User prompt
create a enumerator for the enemy types and stats
User prompt
Please fix the bug: 'ReferenceError: enemy is not defined' in or related to this line: 'enemy.move();' Line Number: 372
User prompt
refactor the enemy instantiation and use an array instead
User prompt
Please fix the bug: 'TypeError: enemy.move is not a function' in or related to this line: 'enemy.move();' Line Number: 372
User prompt
make the enemy class modular so i can have different types of enemies
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'move')' in or related to this line: 'enemy.move();' Line Number: 379
User prompt
draw enemies last
Code edit (3 edits merged)
Please save this source code
User prompt
reduce the size of the Dpad but keep the resolution
User prompt
Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 59
User prompt
Make the roombas avoid collision with each other and change directions
User prompt
Make sure both roombas move
User prompt
Add another Roomba
User prompt
Change the render order so the roomba and it's shadow are drawn after the character
User prompt
Draw the character behind the Roomba
User prompt
Draw the roomba ontop of the character
Code edit (1 edits merged)
Please save this source code
User prompt
Scale the shadow graphic if the roomba up
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Make the shadow bigger than the roomba
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Add a circular shadow asset to the roomba, make it semitransparent and draw the roomba ontop of it
User prompt
Smooth the rotation
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Make the roomba rotate to face the direction it's going
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Make it's movement more consistent
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Slowdown the room as movement
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distanceToTarget = Math.sqrt(Math.pow(self.x - self.targetTile.x, 2) + Math.pow(self.y - self.targetTile.y, 2));' Line Number: 37
/****
* Classes
****/
// Modular Enemy class to support different enemy types
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
var shadowAssetId, enemyAssetId, shadowScale, enemySpeed;
// Define enemy types
switch (type) {
case 'Roomba':
shadowAssetId = 'CircularShadow';
enemyAssetId = 'Roomba';
shadowScale = 3.2;
enemySpeed = 2;
break;
// Add cases for other enemy types here
default:
console.error('Unknown enemy type:', type);
return;
}
// Attach a shadow asset to the enemy and make it semitransparent
var shadowGraphics = self.attachAsset(shadowAssetId, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
scaleX: shadowScale,
scaleY: shadowScale
});
// Attach the enemy asset, ensuring it's drawn on top of its shadow
var enemyGraphics = self.attachAsset(enemyAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Adjust shadow position relative to the enemy
shadowGraphics.x = enemyGraphics.x;
shadowGraphics.y = enemyGraphics.y + 40; // Slightly below the enemy for a realistic shadow effect
// Set enemy speed
self.speed = enemySpeed;
// Enemy movement logic
self.move = function () {
// Movement logic remains the same
if (self.targetTile) {
var distanceToTarget = Math.sqrt(Math.pow(self.x - self.targetTile.x, 2) + Math.pow(self.y - self.targetTile.y, 2));
}
if (distanceToTarget < 10 || !self.targetTile) {
self.targetTile = floorTiles[Math.floor(Math.random() * floorTiles.length)];
}
var angle = Math.atan2(self.targetTile.y - self.y, self.targetTile.x - self.x);
var currentAngle = enemyGraphics.rotation;
var targetAngle = angle;
var angleDifference = targetAngle - currentAngle;
angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI;
enemyGraphics.rotation += angleDifference * 0.1;
var distance = Math.sqrt(Math.pow(self.targetTile.x - self.x, 2) + Math.pow(self.targetTile.y - self.y, 2));
var moveStep = self.speed / distance;
self.x += (self.targetTile.x - self.x) * moveStep;
self.y += (self.targetTile.y - self.y) * moveStep;
};
});
// 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: 400
};
var dPadSize = {
width: 700,
height: 700
};
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,
width: dPadSize.width,
height: dPadSize.height
});
// 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
****/
LK.screen = {
width: 2048,
height: 2732
}; // Initialize screen dimensions
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,
tint: 0xFFA500 // Apply orange tint
});
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 - 50,
height: LK.screen.height * .6 - 50,
tint: 0x000000 // Apply black tint
});
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);
}
// Move both enemies
enemy.move();
enemy2.move();
});
// Create an instance of the enemy
var enemy = game.addChild(new Enemy('Roomba'));
var enemy2 = game.addChild(new Enemy('Roomba'));
// Position enemy at the center of the screen
enemy.x = LK.screen.width / 2;
enemy.y = LK.screen.height / 2;
// Create a second instance of the enemy
// Position the second enemy at a different location
enemy2.x = LK.screen.width / 4;
enemy2.y = LK.screen.height / 4;
// 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
@@ -353,14 +353,14 @@
enemy.move();
enemy2.move();
});
// Create an instance of the enemy
-var enemy = game.addChild(new Enemy());
+var enemy = game.addChild(new Enemy('Roomba'));
+var enemy2 = game.addChild(new Enemy('Roomba'));
// Position enemy at the center of the screen
enemy.x = LK.screen.width / 2;
enemy.y = LK.screen.height / 2;
// Create a second instance of the enemy
-var enemy2 = game.addChild(new Enemy());
// Position the second enemy at a different location
enemy2.x = LK.screen.width / 4;
enemy2.y = LK.screen.height / 4;
// Define a function to get the tile at a given position
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.