User prompt
Debug, collecting cheese logic by standing on the cheese tile and pressing A
User prompt
Check code for reference errors delete any unnecessary call for methods
User prompt
Remove any calls for the deleted unimplemented methods
User prompt
Delete unused or empty methods
User prompt
Delete all logic about keepings
User prompt
Make sure there's only one cheese tracking variable and that is correctly keeping track of cheese collected
User prompt
Eliminate redundancy on scoring logic
User prompt
Optimize the checks for cheese pick up, cheese collected and adding points to the scoreboard
User prompt
Delete any redundant code or broken code about tracking cheese in the scene
User prompt
Debug the logic that keeps track of the collected cheese
User prompt
Make the character sprite habe the same proportions as the asset in memory
User prompt
Optimize the character code
User prompt
Please fix the bug: 'Uncaught ReferenceError: OnScreenController is not defined' in or related to this line: 'var onScreenController = game.addChild(new OnScreenController());' Line Number: 378
User prompt
Remove support for keyboard, remove any logic that is not needed
User prompt
Print on screen how many cheese have been collected
User prompt
Debug winning logic
User prompt
Win when all cheese is collected
User prompt
Debug, refactor and optimize code regarding cheese interactions
User prompt
Refactor and optimize all logic involving cheese
User prompt
Please fix the bug: 'ReferenceError: Character is not defined' in or related to this line: 'character = game.addChild(new Character());' Line Number: 366
User prompt
Debug the game
User prompt
Debug the game
User prompt
Delete the character when the total collected cheese is equal to the total spawn cheese
User prompt
Please fix the bug: 'TypeError: LK.isKeyDown is not a function' in or related to this line: 'return Math.abs(obj1.x - obj2.x) < threshold && Math.abs(obj1.y - obj2.y) < threshold;' Line Number: 489
User prompt
Add 1 when a cheese is collected by pressing A button on the hole tile
/**** * Classes ****/ var Cheese = Container.expand(function () { var self = Container.call(this); // Attach cheese asset with anchor point set to center var cheeseShadow = self.attachAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, alpha: 0.5, y: 50 }); 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) { self.x = endPos.x; self.y = endPos.y; if (onComplete) { onComplete(); } }; }); // 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: 2.64 } // 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 () { // Implement avoidance behavior for Roombas enemies.forEach(function (otherEnemy) { if (otherEnemy !== self) { var dx = self.x - otherEnemy.x; var dy = self.y - otherEnemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Calculate direction to move away from the other Roomba var awayX = dx / distance; var awayY = dy / distance; self.x += awayX * self.speed; // Move self away from the other Roomba self.y += awayY * self.speed; } } }); // Introduce a collision counter to track continuous collisions if (!self.collisionCounter) { self.collisionCounter = 0; } // Increase collision counter on collision if (self.colliding) { self.collisionCounter++; } else { self.collisionCounter = 0; // Reset counter if not colliding } // Change target tile if colliding for too long or reached current target if (!self.targetTile || self.collisionCounter > 30 || Math.sqrt(Math.pow(self.x - self.targetTile.x, 2) + Math.pow(self.y - self.targetTile.y, 2)) < 10) { self.targetTile = floorTiles[Math.floor(Math.random() * floorTiles.length)]; self.collisionCounter = 0; // Reset collision counter after changing target } // Reset colliding flag for the next tick self.colliding = false; var angleToTarget = Math.atan2(self.targetTile.y - self.y, self.targetTile.x - self.x); self.x += Math.cos(angleToTarget) * self.speed; self.y += Math.sin(angleToTarget) * self.speed; // Smoothly rotate the enemy towards the target angle var currentAngle = enemyGraphics.rotation; var targetAngle = angleToTarget; // Calculate the shortest direction to rotate var angleDifference = targetAngle - currentAngle; angleDifference += angleDifference > Math.PI ? -2 * Math.PI : angleDifference < -Math.PI ? 2 * Math.PI : 0; var rotationSpeed = 0.1; // Adjust rotation speed as needed enemyGraphics.rotation += angleDifference * rotationSpeed; }; }); /**** * Initialize Game ****/ // OnScreenController class and related logic removed var game = new LK.Game({ backgroundColor: 0xf9e076 // Fun yellow background }); /**** * Game Code ****/ var collectedCheeses = 0; // Initialize variable to track the number of cheeses collected // Function to check if a new obstacle tile fully surrounds any cheese function doesTileSurroundCheese(obstacleTile, cheeses) { return cheeses.some(function (cheese) { // Calculate adjacent tiles to the cheese var adjacentTiles = [{ x: cheese.x - tileWidth, y: cheese.y }, { x: cheese.x + tileWidth, y: cheese.y }, { x: cheese.x, y: cheese.y - tileHeight }, { x: cheese.x, y: cheese.y + tileHeight }]; // Check if all adjacent tiles are either walls, obstacles, or the new obstacle tile return adjacentTiles.every(function (tile) { return wallTiles.some(function (wallTile) { return wallTile.x === tile.x && wallTile.y === tile.y; }) || grid.some(function (gridTile) { return gridTile && gridTile.x === tile.x && gridTile.y === tile.y && gridTile !