User prompt
Place the robot on. A random floor tile farther away from the character
User prompt
Create a robot And make it patrol the floor
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'robot.update();' Line Number: 315
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'robot.x = randomFloorTile.x;' Line Number: 179
User prompt
create a robot asset
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'filter')' in or related to this line: 'var validFloorTiles = floorTiles.filter(function (tile) {' Line Number: 170
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'robot.x = randomFloorTile.x;' Line Number: 175
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'filter')' in or related to this line: 'var validFloorTiles = floorTiles.filter(function (tile) {' Line Number: 169
User prompt
Place the robot on a random floor tile further away from the player
User prompt
Create a robot make it patrol the floor
Code edit (1 edits merged)
Please save this source code
User prompt
Reverse the draw order for the grid backgrounds
User prompt
Replace color property with tint property on both grid backgrounds
User prompt
Force the grid background to use the requested colors
Code edit (1 edits merged)
Please save this source code
User prompt
Make sure the black grid background is on top of the orange one
User prompt
Remove all logic about the robot and patrol
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 370
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 364
User prompt
First grid background must be orange and second one must be black
User prompt
Draw the second grid background on top of the first
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 364
User prompt
Change the color of the first grid background to orange
User prompt
Duplicate the grid background and shrink it 10 pixels
User prompt
Please fix the bug: 'ReferenceError: robot is not defined' in or related to this line: 'robot.patrol();' Line Number: 353
/**** * 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); }); /**** * 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: 0xFFA500 // Orange color }); game.addChild(gridBackground); var gridBackgroundShrunk = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9 - 10, height: LK.screen.height * .6 - 10, color: 0x000000 // Black color }); game.addChild(gridBackgroundShrunk); game.setChildIndex(gridBackgroundShrunk, game.getChildIndex(gridBackground) + 1); 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 var validWallTiles = wallTiles.filter(function (tile) { return !isTileInCorner(tile); }); var randomWallTile = validWallTiles[Math.floor(Math.random() * validWallTiles.length)]; var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y }); game.addChild(holeTile); game.removeChild(randomWallTile); var randomWallTileIndex = wallTiles.indexOf(randomWallTile); wallTiles[randomWallTileIndex] = holeTile; // Initialize game start flag at the top of the Game Code section to ensure it's defined before usage 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]; }
===================================================================
--- original.js
+++ change.js
@@ -118,29 +118,8 @@
dpadUp.on('up', stopMovingCharacter);
dpadRight.on('up', stopMovingCharacter);
dpadDown.on('up', stopMovingCharacter);
});
-// Robot class
-var Robot = Container.expand(function () {
- var self = Container.call(this);
- var robotGraphics = self.attachAsset('robot', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
- });
- self.speed = 2;
- self.direction = 1;
- self.patrol = function () {
- var nextX = self.x + self.speed * self.direction;
- var nextTileIndex = Math.floor((self.y - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth);
- if (wallTiles.includes(grid[nextTileIndex])) {
- self.direction *= -1; // Change direction if robot hits a wall
- } else {
- self.x = nextX;
- }
- };
-});
/****
* Initialize Game
****/
@@ -304,63 +283,10 @@
});
character.addChild(characterShadow);
character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile
game.addChild(character);
- // Initialize robot in the global scope to ensure it's defined before its patrol method is called
- var robot = game.addChild(new Robot());
- robot.x = LK.screen.width / 2;
- robot.y = LK.screen.height / 2;
- LK.on('tick', function () {
- if (!isGameStarted) {
- isGameStarted = true; // Ensure game start logic is only triggered once
- robot = game.addChild(new Robot());
- robot.x = LK.screen.width / 2;
- robot.y = LK.screen.height / 2;
- }
- });
- 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);
- // Initialize robot here to ensure it's defined before its patrol method is called
- robot = game.addChild(new Robot());
- robot.x = LK.screen.width / 2;
- robot.y = LK.screen.height / 2;
- }
- });
}
});
-// Add robot patrol logic to game tick
-LK.on('tick', function () {
- if (isGameStarted) {
- robot.patrol();
- // Check if robot has hit a wall
- var nextX = robot.x + robot.speed * robot.direction;
- var nextTileIndex = Math.floor((robot.y - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth);
- if (wallTiles.includes(grid[nextTileIndex])) {
- robot.direction *= -1; // Change direction if robot hits a wall
- }
- }
-});
// 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.
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.