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Print the cheese score on screen
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Create an internal variable to keep the cheese score
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'subscribe')' in or related to this line: 'game.eventManager.subscribe('cheeseCollected', function () {' Line Number: 280
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'subscribe')' in or related to this line: 'game.eventManager.subscribe('cheeseCollected', function () {' Line Number: 280
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'subscribe')' in or related to this line: 'game.eventManager.subscribe('cheeseCollected', function () {' Line Number: 280
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Create an observer pattern for the character, create a score manager that internally handles the score of the game and that also updates the score text to reflect the current score, subscribe the score manager to the character observer to known wen the character collected cheese to score points
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If life counter reaches 0 stop reading input so the character can't move
Code edit (1 edits merged)
Please save this source code
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Modify line 666 increase te intersection tolerance for detecting a hit
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'enemies.forEach(function (enemy) {' Line Number: 604
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'enemies.forEach(function (enemy) {' Line Number: 604
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'enemies.forEach(function (enemy) {' Line Number: 604
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'enemies.forEach(function (enemy) {' Line Number: 604
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'enemies.forEach(function (enemy) {' Line Number: 604
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MAke sure enemy container is drawn last so is on top of all other sprites
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Please fix the bug: 'Uncaught ReferenceError: Character is not defined' in or related to this line: 'var character = game.addChild(new Character());' Line Number: 399
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Make sure the container for the character gets created first so it's drawn behind enemies and cheese
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Make sure cheese collected in the hole adds one pint to the score
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Debug and fix, score is not updated when cheese gets collected on the hole
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Keep the score using the scoreboard text in screen
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Make the roombas avoid each other
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Move the grid container down 60 pixels
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Bring the grid down 60 pixels
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Increase the collision radius between the character and the enemies
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Increase collision radius between the character and the enemies
/**** * Classes ****/ var Cheese = Container.expand(function () { var self = Container.call(this); // Attach cheese asset with anchor point set to center var cheeseShadow = self.attachAsset('CircularShadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5, y: 20 // zIndex removed }); var cheeseGraphics = self.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5 // zIndex removed }); // Lerp cheese to a target position self.lerpToPosition = function (startPos, endPos, duration, onComplete) { var startTime = Date.now(); var lerpInterval = LK.setInterval(function () { var currentTime = Date.now(); var timeElapsed = currentTime - startTime; var lerpFactor = timeElapsed / duration; if (lerpFactor >= 1) { LK.clearInterval(lerpInterval); self.x = endPos.x; self.y = endPos.y; if (onComplete) { onComplete(); } } else { self.x = startPos.x + (endPos.x - startPos.x) * lerpFactor; self.y = startPos.y + (endPos.y - startPos.y) * lerpFactor; } }, 16); // Update approximately every 16ms (~60fps) }; }); // Modular Enemy class to support different enemy types var Enemy = Container.expand(function (type) { var self = Container.call(this); var shadowAssetId, enemyAssetId, shadowScale, enemySpeed; // Enemy type enumerator with stats var EnemyTypes = { Roomba: { shadowAssetId: 'CircularShadow', enemyAssetId: 'Roomba', shadowScale: 3.2, enemySpeed: 2.64 } // 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 = 290; // Removed redundant tint application on A and B buttons LK.screen = { width: 2048, height: 2732 }; // Initialize screen dimensions var aButtonPosition = { x: LK.screen.width * 0.75, y: LK.screen.height * 0.85 + buttonYPosAdjustment + LK.screen.height * 0.055 }; var buttonSize = { width: 400, height: 400 }; var dPadSize = { width: 750, height: 750 }; this.aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: LK.screen.width * 0.24, y: LK.screen.height * 0.89 + yPosAdjustment - 10, width: dPadSize.width, height: dPadSize.height }); self.setChildIndex(dpadBase, self.children.length - 1); var dpadLeft = self.attachAsset('dpadButtonLeft', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 300, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 3 }); var moveInterval; function startMovingCharacter(xDir, yDir) { if (moveInterval) { LK.clearInterval(moveInterval); } isCharacterMoving = true; moveCharacter(xDir, yDir); moveInterval = LK.setInterval(function () { moveCharacter(xDir, yDir); }, 150); } dpadLeft.on('down', function () { startMovingCharacter(-1, 0); }); var dpadUp = self.attachAsset('dpadButtonUp', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 300, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 0 }); dpadUp.on('down', function () { startMovingCharacter(0, -1); }); var dpadRight = self.attachAsset('dpadButtonRight', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 300, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, 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 ****/ // 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 }); }); // Initialize scoreboard container and elements once and update score dynamically if (!window.scoreBoardInitialized) { window.scoreBoardContainer = new Container(); var scoreBoardX = 200, scoreBoardY = 125; var cheeseIconForScore = window.scoreBoardContainer.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: -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); } // Ensure only one instance of the score text asset exists if (!window.cheeseScoreIcon) { window.cheeseScoreIcon = new Text2('0', { size: 50, fill: "#E0E0E0", font: "Arial Black, bold", x: 100, y: -25 }); window.scoreBoardContainer.addChild(window.cheeseScoreIcon); } // 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: "Arial Black, bold", x: -LK.screen.width / 2, // Correctly calculate x position using LK.screen.width 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 // Update cheese score display with the internal cheese score variable window.cheeseScoreIcon.setText(cheeseScore.toString()); // Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners var onScreenController = game.addChild(new OnScreenController()); // Event listener for A button press to pick up the cheese using a refined proximity check and method encapsulation onScreenController.aButton.on('down', function () { // Check if cheese is picked up and character is on the hole tile if (cheesePlaced && cheeseIcon && cheeseIcon.visible && isWithinProximity(character, holeTile, 75)) { console.log('Cheese placed on hole tile!'); // Update to handle multiple cheeses cheeses.forEach(function (cheese) { if (isWithinProximity(cheese, character, 75)) { cheese.x = holeTile.x; // Place cheese on hole tile cheese.y = holeTile.y; // This line ensures the cheese is visible once placed on the hole tile, no changes needed. // This line is correct and should ensure the cheese is visible once placed on the hole tile. No change needed here. cheese.visible = true; // Make cheese visible on the hole tile } }); // Disable cheese icon on character head if (cheeseIcon) { cheeseIcon.visible = false; } // Smoothly move the placed cheese to the scoreboard position cheeses.forEach(function (cheese) { if (cheese.visible && isWithinProximity(cheese, holeTile, 75)) { cheese.lerpToPosition({ x: cheese.x, y: cheese.y }, { x: window.scoreBoardContainer.x + window.cheeseScoreIcon.x - 50, y: window.scoreBoardContainer.y + window.cheeseScoreIcon.y }, 1000, function () { cheese.visible = false; // Make cheese invisible after moving to the scoreboard if (!cheese.scoreCounted) { LK.setScore(LK.getScore() + 1); // Add one to the score for each cheese collected cheese.scoreCounted = true; // Mark cheese as counted to prevent scoring it again window.cheeseScoreIcon.setText(LK.getScore().toString()); // Update cheese score display } }); } }); } else if (cheeses.some(function (cheese) { return isWithinProximity(character, cheese, 75); })) { var pickedCheese = cheeses.find(function (cheese) { return isWithinProximity(character, cheese, 75); }); pickedCheese.visible = false; // Hide the picked cheese from the game // Check if cheese is initialized and within a refined proximity to the character for pickup console.log('Cheese picked up!'); pickedCheese.visible = false; // Hide the picked cheese from the game // Show UI icon indicating cheese has been picked up only if not already visible if (!cheeseIcon || !cheeseIcon.visible) { cheeseIcon = character.