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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'cheeseIcon = character.attachAsset('cheese', {' Line Number: 289
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'cheeseIcon = game.attachAsset('cheese', {' Line Number: 289
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'cheeseIcon = character.attachAsset('cheese', {' Line Number: 289
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'cheeseIcon = game.attachAsset('cheese', {' Line Number: 289
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Optimize the code base
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'cheeseIcon = character.attachAsset('cheese', {' Line Number: 289
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Refactor the code to improve level load logic and consistently
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'cheeseIcon = game.attachAsset('cheese', {' Line Number: 289
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'cheeseIcon = character.attachAsset('cheese', {' Line Number: 289
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Ensure the character size remain consistentcsfter.level. load, that the cheese icon appears when cheese is collected after level load, that the cheese icon behaves correctly after level load and that the character only walks on the designated tiles after level load
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Please fix the bug: 'TypeError: (intermediate value).setSpeed is not a function' in or related to this line: 'self.move = function () {' Line Number: 115
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Please fix the bug: 'TypeError: (intermediate value).setSpeed is not a function' in or related to this line: 'self.move = function () {' Line Number: 115
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Please fix the bug: 'ReferenceError: Character is not defined' in or related to this line: 'character = game.addChild(new Character());' Line Number: 309
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After the fade on the load level method do the following: 1. Delete the Roombas and the character 2. Rearrange the tiles for a new random configuration 3. Place the hole tile on a random spot 4. Spawn the character and Place the character on the hole tile 5. Spawn more cheese following the stablish cheese spawning rules 6.spawn the Roombas inside the grid and increase their speed a bit 7. Ensure proper navigation in the new tile configuration 8.wait for two seconds in real life and after the waiting time is over remove the fade
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Please fix the bug: 'ReferenceError: Character is not defined' in or related to this line: 'character = game.addChild(new Character());' Line Number: 309
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After the fade on the load level method do the following: 1. Delete the Roombas and the character 2. Rearrange the tiles for a new random configuration 3. Place the hole tile on a random spot 4. Spawn the character and Place the character on the hole tile 5. Spawn more cheese following the stablish cheese spawning rules 6.spawn the Roombas inside the grid and increase their speed a bit 7. Ensure proper navigation in the new tile configuration 8.wait for two seconds in real life and after the waiting time is over remove the fade
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After the fade on the load level method do the following: 1. Delete the Roombas 2. Rearrange the tiles for a new random configuration 3. Place the hole tile on a random spot 4. Place the character on the hole tile 5. Spawn more cheese 6.spawn the Roombas make them move increase their speed s bit 7. endure proper navigation in the new tile configuration 8.wait 2 second 9.remove the fade
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fix this error on the console: Multiple readback operations using getImageData are faster with the willReadFrequently attribute set to true
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Please fix the bug: 'ReferenceError: placeHole is not defined' in or related to this line: 'placeHole();' Line Number: 359
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On the method level load, restart gameplay
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Despawn the character graphic and force refresh of.tje screen after.level.load
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Make the character a singleton so only one instance exists at any time
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On level load, delete the old character after instantiate the new one
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Don't reinitialize lives on level load, player must start with only 3 lives
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Refactor events to support level load logic
