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Debug robot
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Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 324
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Please fix the bug: 'Uncaught ReferenceError: randomWallTileIndex is not defined' in or related to this line: 'wallTiles[randomWallTileIndex] = holeTile;' Line Number: 288
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Refactor robot behavior, path logic and random floor tile selection logic for path definitions
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Robot patrol the floor tiles
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Refactor robot class
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Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 320
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Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 320
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Make the robot bigger
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Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 322
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Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 320
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Spawn a robot and make it patrol the map must move similar to who the character moves
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Remove all patrol logic
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomTile = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 148
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Spawn a robot and pass s generated path
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Create a generic class that outputs a patrol loop path, the class must pick at random 4 to 10 floor tiles and create a path that loops around them
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Delete all logic regarding the robot and spawning the robot don't delete the stored asset
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'if (!isGameStarted) {' Line Number: 286
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'if (!isGameStarted) {' Line Number: 285
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'if (!isGameStarted) {' Line Number: 284
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'if (!isGameStarted) {' Line Number: 283
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Let's start fresh, delete all code that is about the robot and patrolling , don't delete the robot asset
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Debug path creation it must have at least 4 nodes
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Make the robot move slower lerp each position
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Make.the robot move similar to the player movement
/**** * 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 }); // Initialize patrol route for robot self.patrolRoute = []; self.currentPatrolIndex = 0; self.patrolDirection = 1; // Function to select patrol route self.selectPatrolRoute = function () { var numberOfTiles = Math.floor(Math.random() * (10 - 4 + 1)) + 4; // Random number between 4 and 10 var availableFloorTiles = floorTiles.slice(); // Copy of floorTiles to manipulate while (self.patrolRoute.length < numberOfTiles && availableFloorTiles.length > 0) { var randomIndex = Math.floor(Math.random() * availableFloorTiles.length); var selectedTile = availableFloorTiles.splice(randomIndex, 1)[0]; self.patrolRoute.push({ x: selectedTile.x, y: selectedTile.y }); } }; // Function to move robot along patrol route self.patrol = function () { if (self.patrolRoute.length === 0) { return; } // No patrol route defined var target = self.patrolRoute[self.currentPatrolIndex]; // Move robot similar to player movement var moveX = 0; var moveY = 0; if (self.x < target.x) { moveX = 1; } else if (self.x > target.x) { moveX = -1; } if (self.y < target.y) { moveY = 1; } else if (self.y > target.y) { moveY = -1; } self.x += moveX * tileWidth; self.y += moveY * tileHeight; // Check if robot has reached the target node if (self.x === target.x && self.y === target.y) { // Update patrol index self.currentPatrolIndex += self.patrolDirection; if (self.currentPatrolIndex === self.patrolRoute.length || self.currentPatrolIndex < 0) { self.patrolDirection *= -1; // Reverse direction self.currentPatrolIndex += self.patrolDirection; // Adjust index to stay within bounds } // Add waiting time at the node if (!self.waitingAtNode) { self.waitingAtNode = true; var waitTime = Math.random() * (2000 - 1000) + 1000; // Random wait time between 1 and 2 seconds LK.setTimeout(function () { self.waitingAtNode = false; }, waitTime); } } else { self.waitingAtNode = false; } }; // Select patrol route on robot creation self.selectPatrolRoute(); self.update = function () { self.patrol(); }; }); /**** * 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]; }
/****
* 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
});
// Initialize patrol route for robot
self.patrolRoute = [];
self.currentPatrolIndex = 0;
self.patrolDirection = 1;
// Function to select patrol route
self.selectPatrolRoute = function () {
var numberOfTiles = Math.floor(Math.random() * (10 - 4 + 1)) + 4; // Random number between 4 and 10
var availableFloorTiles = floorTiles.slice(); // Copy of floorTiles to manipulate
while (self.patrolRoute.length < numberOfTiles && availableFloorTiles.length > 0) {
var randomIndex = Math.floor(Math.random() * availableFloorTiles.length);
var selectedTile = availableFloorTiles.splice(randomIndex, 1)[0];
self.patrolRoute.push({
x: selectedTile.x,
y: selectedTile.y
});
}
};
// Function to move robot along patrol route
self.patrol = function () {
if (self.patrolRoute.length === 0) {
return;
} // No patrol route defined
var target = self.patrolRoute[self.currentPatrolIndex];
// Move robot similar to player movement
var moveX = 0;
var moveY = 0;
if (self.x < target.x) {
moveX = 1;
} else if (self.x > target.x) {
moveX = -1;
}
if (self.y < target.y) {
moveY = 1;
} else if (self.y > target.y) {
moveY = -1;
}
self.x += moveX * tileWidth;
self.y += moveY * tileHeight;
// Check if robot has reached the target node
if (self.x === target.x && self.y === target.y) {
// Update patrol index
self.currentPatrolIndex += self.patrolDirection;
if (self.currentPatrolIndex === self.patrolRoute.length || self.currentPatrolIndex < 0) {
self.patrolDirection *= -1; // Reverse direction
self.currentPatrolIndex += self.patrolDirection; // Adjust index to stay within bounds
}
// Add waiting time at the node
if (!self.waitingAtNode) {
self.waitingAtNode = true;
var waitTime = Math.random() * (2000 - 1000) + 1000; // Random wait time between 1 and 2 seconds
LK.setTimeout(function () {
self.waitingAtNode = false;
}, waitTime);
}
} else {
self.waitingAtNode = false;
}
};
// Select patrol route on robot creation
self.selectPatrolRoute();
self.update = function () {
self.patrol();
};
});
/****
* 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];
}
grey square, black border. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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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.