== cheese && gridTile !== obstacleTile; }); }); }); } // Function to check if placing a tile would block all paths to cheeses or the hole function isTileBlockingPath(tile, cheeses, holeTile) { // Placeholder for path checking logic // This should implement an algorithm to check if any cheese or the holeTile is unreachable due to the new tile // For simplicity, this example will just return false indicating the tile placement doesn't block the path // Implement actual path checking logic here return false; } // Add sticker02 asset to the bottom of the screen next to sticker and rotate it 32 degrees var sticker02 = game.addChild(LK.getAsset('sticker02', { anchorX: 1.0, anchorY: 1.0, x: 2200, y: 2100, rotation: -0.558 })); // Add sticker asset to the bottom of the screen and rotate it 32 degrees var sticker = LK.getAsset('sticker', { anchorX: 0.5, anchorY: 0.5, x: 900, y: 2300, // Considering half of the sticker's height for proper alignment rotation: 0.10 // Rotating 32 degrees in radians }); game.addChild(sticker); // Update play time display every second LK.on('tick', function () { var minutes = Math.floor(playTime / 60); var seconds = playTime % 60; playTimeDisplay.setText((minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds); }); // Create a timer to update play time every second var playTimeTimer = LK.setInterval(function () { playTime += 1; }, 1000); // Initialize play time tracking var playTime = 0; // EventManager class for centralized event handling // Initialize EventManager for global event handling var EventManager = { events: {}, subscribe: function subscribe(eventType, listener) { if (!this.events[eventType]) { this.events[eventType] = []; } this.events[eventType].push(listener); }, unsubscribe: function unsubscribe(eventType, listener) { if (this.events[eventType]) { var index = this.events[eventType].indexOf(listener); if (index > -1) { this.events[eventType].splice(index, 1); } } }, publish: function publish(eventType, data) { if (this.events[eventType]) { this.events[eventType].forEach(function (listener) { listener(data); }); } } }; game.eventManager = EventManager; // Subscribe to 'gameStart' event to initialize character and game state game.eventManager.subscribe('gameStart', function () { isGameStarted = true; character = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5, x: holeTile.x, y: holeTile.y - 50, scaleX: 1.5, scaleY: 1.5 }); // Force UI refresh window.updateCheeseScore(LK.getScore()); }); // Initialize scoreboard container and elements once and update score dynamically if (!window.scoreBoardInitialized) { var updateCheeseScore = function updateCheeseScore(score) { cheeseScoreDisplay.setText(score.toString()); }; 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: -35, y: 0 }); // Dynamically add one character lives icon per available life var availableLives = 3; // Assuming 3 lives to start with var livesIcons = []; for (var i = 0; i < availableLives; i++) { var lifeIcon = window.scoreBoardContainer.attachAsset('characterLivesIcon', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, // Scale increased to make the icon 3 times bigger scaleY: 1.5, // Scale increased to make the icon 3 times bigger x: 1070 - i * 120, // Position each icon with a gap of 80px y: 0 }); livesIcons.push(lifeIcon); } // Cheese score display added to the scoreboard var cheeseScoreDisplay = new Text2('0', { size: 50, fill: "#E0E0E0", font: "Roboto, bold", x: cheeseIconForScore.x + 120, y: cheeseIconForScore.y }); cheeseScoreDisplay.anchor.set(-.4, 0.7); window.scoreBoardContainer.addChild(cheeseScoreDisplay); // Update cheese score display function window.updateCheeseScore = updateCheeseScore; // Character lives text asset creation and addition to scoreBoardContainer removed // Add play time display to the scoreboard // Initialize screen dimensions for playTimeDisplay positioning LK.screen = { width: 2048, height: 2732 }; var playTimeDisplay = new Text2('00:00', { size: 50, fill: "#E0E0E0", font: "Roboto, bold", x: -LK.screen.width / 2, y: 50 }); playTimeDisplay.anchor.set(-3, 0.5); // Center the text horizontally window.scoreBoardContainer.addChild(playTimeDisplay); window.scoreBoardContainer.x = scoreBoardX; window.scoreBoardContainer.y = scoreBoardY; LK.gui.addChild(window.scoreBoardContainer); window.scoreBoardInitialized = true; } // Update score dynamically without recreating the scoreboard elements // Update score dynamically without recreating the scoreboard elements // This block intentionally left blank to signify removal of the above code // Initialization and event listeners for onScreenController removed // 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; } var isCharacterMoving = false; // Function to move character based on direction var dpadButtonSize = { width: 450, height: 450 }; function moveCharacter(xDir, yDir) { if (availableLives <= 0) { return; } 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 availableCheeses = 0; // Initialize variable to track available cheeses for collection var cheeseScore = 0; // Initialize cheese score variable var cheeseIcon; // Declare cheeseIcon as a global variable var wallTiles = []; var obstacleTiles = []; // Define obstacleTiles array 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 }); // Randomly replace some floor tiles with obstacle tiles, ensuring at least one valid path remains // Placeholder logic for path validation and obstacle placement if (Math.random() < 0.3 && !