Code edit (1 edits merged)
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debug the lerping logic ensure it works correctly
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lerp each placed cheese to the scoreboard before disable it
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Ensure cheese is placed only on floor tiles
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Ensure picking up logic and collection logic and score in logic works correctly with a variable number of cheese on the scene
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Fix bug, player is not collecting cheese
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Fix bug, player is not picking up the cheese
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Fix bug, if player pressed the A button and the character is on the hole tile and it has a cheese the character must be able to collect it and score a point
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fix bug, player must be able to pick any cheese if they dont currently are holding any
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in or related to this line: 'if (cheesePlaced && !cheeseIcon.visible) {' Line Number: 290
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fix bug, player must only pick up one cheese at a time
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Fix bug, more than one cheese collected st s time
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Fix bug, cheese lerp not working, when cheese is collected lerp it to the score board position before disabling it
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Fix bug, more points scored than total available cheese
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Encapsule lerp logic on cheese class for easier handling
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Please fix the bug: 'Timeout.tick error: cheese is not defined' in or related to this line: 'cheese.visible = false; // Turn cheese visibility off' Line Number: 316
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'x')' in or related to this line: 'pickedCheese.x = startPos.x + (endPos.x - startPos.x) * lerpFactor;' Line Number: 319
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Fix bug, when cheese is collected all instances lerp together, expected behavior just the collected cheese must lerp
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Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'currentCheesePosition.x = cheese.x; // Save current cheese x position' Line Number: 515
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Fix bug, cheese not present on the floor
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Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'if (cheese) {' Line Number: 513
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Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'if (cheese) {' Line Number: 510
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Fix bug, lerp must support multiple cheese instances
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Please fix the bug: 'Timeout.tick error: startPos is not defined' in or related to this line: 'cheese.x = startPos.x + (endPos.x - startPos.x) * lerpFactor;' Line Number: 316
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Please fix the bug: 'Timeout.tick error: startPos is not defined' in or related to this line: 'cheese.x = startPos.x + (endPos.x - startPos.x) * lerpFactor;' Line Number: 319
/**** * Classes ****/ var Cheese = Container.expand(function () { var self = Container.call(this); // Attach cheese asset with anchor point set to center var cheeseShadow = self.attachAsset('CircularShadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5, y: 20 // zIndex removed }); var cheeseGraphics = self.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5 // zIndex removed }); // Lerp cheese to a target position self.lerpToPosition = function (startPos, endPos, duration, onComplete) { var startTime = Date.now(); var lerpInterval = LK.setInterval(function () { var currentTime = Date.now(); var timeElapsed = currentTime - startTime; var lerpFactor = timeElapsed / duration; if (lerpFactor >= 1) { LK.clearInterval(lerpInterval); self.x = endPos.x; self.y = endPos.y; if (onComplete) { onComplete(); } } else { self.x = startPos.x + (endPos.x - startPos.x) * lerpFactor; self.y = startPos.y + (endPos.y - startPos.y) * lerpFactor; } }, 16); // Update approximately every 16ms (~60fps) }; }); // Modular Enemy class to support different enemy types var Enemy = Container.expand(function (type) { var self = Container.call(this); var shadowAssetId, enemyAssetId, shadowScale, enemySpeed; // Enemy type enumerator with stats var EnemyTypes = { Roomba: { shadowAssetId: 'CircularShadow', enemyAssetId: 'Roomba', shadowScale: 3.2, enemySpeed: 2 } // Define additional enemy types here }; // Retrieve enemy type stats var enemyStats = EnemyTypes[type]; if (!enemyStats) { console.error('Unknown enemy type:', type); return; } shadowAssetId = enemyStats.shadowAssetId; enemyAssetId = enemyStats.enemyAssetId; shadowScale = enemyStats.shadowScale; enemySpeed = enemyStats.enemySpeed; // 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 // zIndex removed }); var enemyGraphics = self.attachAsset(enemyAssetId, { anchorX: 0.5, anchorY: 0.5 // zIndex removed }); // 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 = 290; // 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: 750, height: 750 }; this.aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height }); // 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 }); 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 }); 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); }); 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 ****/ // Initialize scoreboard container and elements once and update score dynamically if (!window.scoreBoardInitialized) { window.scoreBoardContainer = new Container(); var scoreBoardX = 200, scoreBoardY = 125; var cheeseIconForScore = window.scoreBoardContainer.