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, x: 0, // Centered on character's head y: -character.height * 0.75, // Positioned above the character's head scaleX: 0.5, scaleY: 0.5 }); } cheesePlaced = true; // Set cheese placement flag to true } }); // Helper function to check if two objects are within a certain distance function isWithinProximity(obj1, obj2, threshold) { return Math.abs(obj1.x - obj2.x) < threshold && Math.abs(obj1.y - obj2.y) < threshold; } // This block intentionally left blank to signify removal of the above code var isCharacterMoving = false; // Function to move character based on direction var dpadButtonSize = { width: 450, height: 450 }; function moveCharacter(xDir, yDir) { 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 cheeseScore = 0; // Initialize cheese score variable var cheeseIcon; // Declare cheeseIcon as a global variable var wallTiles = []; var floorTiles = []; var grid = new Array(gridSize * gridSize); var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var gridOffsetX = (LK.screen.width - tileWidth * gridSize) / 2; // Corrected grid offset X calculation var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.15; // Corrected grid offset Y calculation // Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners var onScreenController = game.addChild(new OnScreenController()); // Removed the A button press event listener for picking up cheese based on tile comparison function createTiles() { // Create a black square background for the grid var gridBackground = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9, height: LK.screen.height * .6, tint: 0xFFA500 // Apply orange tint }); game.addChild(gridBackground); var gridBackgroundShrunk = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9 - 50, height: LK.screen.height * .6 - 50, tint: 0x000000 // Apply black tint }); game.addChild(gridBackgroundShrunk); game.setChildIndex(gridBackgroundShrunk, game.getChildIndex(gridBackground) + 1); for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); var tile; var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2; // Adjust grid offset to account for new tile width var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15; // Adjust grid offset to account for new tile height if (!(x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1)) { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); floorTiles.push(tile); game.addChild(tile); grid[i] = tile; } } // Add walls after floor tiles to ensure they render on top for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { var tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); wallTiles.push(tile); game.addChild(tile); grid[i] = tile; } } } createTiles(); // Function to check if a tile is in a corner function isTileInCorner(tile) { var corners = [{ x: LK.screen.width / 2 - tileWidth * gridSize / 2, y: LK.screen.height / 2 - tileHeight * gridSize / 2 }, { x: LK.screen.width / 2 - tileWidth * gridSize / 2, y: LK.screen.height / 2 + tileHeight * (gridSize - 1) / 2 }, { x: LK.screen.width / 2 + tileWidth * (gridSize - 1) / 2, y: LK.screen.height / 2 - tileHeight * gridSize / 2 }, { x: LK.screen.width / 2 + tileWidth * (gridSize - 1) / 2, y: LK.screen.height / 2 + tileHeight * (gridSize - 1) / 2 }]; return corners.some(function (corner) { return Math.abs(tile.x - corner.x) < tileWidth / 2 && Math.abs(tile.y - corner.y) < tileHeight / 2; }); } // Select a random wall tile and replace it with a hole tile, ensuring it's not in a corner var validWallTiles = wallTiles.filter(function (tile) { // Exclude tiles that are in the corners by checking their position against the grid's corners return !isTileInCorner(tile); }); var randomWallTile = validWallTiles[Math.floor(Math.random() * validWallTiles.length)]; var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y }); game.addChild(holeTile); game.removeChild(randomWallTile); var randomWallTileIndex = wallTiles.indexOf(randomWallTile); wallTiles[randomWallTileIndex] = holeTile; var isGameStarted = false; var cheesePlaced = false; LK.on('tick', function () { if (!isGameStarted) { 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 && character.currentTile !== holeTile && character.currentTile !== getTileAtPosition(holeTile.x, holeTile.y)) { // Reduce character lives by 1 availableLives -= 1; // Update lives display 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 if (availableLives <= 0) { character.visible = false; // Make character invisible LK.setTimeout(function () { LK.showGameOver(); // Show game over pop up after a delay }, 1000); // Wait one second before showing game over } } }); }); // Create instances of enemies and store them in an array var enemies = []; enemies.push(game.addChild(new Enemy('Roomba'))); enemies.push(game.addChild(new Enemy('Roomba'))); // Position enemies enemies[0].x = LK.screen.width / 2; enemies[0].y = LK.screen.height / 2; enemies[1].x = LK.screen.width / 4; enemies[1].y = LK.screen.height / 4; // Define a function to get the tile at a given position function getTileAtPosition(x, y) { var index = Math.floor(y / 100) * gridSize + Math.floor(x / 100); return grid[index]; }
===================================================================
--- original.js
+++ change.js
@@ -371,9 +371,10 @@
window.scoreBoardInitialized = true;
}
// Update score dynamically without recreating the scoreboard elements
// Update score dynamically without recreating the scoreboard elements
-window.cheeseScoreIcon.setText(LK.getScore().toString());
+// Update cheese score display with the internal cheese score variable
+window.cheeseScoreIcon.setText(cheeseScore.toString());
// Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners
var onScreenController = game.addChild(new OnScreenController());
// Event listener for A button press to pick up the cheese using a refined proximity check and method encapsulation
onScreenController.aButton.on('down', function () {
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.