/**** * Classes ****/ // Character class to represent the player's character var Character = Container.expand(function () { var self = Container.call(this); // Attach character asset with anchor point set to center var characterShadow = self.attachAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, alpha: 0.5, y: 50 }); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Character movement logic or other functionalities can be added here }); // Initialize screen dimensions 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; }; }); // 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, 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 ****/ var game = new LK.Game({ backgroundColor: 0xf9e076 // Fun yellow background }); /**** * Game Code ****/ // Inside the cheese collection logic, ensure cheeseIcon is created or made visible if (!cheeseIcon) { cheeseIcon = game.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, // Scale down by 50% scaleY: 0.5, // Scale down by 50% x: 0, y: -character.height / 2 // Position closer to the character top }); } else { cheeseIcon.visible = true; // Make the cheese icon visible if already exists } // Method to load the next level after the last cheese is delivered function loadNextLevel() { console.log('Loading next level...'); // Create a black fade asset to cover the whole grid var blackFade = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.75, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9 - 50, height: LK.screen.height * .65 - 50, tint: 0x000000 // Apply black tint }); game.addChild(blackFade); // Delete Roombas and the character enemies.forEach(function (enemy) { enemy.destroy(); }); enemies = []; // Clear the enemies array if (character) { character.destroy(); character = null; // Remove the character reference } // Rearrange tiles for a new random configuration createTiles(); // Call createTiles to rearrange the grid // Place the hole tile on a random spot var nonCornerWallTiles = wallTiles.filter(function (tile) { return !isTileInCorner(tile); }); var randomWallTile = nonCornerWallTiles[Math.floor(Math.random() * nonCornerWallTiles.length)]; if (holeTile) { game.removeChild(holeTile); // Remove the old hole tile if it exists } holeTile = game.addChild(LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y })); // Spawn the character and place on the hole tile character = game.addChild(new Character()); character.x = holeTile.x; character.y = holeTile.y; character.scaleX = 1.0; // Ensure consistent character size character.scaleY = 1.0; // Ensure consistent character size // Spawn more cheese following the established cheese spawning rules cheeses.forEach(function (cheese) { cheese.destroy(); // Remove existing cheeses }); cheeses = []; // Clear the cheeses array for (var i = 0; i < totalCheeses; i++) { var newCheese = game.addChild(new Cheese()); // Place new cheese on random floor tile var randomFloorTile = floorTiles[Math.floor(Math.random() * floorTiles.length)]; newCheese.x = randomFloorTile.x; newCheese.y = randomFloorTile.y; cheeses.push(newCheese); } // Spawn Roombas inside the grid and increase their speed for (var i = 0; i < 2; i++) { // Spawn two Roombas var newEnemy = game.addChild(new Enemy('Roomba')); newEnemy.speed = 3; // Increase speed for new level enemies.push(newEnemy); } // Wait for two seconds and remove the fade LK.setTimeout(function () { game.removeChild(blackFade); }, 2000); } // Ensure LK.screen dimensions are defined before using them LK.screen = { width: 2048, height: 2732, willReadFrequently: true }; // Initialize screen dimensions with optimized readback operations // Instantiate and center the game logo asset on the screen var gameLogo = LK.getAsset('stickerLogo', { anchorX: 0.5, anchorY: 0.5, x: LK.screen.width / 2, y: 1880 }); game.addChild(gameLogo); var dakaloText = new Text2('@Dakalo777', { size: 50, fill: "#FFA500", x: LK.screen.width, y: LK.screen.height }); dakaloText.anchor.set(1.2, 1.2); // Anchor to bottom right LK.gui.bottomRight.addChild(dakaloText); // Function to check if a new obstacle tile fully surrounds any cheese // Removed redundant cheese tracking variables 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; }); }); }); } // 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: 2100, y: 2300, 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; // 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: 20, 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: 1000 - i * 90, // 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(-2.5, 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, willReadFrequently: true }; // Initialize screen dimensions with optimized readback operations var playTimeDisplay = new Text2('00:00', { size: 50, fill: "#E0E0E0", font: "Roboto, bold", x: -LK.screen.width / 2, y: 50 }); playTimeDisplay.anchor.set(-5, 0.45); // Center the text horizontally window.scoreBoardContainer.addChild(playTimeDisplay); window.scoreBoardContainer.x = scoreBoardX; window.scoreBoardContainer.y = scoreBoardY; LK.gui.addChild(window.scoreBoardContainer); window.scoreBoardInitialized = true; } 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 (isWithinProximity(character, holeTile, 