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: -50, y: 0 }); window.cheeseScoreIcon = new Text2('0', { size: 50, fill: "#ffffff", font: "Arial Black, bold", x: 20, y: -25 }); window.scoreBoardContainer.addChild(window.cheeseScoreIcon); window.scoreBoardContainer.x = scoreBoardX; window.scoreBoardContainer.y = scoreBoardY; LK.gui.addChild(window.scoreBoardContainer); window.scoreBoardInitialized = true; } // Update score dynamically without recreating the scoreboard elements window.cheeseScoreIcon.setText(LK.getScore().toString()); // Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners var onScreenController = game.addChild(new OnScreenController()); // Event listener for A button press to pick up the cheese using a refined proximity check and method encapsulation onScreenController.aButton.on('down', function () { // Ensure only one cheese can be picked up at a time and character is on the hole tile if (cheesePlaced && (!cheeseIcon || !cheeseIcon.visible)) { var pickedCheese = cheeses.find(function (cheese) { return isWithinProximity(character, cheese, 75); }); if (pickedCheese) { pickedCheese.visible = false; // Hide the picked cheese from the game console.log('Cheese picked up!'); // Show UI icon indicating cheese has been picked up cheeseIcon = character.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -character.height * 0.75, scaleX: 0.5, scaleY: 0.5 }); cheeseIcon.visible = true; cheesePlaced = false; // Reset cheese placement flag to allow new cheese placement LK.setScore(LK.getScore() + 1); // Increment score } } }); // Helper function to check if two objects are within a certain distance function isWithinProximity(obj1, obj2, threshold) { return Math.abs(obj1.x - obj2.x) < threshold && Math.abs(obj1.y - obj2.y) < threshold; } // This block intentionally left blank to signify removal of the above 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]) || holeTile && grid[nextTileIndex].x === holeTile.x && grid[nextTileIndex].y === holeTile.y) { 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 cheeses = []; // Initialize cheeses array globally var cheeseIcon; // Declare cheeseIcon as a global variable 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 // Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners var onScreenController = game.addChild(new OnScreenController()); // Removed the A button press event listener for picking up cheese based on tile comparison 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: LK.screen.width / 2 - tileWidth * gridSize / 2, y: LK.screen.height / 2 - tileHeight * gridSize / 2 }, { x: LK.screen.width / 2 - tileWidth * gridSize / 2, y: LK.screen.height / 2 + tileHeight * (gridSize - 1) / 2 }, { x: LK.screen.width / 2 + tileWidth * (gridSize - 1) / 2, y: LK.screen.height / 2 - tileHeight * gridSize / 2 }, { x: LK.screen.width / 2 + tileWidth * (gridSize - 1) / 2, y: LK.screen.height / 2 + tileHeight * (gridSize - 1) / 2 }]; 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) { // Exclude tiles that are in the corners by checking their position against the grid's corners 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; var isGameStarted = false; var cheesePlaced = 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 // zIndex removed }); var currentCheesePosition = { x: 0, y: 0 }; // Initialize variable to store cheese position // Initialize cheese instances to place them on the floor cheeses.push(game.addChild(new Cheese())); cheeses.push(game.addChild(new Cheese())); cheeses.push(game.addChild(new Cheese())); if (!cheesePlaced) { // Ensure cheese is initialized before accessing its properties // Since cheeses are now handled as an array, we iterate over them to save their positions cheeses.forEach(function (cheese) { currentCheesePosition.x = cheese.x; // Save current cheese x position currentCheesePosition.y = cheese.y; // Save current cheese y position }); // Filter out tiles that are too close to corners var nonCornerFloorTiles = floorTiles.filter(function (tile) { return !isTileInCorner(tile); }); // Further filter to find tiles farthest from the character's starting position var farthestTiles = nonCornerFloorTiles.filter(function (tile) { var distanceToCharacter = Math.sqrt(Math.pow(tile.x - character.x, 2) + Math.pow(tile.y - character.y, 2)); return distanceToCharacter > LK.screen.width / 2; // Arbitrary distance threshold }); // If no tile is found far enough (unlikely but possible), default to non-corner tiles var targetTiles = farthestTiles.length > 0 ? farthestTiles : nonCornerFloorTiles; // Select a random tile from the final list var randomFloorTile = targetTiles[Math.floor(Math.random() * targetTiles.length)]; // Correctly iterate over cheeses array to place each cheese on a random floor tile cheeses.forEach(function (cheese) { var randomFloorTile = targetTiles[Math.floor(Math.random() * targetTiles.length)]; cheese.x = randomFloorTile.x; cheese.y = randomFloorTile.y; }); cheesePlaced = true; // Indicate that cheeses have been placed } var characterShadow = LK.getAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, x: -15, y: 50, scaleX: 0.6, scaleY: 0.6, alpha: 0.5 // zIndex removed }); character.addChild(characterShadow); character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(character); } // Iterate over enemies array to move each enemy enemies.forEach(function (enemy) { enemy.move(); }); }); // Create instances of enemies and store them in an array var enemies = []; enemies.push(game.addChild(new Enemy('Roomba'))); enemies.push(game.addChild(new Enemy('Roomba'))); // Position enemies enemies[0].x = LK.screen.width / 2; enemies[0].y = LK.screen.height / 2; enemies[1].x = LK.screen.width / 4; enemies[1].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
@@ -264,9 +264,9 @@
var onScreenController = game.addChild(new OnScreenController());
// Event listener for A button press to pick up the cheese using a refined proximity check and method encapsulation
onScreenController.aButton.on('down', function () {
// Ensure only one cheese can be picked up at a time and character is on the hole tile
- if (cheesePlaced && (!cheeseIcon || !cheeseIcon.visible) && character.currentTile === holeTile) {
+ if (cheesePlaced && (!cheeseIcon || !cheeseIcon.visible)) {
var pickedCheese = cheeses.find(function (cheese) {
return isWithinProximity(character, cheese, 75);
});
if (pickedCheese) {
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.