }); /**** * Game Code ****/ var isCharacterMoving = false; // 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]; } } } 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) / 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 * .9, 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 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: gridOffsetY + tileHeight * (gridSize - 1) }, { x: gridOffsetX + tileWidth * (gridSize - 1), y: gridOffsetY }, { x: gridOffsetX + tileWidth * (gridSize - 1), y: gridOffsetY + tileHeight * (gridSize - 1) }]; return corners.some(function (corner) { return Math.abs(tile.x - corner.x) < tileWidth / 2 && Math.abs(tile.y - corner.y) < tileHeight / 2; }); } // 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); // Add a robot to a random floor tile var randomFloorTileIndex = Math.floor(Math.random() * floorTiles.length); var randomFloorTile = floorTiles[randomFloorTileIndex]; // Move robot variable declaration to global scope var robot; 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); // Add a robot to a random floor tile var randomFloorTileIndex = Math.floor(Math.random() * floorTiles.length); var randomFloorTile = floorTiles[randomFloorTileIndex]; robot = game.addChild(new Robot()); robot.x = randomFloorTile.x; robot.y = randomFloorTile.y; } }); } }); // 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]; } // Patrol system for the robot var robotPatrolDirection = 1; // 1 for right, -1 for left var robotPatrolStep = 0; var robotPatrolMaxSteps = 5; // Number of steps before changing direction LK.on('tick', function () { if (isCharacterMoving) { robotPatrolStep++; if (robotPatrolStep > robotPatrolMaxSteps || robotPatrolStep < 0) { robotPatrolDirection *= -1; // Change direction robotPatrolStep = 0; } var nextX = robot.x + robotPatrolDirection * tileWidth; // Check if the next position is within the grid boundaries if (nextX >= gridOffsetX && nextX <= gridOffsetX + gridSize * tileWidth) { robot.x = nextX; } } });
===================================================================
--- original.js
+++ change.js
@@ -315,11 +315,41 @@
game.addChild(character);
// Add a robot to a random floor tile
var randomFloorTileIndex = Math.floor(Math.random() * floorTiles.length);
var randomFloorTile = floorTiles[randomFloorTileIndex];
- var robot = game.addChild(new Robot());
- robot.x = randomFloorTile.x;
- robot.y = randomFloorTile.y;
+ // Move robot variable declaration to global scope
+ var robot;
+ 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);
+ // Add a robot to a random floor tile
+ var randomFloorTileIndex = Math.floor(Math.random() * floorTiles.length);
+ var randomFloorTile = floorTiles[randomFloorTileIndex];
+ robot = game.addChild(new Robot());
+ robot.x = randomFloorTile.x;
+ robot.y = randomFloorTile.y;
+ }
+ });
}
});
// Define a function to get the tile at a given position
function getTileAtPosition(x, y) {
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.