75) && cheeseIcon && cheeseIcon.visible) { cheeseIcon.destroy(); // Destroy the cheese icon to ensure it's removed properly cheeseIcon = null; // Reset the cheeseIcon reference console.log('Cheese delivered!'); cheeseIcon.visible = false; // Hide the cheese icon to indicate delivery // If it's the last cheese, increment score by 2, otherwise by 1 if (cheeses.length === 0) { LK.setScore(LK.getScore() + 2); loadNextLevel(); // Call loadNextLevel after the last cheese is delivered } else { LK.setScore(LK.getScore() + 1); } // Create a visual cheese flying effect towards the scoreboard on cheese delivery var flyingCheese = game.addChild(LK.getAsset('cheese', { anchorX: 0.5, anchorY: 0.5, x: character.x, y: character.y, scaleX: 1.0, // Scale up by 100% scaleY: 1.0 // Scale up by 100% })); var scoreBoardPos = { x: window.scoreBoardContainer.x + cheeseIconForScore.x, y: window.scoreBoardContainer.y + cheeseIconForScore.y }; var cheeseFlyDuration = 750; // Duration in milliseconds var startTime = Date.now(); LK.on('tick', function () { var currentTime = Date.now(); var progress = (currentTime - startTime) / cheeseFlyDuration; if (progress < 1) { flyingCheese.x = character.x + (scoreBoardPos.x - character.x) * progress; flyingCheese.y = character.y + (scoreBoardPos.y - character.y) * progress; // Calculate the angle to rotate the flying cheese towards the scoreboard and add 180 degrees for rotation var angle = Math.atan2(scoreBoardPos.y - character.y, scoreBoardPos.x - character.x) + Math.PI; flyingCheese.rotation = angle; } else { game.removeChild(flyingCheese); window.updateCheeseScore(LK.getScore()); // Update displayed score } }); } else { // Simplify cheese collection logic cheeses.forEach(function (cheese, index) { if (isWithinProximity(character, cheese, 75)) { console.log('Cheese collected!'); game.removeChild(cheese); // Remove cheese from game cheeses.splice(index, 1); // Remove cheese from cheeses array // Ensure cheese icon is displayed above character to indicate cheese collection if (!cheeseIcon) { cheeseIcon = game.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, // Scale down by 50% scaleY: 0.5, // Scale down by 50% x: character.x, y: character.y - character.height // Position closer to the character top }); game.addChild(cheeseIcon); } else { cheeseIcon.visible = true; // Make the cheese icon visible if already exists cheeseIcon.x = character.x; cheeseIcon.y = character.y - character.height; } } }); } }); // 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 (grid[nextTileIndex] && (floorTiles.includes(grid[nextTileIndex]) || holeTile && grid[nextTileIndex].x === holeTile.x && grid[nextTileIndex].y === holeTile.y || cheeses.some(function (cheese) { return cheese.x === nextX && cheese.y === nextY; }))) { 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 totalCheeses = 3; // Define total number of cheeses in the game var totalLevels = 0; // Initialize total levels variable var cheeses = []; // Initialize cheeses array globally 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: 0.75, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9, height: LK.screen.height * .65, tint: 0xFFA500 // Apply orange tint }); game.addChild(gridBackground); var gridBackgroundShrunk = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.75, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9 - 50, height: LK.screen.height * .65 - 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)) { // Obstacle tile creation logic removed to ensure no obstacles are added to the game } 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 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; }); } // Filter out corner wall tiles before selecting a random wall tile for the hole var nonCornerWallTiles = wallTiles.filter(function (tile) { return !isTileInCorner(tile); }); var randomWallTile = nonCornerWallTiles[Math.floor(Math.random() * nonCornerWallTiles.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); LK.setTimeout(function () { enemies.push(game.addChild(new Enemy('Roomba'))); enemies.push(game.addChild(new Enemy('Roomba'))); // 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; } }, 1000); 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 delivered to win the game if (availableLives <= 0) { character.visible = false; // Make character invisible LK.setTimeout(function () { LK.showGameOver("You've been caught! Better luck next time."); }, 1000); // Wait one second before showing game over } // Removed win game logic based on cheese delivery } }); }); // Create instances of enemies and store them in an array var enemies = []; // 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
@@ -262,9 +262,9 @@
* Game Code
****/
// Inside the cheese collection logic, ensure cheeseIcon is created or made visible
if (!cheeseIcon) {
- cheeseIcon = character.attachAsset('cheese', {
+ cheeseIcon = game.attachAsset('cheese', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
// Scale down by 50%
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.