(x === 1 || y === 1 || x === gridSize - 2 || y === gridSize - 2)) { // Temporarily turn a tile into an obstacle to check if it blocks any path var tempObstacleTile = LK.getAsset('obstacleTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); // Check if the temporary obstacle tile blocks the path or fully surrounds any cheese var blocksPathOrSurroundsCheese = isTileBlockingPath(tempObstacleTile, cheeses, holeTile) || doesTileSurroundCheese(tempObstacleTile, cheeses); if (!blocksPathOrSurroundsCheese) { // If it doesn't block the path or fully surround any cheese, add it to the game game.addChild(tempObstacleTile); grid[i] = tempObstacleTile; } else { // If it blocks the path or fully surrounds any cheese, revert to a floor tile floorTiles.push(tile); game.addChild(tile); grid[i] = tile; } } else { floorTiles.push(tile); game.addChild(tile); grid[i] = tile; } // Note: The function isTileBlockingPath() needs to be implemented to check if placing an obstacle would block all paths to cheeses or the hole } } // 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 fully surrounds the hole function doesTileSurroundHole(tile, wallTiles, obstacleTiles) { // Placeholder for logic to check if the tile surrounds the hole // This should implement an algorithm to check if the hole is fully surrounded by walls or obstacles due to the new tile // For simplicity, this example will just return false indicating the tile placement doesn't surround the hole // Implement actual surrounding checking logic here return false; } // 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) { // Exclude tiles that are in the corners or could potentially fully surround the hole tile return !isTileInCorner(tile) && !doesTileSurroundHole(tile, wallTiles, obstacleTiles) && function () { // Count empty neighbors around the tile var emptyNeighbors = 0; var neighborOffsets = [[-1, 0], [1, 0], [0, -1], [0, 1]]; neighborOffsets.forEach(function (offset) { var neighborX = tile.x / tileWidth + offset[0]; var neighborY = tile.y / tileHeight + offset[1]; if (neighborX >= 0 && neighborX < gridSize && neighborY >= 0 && neighborY < gridSize) { var neighborIndex = neighborY * gridSize + neighborX; if (!wallTiles.some(function (wall) { return wall.x === neighborX * tileWidth && wall.y === neighborY * tileHeight; }) && !obstacleTiles.some(function (obstacle) { return obstacle.x === neighborX * tileWidth && obstacle.y === neighborY * tileHeight; }) && !grid[neighborIndex]) { emptyNeighbors++; } } }); // Ensure hole tiles do not have 2 empty neighbors to avoid spawning in corners or with 2 empty neighbors return emptyNeighbors <= 1; }(); }); 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) { game.eventManager.publish('gameStart', null); 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 unique random floor tile cheeses.forEach(function (cheese) { // Ensure a unique tile is selected for each cheese var uniqueTileIndex = Math.floor(Math.random() * targetTiles.length); var uniqueFloorTile = targetTiles.splice(uniqueTileIndex, 1)[0]; // Remove the selected tile from the pool to ensure uniqueness if (uniqueFloorTile) { // Check if a tile was successfully selected cheese.x = uniqueFloorTile.x; cheese.y = uniqueFloorTile.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 and check for collision with character enemies.forEach(function (enemy) { enemy.move(); // Check if enemy intersects with character if (enemy.intersects(character) && Math.sqrt(Math.pow(enemy.x - character.x, 2) + Math.pow(enemy.y - character.y, 2)) < 200 && !character.isImmune && !(Math.abs(character.x - holeTile.x) < 75 && Math.abs(character.y - holeTile.y) < 75)) { // Reduce character lives by 1 availableLives -= 1; // Update lives display and make live icons disappear when player gets hit // Update lives display and make live icons disappear when player loses a life livesIcons.forEach(function (icon, index) { icon.visible = index < availableLives; }); // Make character blink to indicate damage and grant temporary immunity character.isImmune = true; // Set immunity flag to true var blinkInterval = LK.setInterval(function () { character.visible = !character.visible; // Tint character red when hit character.tint = character.visible ? 