User prompt
Refsctor robot behavior
User prompt
At the start of the game create a path for the robot that loops around the map
User prompt
Robot should only be allowed to change directions if at least one second had passed
User prompt
Make.the robot patrol route more complex
User prompt
Remove no needed comments
User prompt
Debug the code fix corner bug and robot not patrolling
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'right')' in or related to this line: 'if (futureX >= self.patrolBounds.right || futureX <= self.patrolBounds.left) {' Line Number: 176
User prompt
Avoid making the patrol route linear
User prompt
Add more node to the robot patrol route
User prompt
Make sure robot is not stuck
User prompt
Make sure the robot never stops moving
User prompt
Debug corner logic, make sure offsets and screen sizes are taken in consideration, fix the bug, hole tiles must not spawn on corners
User prompt
Make the A button a bot bigger move it a bit to the right and up
User prompt
Make the dpad a bit smaller
User prompt
Make the A botón bigger move it a bit to the right
User prompt
Delete all instances of the botton frame
User prompt
Please fix the bug: 'Uncaught ReferenceError: buttonSize is not defined' in or related to this line: 'var buttonFrameA = self.attachAsset('buttonFrame', {' Line Number: 40
User prompt
Delete the B button and the botton frame
User prompt
Remove the B Button from the game and delete all it's sets
User prompt
Debug the logic for the corners ensure hole tiles never shown on corners
User prompt
Add a shadow for the robot
User prompt
Make sure the patrol points are not super close to each other to avpid a big where the robot doesn't move
User prompt
Make the robot move a bit faster
User prompt
Make the robot have a chance of randomly change routes
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Make the robot follow it's patrol rout as soon as the game stats
/****
* 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 * 0.75,
y: LK.screen.height * 0.85 + buttonYPosAdjustment + LK.screen.height * 0.055
};
var buttonSize = {
width: 400,
height: 403.01
};
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
// 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,
scaleY: 0.9
});
// Patrol logic variables
// Enhanced patrol logic to include vertical movement
self.patrolDirectionX = 1; // 1 for right, -1 for left
self.patrolDirectionY = 0; // 1 for down, -1 for up
self.patrolSpeed = 3;
self.patrolBounds = {
left: gridOffsetX + tileWidth * 2,
right: gridOffsetX + tileWidth * (gridSize - 3),
top: gridOffsetY + tileHeight * 2,
bottom: gridOffsetY + tileHeight * (gridSize - 3)
};
self.update = function () {
var margin = self.patrolSpeed;
var futureX = self.x + (self.patrolSpeed + margin) * self.patrolDirectionX;
var futureY = self.y + (self.patrolSpeed + margin) * self.patrolDirectionY;
// Change direction before hitting the bounds
if (futureX > self.patrolBounds.right || futureX < self.patrolBounds.left) {
self.patrolDirectionX *= -1;
self.patrolDirectionY = 0;
} else if (futureY > self.patrolBounds.bottom || futureY < self.patrolBounds.top) {
self.patrolDirectionY *= -1;
self.patrolDirectionX = 0;
}
// Randomly decide to change patrol direction to vertical or horizontal
if (Math.random() < 0.05) {
// 5% chance to change direction
if (self.patrolDirectionX !== 0) {
self.patrolDirectionX = 0;
self.patrolDirectionY = Math.random() < 0.5 ? 1 : -1; // Randomly choose up or down
} else {
self.patrolDirectionY = 0;
self.patrolDirectionX = Math.random() < 0.5 ? 1 : -1; // Randomly choose left or right
}
}
self.x += self.patrolSpeed * self.patrolDirectionX;
self.y += self.patrolSpeed * self.patrolDirectionY;
};
});
/****
* Initialize 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());
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));
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 and start its patrol
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;
// Start robot patrol immediately
LK.on('tick', robot.update);
}
});
// 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
@@ -127,21 +127,43 @@
scaleX: 0.9,
scaleY: 0.9
});
// Patrol logic variables
- self.patrolDirection = 1; // 1 for right, -1 for left
+ // Enhanced patrol logic to include vertical movement
+ self.patrolDirectionX = 1; // 1 for right, -1 for left
+ self.patrolDirectionY = 0; // 1 for down, -1 for up
self.patrolSpeed = 3;
self.patrolBounds = {
left: gridOffsetX + tileWidth * 2,
- right: gridOffsetX + tileWidth * (gridSize - 3)
+ right: gridOffsetX + tileWidth * (gridSize - 3),
+ top: gridOffsetY + tileHeight * 2,
+ bottom: gridOffsetY + tileHeight * (gridSize - 3)
};
self.update = function () {
var margin = self.patrolSpeed;
- var futureX = self.x + (self.patrolSpeed + margin) * self.patrolDirection;
+ var futureX = self.x + (self.patrolSpeed + margin) * self.patrolDirectionX;
+ var futureY = self.y + (self.patrolSpeed + margin) * self.patrolDirectionY;
+ // Change direction before hitting the bounds
if (futureX > self.patrolBounds.right || futureX < self.patrolBounds.left) {
- self.patrolDirection *= -1; // Change direction before hitting the bounds
+ self.patrolDirectionX *= -1;
+ self.patrolDirectionY = 0;
+ } else if (futureY > self.patrolBounds.bottom || futureY < self.patrolBounds.top) {
+ self.patrolDirectionY *= -1;
+ self.patrolDirectionX = 0;
}
- self.x += self.patrolSpeed * self.patrolDirection;
+ // Randomly decide to change patrol direction to vertical or horizontal
+ if (Math.random() < 0.05) {
+ // 5% chance to change direction
+ if (self.patrolDirectionX !== 0) {
+ self.patrolDirectionX = 0;
+ self.patrolDirectionY = Math.random() < 0.5 ? 1 : -1; // Randomly choose up or down
+ } else {
+ self.patrolDirectionY = 0;
+ self.patrolDirectionX = Math.random() < 0.5 ? 1 : -1; // Randomly choose left or right
+ }
+ }
+ self.x += self.patrolSpeed * self.patrolDirectionX;
+ self.y += self.patrolSpeed * self.patrolDirectionY;
};
});
/****
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.