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Don't reset lives
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On all cheese delivered method, destroy the hole tile before destroying the enemies
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'createFlyingCheeseEffect(holeTile.x, holeTile.y);' Line Number: 557
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Ensure that the hole tile gets rebuild before the character gets reby
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'createFlyingCheeseEffect(holeTile.x, holeTile.y);' Line Number: 557
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On all cheese delivered method also destroy and rebuild the hole tile
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Don't clear the score
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Please fix the bug: 'Timeout.tick error: Cannot set properties of null (setting 'visible')' in or related to this line: 'character.visible = true;' Line Number: 314
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Please fix the bug: 'Timeout.tick error: Cannot set properties of null (setting 'x')' in or related to this line: 'character.x = holeTile.x;' Line Number: 310
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After the waiting time ends, run the original code to place the game elements again
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var distanceToCharacter = Math.sqrt(Math.pow(tile.x - character.x, 2) + Math.pow(tile.y - character.y, 2));' Line Number: 283
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Please fix the bug: 'Timeout.tick error: createCheese is not defined' in or related to this line: 'createCheese();' Line Number: 303
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Please fix the bug: 'Timeout.tick error: createGrid is not defined' in or related to this line: 'createGrid();' Line Number: 301
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After the 2 second have passed, in order: create grid , create tiles, creste cheese, create character And create enemies
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Inside the all cheeses delivered method add a 2 second wait after destroying all elements
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'return Math.abs(obj1.x - obj2.x) < threshold && Math.abs(obj1.y - obj2.y) < threshold;' Line Number: 561
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var nextX = character.x + xDir * tileWidth;' Line Number: 573
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Change the calculations for the flying cheese to use the hole tile instead of the character for positions
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Detach flying cheese logic from character
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Inside the all Cheeses delivered method, destroy the grid, tiles, character and enemies
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Destroy all game on the all cheese delivered method
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On the all Cheese delivered method, destroy all game elements
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 463
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Make sure that character null check is in place
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Make sure the game elements initialization method handles tile calls property
/**** * Classes ****/ // 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 ****/ // Function to create and position cheeses on the grid function createAndPositionCheeses() { // 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) { var currentCheesePosition = { x: cheese.x, // Save current cheese x position 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 } // Function to create and position cheeses on the grid // Function to position enemies on the grid function positionEnemies() { 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; } } // Method to handle the creation of game elements (character, grid, enemies, and cheeses) function createGameElements() { createTiles(); // Call the existing function to create grid tiles // Create and position the character character = game.addChild(new Character({ x: holeTile.x, y: holeTile.y - 50 })); character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Initialize character's current tile // Add shadow to character 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); // Create enemies and store them in an array enemies.push(game.addChild(new Enemy('Roomba'))); enemies.push(game.addChild(new Enemy('Roomba'))); // Position Roombas on opposite sides of the grid positionEnemies(); // Create and position cheeses createAndPositionCheeses(); } // Method to check if all cheeses have been delivered function allCheesesDelivered() {} // Ensure LK.screen dimensions are defined before using them LK.screen = { width: 2048, height: 2732 }; // 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 }; 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) { 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); allCheesesDelivered(); // Invoke allCheesesDelivered method after scoring for the last cheese } 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 { if (!cheeseIcon || !cheeseIcon.visible) { 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 // Display cheese icon above character to indicate cheese collection if (!cheeseIcon) { cheeseIcon = character.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 } } }); } } }); // 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 || character === null) { 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)) { 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 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 // Consolidate tile and grid creation within the createGameElements method for centralized management // 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)]; // Ensure randomWallTile is defined before using it to set holeTile's position if (randomWallTile) { 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; } 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 () { createGameElements(); // Call the method to create and position game elements }, 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
@@ -298,15 +298,11 @@
// Method to handle the creation of game elements (character, grid, enemies, and cheeses)
function createGameElements() {
createTiles(); // Call the existing function to create grid tiles
// Create and position the character
- character = game.addChild(LK.getAsset('character', {
- anchorX: 0.5,
- anchorY: 0.5,
+ character = game.addChild(new Character({
x: holeTile.x,
- y: holeTile.y - 50,
- scaleX: 1.5,
- scaleY: 1.5
+ y: holeTile.y - 50
}));
character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Initialize character's current tile
// Add shadow to character
var characterShadow = LK.getAsset('characterShadow', {
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.