0xff0000 : 0xffffff; }, 100); LK.setTimeout(function () { LK.clearInterval(blinkInterval); character.visible = true; // Reset tint to normal after blinking character.tint = 0xffffff; character.isImmune = false; // Remove immunity after 1 second }, 1000); // Check if lives are depleted or all cheeses have been collected if (availableLives <= 0 || LK.getScore() === cheeses.length) { character.visible = false; // Make character invisible LK.setTimeout(function () { // Convert playTime to minutes and seconds var minutes = Math.floor(playTime / 60); var seconds = playTime % 60; var formattedTime = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds; // Show game over pop up with final play time or completion message var gameOverMessage = LK.getScore() === cheeses.length ? "All cheeses collected! Final Time: " + formattedTime : "Final Time: " + formattedTime; LK.showGameOver(gameOverMessage); }, 1000); // Wait one second before showing game over } } }); }); // Create instances of enemies and store them in an array var enemies = []; // Create instances of enemies and store them in an array enemies.push(game.addChild(new Enemy('Roomba'))); enemies.push(game.addChild(new Enemy('Roomba'))); // Removed two Roomba enemies // Position enemies // Position Roombas on opposite sides of the grid if (enemies[0]) { // Position the first Roomba on the left side enemies[0].x = floorTiles[0].x; enemies[0].y = floorTiles[0].y; } if (enemies[1]) { // Position the second Roomba on the right side var lastTileIndex = floorTiles.length - 1; enemies[1].x = floorTiles[lastTileIndex].x; enemies[1].y = floorTiles[lastTileIndex].y; } // 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
@@ -115,128 +115,13 @@
var rotationSpeed = 0.1; // Adjust rotation speed as needed
enemyGraphics.rotation += angleDifference * rotationSpeed;
};
});
-// 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 = 350; // Increased size for better visibility and interaction
- // 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,
- 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,
- 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
****/
+// OnScreenController class and related logic removed
var game = new LK.Game({
backgroundColor: 0xf9e076 // Fun yellow background
});
@@ -418,39 +303,9 @@
}
// Update score dynamically without recreating the scoreboard elements
// Update score dynamically without recreating the scoreboard elements
// This block intentionally left blank to signify removal of the above code
-// 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());
-// Refactored event listener for A button press to manage cheese collection and scoring more efficiently
-onScreenController.aButton.on('down', function () {
- if (availableCheeses === 0) {
- var collectedCheese = cheeses.find(function (cheese) {
- return isWithinProximity(character, cheese, 75) && !cheese.collected;
- });
- if (collectedCheese) {
- console.log('Cheese collected!');
- collectedCheese.visible = false; // Hide the collected cheese
- collectedCheese.collected = true;
- availableCheeses = 1; // Indicate cheese is being held
- // Display cheese icon on character
- cheeseIcon = character.attachAsset('cheese', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 0,
- y: -character.height * 0.75,
- scaleX: 0.5,
- scaleY: 0.5
- });
- }
- } else if (isWithinProximity(character, holeTile, 75)) {
- console.log('Cheese delivered!');
- availableCheeses = 0; // Indicate cheese has been delivered
- cheeseIcon.visible = false; // Hide cheese icon from character
- LK.setScore(LK.getScore() + 1); // Increment score
- window.updateCheeseScore(collectedCheeses); // Update displayed score with collected cheese count
- }
-});
+// Initialization and event listeners for onScreenController removed
// 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;
}
@@ -732,31 +587,16 @@
// Reset tint to normal after blinking
character.tint = 0xffffff;
character.isImmune = false; // Remove immunity after 1 second
}, 1000);
- // Check if all cheeses have been collected to win the game
- if (cheeses.every(function (cheese) {
- return cheese.collected;
- })) {
+ // Check if lives are depleted or all cheeses have been collected
+ if (availableLives <= 0 || LK.getScore() === cheeses.length) {
character.visible = false; // Make character invisible
LK.setTimeout(function () {
// Convert playTime to minutes and seconds
var minutes = Math.floor(playTime / 60);
var seconds = playTime % 60;
var formattedTime = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds;
- // Show game over pop up with completion message
- var gameOverMessage = "Congratulations! All cheeses collected! Final Time: " + formattedTime;
- LK.showGameOver(gameOverMessage);
- }, 1000); // Wait one second before showing game over
- }
- // Check if lives are depleted
- else if (availableLives <= 0) {
- character.visible = false; // Make character invisible
- LK.setTimeout(function () {
- // Convert playTime to minutes and seconds
- var minutes = Math.floor(playTime / 60);
- var seconds = playTime % 60;
- var formattedTime = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds;
// Show game over pop up with final play time or completion message
var gameOverMessage = LK.getScore() === cheeses.length ? "All cheeses collected! Final Time: " + formattedTime : "Final Time: " + formattedTime;
LK.showGameOver(gameOverMessage);
}, 1000); // Wait one second before showing game over
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.