User prompt
Add waiting time of a random from one to two second each time the robot reaches a new node
User prompt
Force the robot to move only horizontally and vertically to reach each point
User prompt
When a robot spawns pick randomly for 4.up to 10 floor tiles, using those selected tiles plan a patrol route and make the robot follow that oath
User prompt
Remove patrol logic
User prompt
Draw the robot path on screen using red lines
User prompt
Make the robot path at least 5 nodes
User prompt
Hole tile must only spawn on wall tiles and replace it
User prompt
Make sure robot path cover more.ofmtje playable area
User prompt
Debug robot behavior ensure movement takes in consideration current grid offsets and screen sizes
User prompt
Ensure.tje character can freely move across all the grid except wall tiles
User prompt
Move the grid up 50 pixels
User prompt
Move the grid up 100 pixels
User prompt
Grid need to be inside the grid background
User prompt
Move.the whole grid up to avoid clipping with the screen controller
User prompt
Fix the hole tile must only spawn on a a wall tile and replace it
User prompt
Move the grid up 50 pixels
User prompt
Fix the grid is not squared
User prompt
Fix the grid Y positions are wrong
User prompt
Please fix the bug: 'Uncaught ReferenceError: randomWallTileIndex is not defined' in or related to this line: 'wallTiles[randomWallTileIndex] = holeTile;' Line Number: 320
User prompt
Improve readability of the code
User prompt
Please fix the bug: 'Uncaught ReferenceError: randomWallTile is not defined' in or related to this line: 'game.removeChild(randomWallTile);' Line Number: 333
User prompt
Ensure path nodes are only using floor tiles positions
User prompt
Ensure oath creation takes in consideration current grid offsets and screen size
User prompt
Nodes can only.be placed on floor tiles positionz
User prompt
Make sure the robot only moves on floor tiles and that the creation of the path includes current grid offsets and screen sizes
/**** * 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 // Define a looping patrol path for the robot self.patrolPath = [{ x: 1, y: 0 }, // Move right { x: 0, y: 1 }, // Move down { x: -1, y: 0 }, // Move left { x: 0, y: -1 } // Move up ]; self.patrolPathIndex = 0; // Start at the first step of the patrol path self.patrolDirectionX = self.patrolPath[self.patrolPathIndex].x; self.patrolDirectionY = self.patrolPath[self.patrolPathIndex].y; self.patrolSpeed = 3; self.patrolBounds = { left: gridOffsetX, right: gridOffsetX + tileWidth * (gridSize - 1), top: gridOffsetY, bottom: gridOffsetY + tileHeight * (gridSize - 1) }; 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; // Follow the predefined patrol path if (!self.lastDirectionChange) { self.lastDirectionChange = LK.ticks; } // Check if the next position is a floor tile before moving var nextTileIndex = Math.floor((futureY - gridOffsetY) / tileHeight) * gridSize + Math.floor((futureX - gridOffsetX) / tileWidth); if (floorTiles.includes(grid[nextTileIndex])) { self.x += self.patrolSpeed * self.patrolDirectionX; self.y += self.patrolSpeed * self.patrolDirectionY; } // Check if it's time to change direction if (LK.ticks - self.lastDirectionChange > 60) { self.patrolPathIndex = (self.patrolPathIndex + 1) % self.patrolPath.length; self.patrolDirectionX = self.patrolPath[self.patrolPathIndex].x; self.patrolDirectionY = self.patrolPath[self.patrolPathIndex].y; self.lastDirectionChange = LK.ticks; } 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)); // This code ensures that nodes (holeTile in this case) are only placed on floor tiles. // The loop selects a random floor tile instead of a wall tile for placing the holeTile. var randomFloorTileIndex = Math.floor(Math.random() * floorTiles.length); var randomFloorTile = floorTiles[randomFloorTileIndex]; var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomFloorTile.x, y: randomFloorTile.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
@@ -303,13 +303,17 @@
do {
randomWallTileIndex = Math.floor(Math.random() * wallTiles.length);
randomWallTile = wallTiles[randomWallTileIndex];
} while (isTileInCorner(randomWallTile));
+// This code ensures that nodes (holeTile in this case) are only placed on floor tiles.
+// The loop selects a random floor tile instead of a wall tile for placing the holeTile.
+var randomFloorTileIndex = Math.floor(Math.random() * floorTiles.length);
+var randomFloorTile = floorTiles[randomFloorTileIndex];
var holeTile = LK.getAsset('holeTile', {
anchorX: 0.5,
anchorY: 0.5,
- x: randomWallTile.x,
- y: randomWallTile.y
+ x: randomFloorTile.x,
+ y: randomFloorTile.y
});
game.addChild(holeTile);
game.removeChild(randomWallTile);
wallTiles[randomWallTileIndex] = holeTile;
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.