User prompt
When s cheese is picked up set it's visibility to false, and set the visibility of the cheese icon ontop of the characters head to true
User prompt
Character.must be able to pick up only one cheese at a time
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'visible')' in or related to this line: 'cheeseIcon.visible = false; // Disable cheese icon on character head' Line Number: 296
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'visible')' in or related to this line: 'cheeseIcon.visible = false; // Disable cheese icon on character head' Line Number: 296
User prompt
Debug the cheese interactions, icons and instances is not working
User prompt
Refsctor cheese pick up logic to support multiple cheese assets
User prompt
Fix the bug, picking up cheese not working
User prompt
Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'return Math.abs(obj1.x - lastCheese.x) < threshold && Math.abs(obj1.y - lastCheese.y) < threshold;' Line Number: 334
User prompt
Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'return Math.abs(obj1.x - obj2.x) < threshold && Math.abs(obj1.y - obj2.y) < threshold;' Line Number: 332
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'cheese.x = holeTile.x; // Place cheese on hole tile' Line Number: 275
User prompt
Place 2 pieces of cheese on the floor
User prompt
Place the cheese on the floor, following the current rules
User prompt
Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'if (cheese) {' Line Number: 489
User prompt
Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'if (cheese) {' Line Number: 486
User prompt
Add support to allow the game to instantiate more than one.cheese at a time
User prompt
Please fix the bug: 'ReferenceError: cheese is not defined' in or related to this line: 'if (cheese) {' Line Number: 485
User prompt
Add support to allow the game to instantiate more than one.cheese at a time
User prompt
Debug and fix why the text is not bold
User prompt
Make the font extra bold
User prompt
Add arial black as the font for the scoreboard
Code edit (1 edits merged)
Please save this source code
User prompt
Pick a bold font for the score board, don't use comic sans
User prompt
Make the scoreboard text bold pick a fun font
User prompt
Check the cheese lerp so it goes correctly to the scoreboard position
Code edit (1 edits merged)
Please save this source code
/**** * 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 }); }); // Modular Enemy class to support different enemy types var Enemy = Container.expand(function (type) { var self = Container.call(this); var shadowAssetId, enemyAssetId, shadowScale, enemySpeed; // Enemy type enumerator with stats var EnemyTypes = { Roomba: { shadowAssetId: 'CircularShadow', enemyAssetId: 'Roomba', shadowScale: 3.2, enemySpeed: 2 } // Define additional enemy types here }; // Retrieve enemy type stats var enemyStats = EnemyTypes[type]; if (!enemyStats) { console.error('Unknown enemy type:', type); return; } shadowAssetId = enemyStats.shadowAssetId; enemyAssetId = enemyStats.enemyAssetId; shadowScale = enemyStats.shadowScale; enemySpeed = enemyStats.enemySpeed; // Attach a shadow asset to the enemy and make it semitransparent var shadowGraphics = self.attachAsset(shadowAssetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, scaleX: shadowScale, scaleY: shadowScale // zIndex removed }); var enemyGraphics = self.attachAsset(enemyAssetId, { anchorX: 0.5, anchorY: 0.5 // zIndex removed }); // Adjust shadow position relative to the enemy shadowGraphics.x = enemyGraphics.x; shadowGraphics.y = enemyGraphics.y + 40; // Slightly below the enemy for a realistic shadow effect // Set enemy speed self.speed = enemySpeed; // Enemy movement logic self.move = function () { // Movement logic remains the same if (self.targetTile) { var distanceToTarget = Math.sqrt(Math.pow(self.x - self.targetTile.x, 2) + Math.pow(self.y - self.targetTile.y, 2)); } if (distanceToTarget < 10 || !self.targetTile) { self.targetTile = floorTiles[Math.floor(Math.random() * floorTiles.length)]; } var angle = Math.atan2(self.targetTile.y - self.y, self.targetTile.x - self.x); var currentAngle = enemyGraphics.rotation; var targetAngle = angle; var angleDifference = targetAngle - currentAngle; angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI; enemyGraphics.rotation += angleDifference * 0.1; var distance = Math.sqrt(Math.pow(self.targetTile.x - self.x, 2) + Math.pow(self.targetTile.y - self.y, 2)); var moveStep = self.speed / distance; self.x += (self.targetTile.x - self.x) * moveStep; self.y += (self.targetTile.y - self.y) * moveStep; }; }); // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // Add a background for the on screen controllers var yPosAdjustment = -180; var buttonYPosAdjustment = -273.2; var dpadButtonSize = 290; // Removed redundant tint application on A and B buttons LK.screen = { width: 2048, height: 2732 }; // Initialize screen dimensions var aButtonPosition = { x: LK.screen.width * 0.75, y: LK.screen.height * 0.85 + buttonYPosAdjustment + LK.screen.height * 0.055 }; var buttonSize = { width: 400, height: 400 }; var dPadSize = { width: 750, height: 750 }; this.aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: LK.screen.width * 0.24, y: LK.screen.height * 0.89 + yPosAdjustment - 10, width: dPadSize.width, height: dPadSize.height }); self.setChildIndex(dpadBase, self.children.length - 1); var dpadLeft = self.attachAsset('dpadButtonLeft', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 300, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 3 }); var moveInterval; function startMovingCharacter(xDir, yDir) { if (moveInterval) { LK.clearInterval(moveInterval); } isCharacterMoving = true; moveCharacter(xDir, yDir); moveInterval = LK.setInterval(function () { moveCharacter(xDir, yDir); }, 150); } dpadLeft.on('down', function () { startMovingCharacter(-1, 0); }); var dpadUp = self.attachAsset('dpadButtonUp', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 300, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 0 }); dpadUp.on('down', function () { startMovingCharacter(0, -1); }); var dpadRight = self.attachAsset('dpadButtonRight', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 300, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 1 }); dpadRight.on('down', function () { startMovingCharacter(1, 0); }); var dpadDown = self.attachAsset('dpadButtonDown', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 300, width: dpadButtonSize, height: dpadButtonSize, alpha: 0, // Tint arrow yellow orientation: 2 }); dpadDown.on('down', function () { startMovingCharacter(0, 1); }); function stopMovingCharacter() { isCharacterMoving = false; LK.clearInterval(moveInterval); } dpadLeft.on('up', stopMovingCharacter); dpadUp.on('up', stopMovingCharacter); dpadRight.on('up', stopMovingCharacter); dpadDown.on('up', stopMovingCharacter); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf9e076 // Fun yellow background }); /**** * Game Code ****/ // Initialize scoreboard container and elements once and update score dynamically if (!window.scoreBoardInitialized) { window.scoreBoardContainer = new Container(); var scoreBoardX = 200, scoreBoardY = 125; var cheeseIconForScore = window.scoreBoardContainer.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: -50, y: 0 }); window.cheeseScoreIcon = new Text2('0', { size: 50, fill: "#ffffff", font: "Arial Black", // Fun font fontWeight: 'bold', // Corrected to use 'bold' for extra bold effect x: 20, y: -25 }); window.scoreBoardContainer.addChild(window.cheeseScoreIcon); window.scoreBoardContainer.x = scoreBoardX; window.scoreBoardContainer.y = scoreBoardY; LK.gui.addChild(window.scoreBoardContainer); window.scoreBoardInitialized = true; } // Update score dynamically without recreating the scoreboard elements window.cheeseScoreIcon.setText(LK.getScore().toString()); // Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners var onScreenController = game.addChild(new OnScreenController()); // Event listener for A button press to pick up the cheese using a refined proximity check and method encapsulation onScreenController.aButton.on('down', function () { // Check proximity for pickup or placement of the last cheese in the array if (cheeses.length > 0 && isWithinProximity(character, cheeses[cheeses.length - 1], 75) && !cheesePlaced) { var cheese = cheeses[cheeses.length - 1]; console.log('Cheese picked up!'); cheese.visible = false; // Hide cheese from the game cheeseIcon.visible = true; // Show cheese icon on character head // Show UI icon indicating cheese has been picked up if (!cheeseIcon) { cheeseIcon = character.attachAsset('cheese', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -character.height * 0.75, scaleX: 0.5, scaleY: 0.5, visible: false // Initially hide the cheese icon }); } cheesePlaced = true; // Set cheese placement flag to true // Remove picked up cheese from the array cheeses.pop(); } // If character is on the hole tile and carrying cheese if (cheesePlaced && isWithinProximity(character, holeTile, 75)) { console.log('Cheese placed on hole tile!'); cheeseIcon.visible = false; // Disable cheese icon on character head cheesePlaced = false; // Reset cheese placement flag // Lerp cheese icon to scoreboard and update score var lerpDuration = 500; // Duration of the lerp in milliseconds var startTime = Date.now(); // Start time of the lerp var startPos = { x: character.x, y: character.y }; // Starting position of the cheese icon var endPos = { x: window.scoreBoardContainer.x + window.cheeseScoreIcon.x, y: window.scoreBoardContainer.y + window.cheeseScoreIcon.y }; // End position at the scoreboard var lerpInterval = LK.setInterval(function () { var currentTime = Date.now(); var timeElapsed = currentTime - startTime; var lerpFactor = timeElapsed / lerpDuration; if (lerpFactor >= 1) { LK.clearInterval(lerpInterval); // Stop the lerp when it's complete LK.setScore(LK.getScore() + 1); // Add one cheese to the score window.cheeseScoreIcon.setText(LK.getScore().toString()); // Update cheese score display cheeseIcon = null; // Reset cheese icon } }, 16); // Update approximately every 16ms (~60fps) // Create a new cheese instance to replace the placed cheese var newCheese = game.addChild(new Cheese()); var randomFloorTile = floorTiles[Math.floor(Math.random() * floorTiles.length)]; newCheese.x = randomFloorTile.x; newCheese.y = randomFloorTile.y; cheeses.push(newCheese); // Add the new cheese to the cheeses array } }); // Helper function to check if two objects are within a certain distance function isWithinProximity(obj1, obj2, threshold) { // Ensure we're checking against the last cheese in the array for proximity // Ensure we're checking against the last cheese in the array for proximity if (cheeses.length > 0) { var lastCheese = cheeses[cheeses.length - 1]; return Math.abs(obj1.x - lastCheese.x) < threshold && Math.abs(obj1.y - lastCheese.y) < threshold; } return false; // Return false if there are no cheeses } // This block intentionally left blank to signify removal of the above code var isCharacterMoving = false; // Function to move character based on direction var dpadButtonSize = { width: 450, height: 450 }; function moveCharacter(xDir, yDir) { var nextX = character.x + xDir * tileWidth; var nextY = character.y + yDir * tileHeight; // Check if the next position is within the grid boundaries if (nextX >= gridOffsetX && nextX <= gridOffsetX + gridSize * tileWidth && nextY >= gridOffsetY && nextY <= gridOffsetY + gridSize * tileHeight) { // Check if the next tile is not a wall var nextTileIndex = Math.floor((nextY - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth); if (floorTiles.includes(grid[nextTileIndex]) || holeTile && grid[nextTileIndex].x === holeTile.x && grid[nextTileIndex].y === holeTile.y) { character.x = nextX; character.y = nextY; character.currentTile = grid[nextTileIndex]; } } } LK.screen = { width: 2048, height: 2732 }; // Initialize screen dimensions var gridSize = 10; var character; var cheeses = []; // Initialize an array to hold multiple cheese instances var cheeses = []; // Initialize an array to hold multiple cheese instances var cheeseIcon = game.addChild(new Container()); // Initialize cheeseIcon as a new Container to prevent TypeError when setting visibility var wallTiles = []; var floorTiles = []; var grid = new Array(gridSize * gridSize); var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var gridOffsetX = (LK.screen.width - tileWidth * gridSize) / 2; // Corrected grid offset X calculation var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.15; // Corrected grid offset Y calculation // Move the onScreenController initialization to the top of Game Code section to ensure it's available before adding event listeners var onScreenController = game.addChild(new OnScreenController()); // Removed the A button press event listener for picking up cheese based on tile comparison function createTiles() { // Create a black square background for the grid var gridBackground = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9, height: LK.screen.height * .6, tint: 0xFFA500 // Apply orange tint }); game.addChild(gridBackground); var gridBackgroundShrunk = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .9 - 50, height: LK.screen.height * .6 - 50, tint: 0x000000 // Apply black tint }); game.addChild(gridBackgroundShrunk); game.setChildIndex(gridBackgroundShrunk, game.getChildIndex(gridBackground) + 1); for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); var tile; var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching var tileHeight = tileWidth; // Ensure square tiles for a uniform grid var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2; // Adjust grid offset to account for new tile width var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15; // Adjust grid offset to account for new tile height if (!(x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1)) { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); floorTiles.push(tile); game.addChild(tile); grid[i] = tile; } } // Add walls after floor tiles to ensure they render on top for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { var tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); wallTiles.push(tile); game.addChild(tile); grid[i] = tile; } } } createTiles(); // Function to check if a tile is in a corner function isTileInCorner(tile) { var corners = [{ x: LK.screen.width / 2 - tileWidth * gridSize / 2, y: LK.screen.height / 2 - tileHeight * gridSize / 2 }, { x: LK.screen.width / 2 - tileWidth * gridSize / 2, y: LK.screen.height / 2 + tileHeight * (gridSize - 1) / 2 }, { x: LK.screen.width / 2 + tileWidth * (gridSize - 1) / 2, y: LK.screen.height / 2 - tileHeight * gridSize / 2 }, { x: LK.screen.width / 2 + tileWidth * (gridSize - 1) / 2, y: LK.screen.height / 2 + tileHeight * (gridSize - 1) / 2 }]; return corners.some(function (corner) { return Math.abs(tile.x - corner.x) < tileWidth / 2 && Math.abs(tile.y - corner.y) < tileHeight / 2; }); } // Select a random wall tile and replace it with a hole tile, ensuring it's not in a corner var validWallTiles = wallTiles.filter(function (tile) { // Exclude tiles that are in the corners by checking their position against the grid's corners return !isTileInCorner(tile); }); var randomWallTile = validWallTiles[Math.floor(Math.random() * validWallTiles.length)]; var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y }); game.addChild(holeTile); game.removeChild(randomWallTile); var randomWallTileIndex = wallTiles.indexOf(randomWallTile); wallTiles[randomWallTileIndex] = holeTile; var isGameStarted = false; var cheesePlaced = false; LK.on('tick', function () { if (!isGameStarted) { isGameStarted = true; // Ensure game start logic is only triggered once character = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5, x: holeTile.x, y: holeTile.y - 50, scaleX: 1.5, scaleY: 1.5 // zIndex removed }); var currentCheesePosition = { x: 0, y: 0 }; // Initialize variable to store cheese position if (!cheesePlaced) { // Ensure cheese is initialized before accessing its properties if (cheeses.length > 0) { currentCheesePosition.x = cheeses[cheeses.length - 1].x; // Save current cheese x position } if (cheeses.length > 0) { currentCheesePosition.y = cheeses[cheeses.length - 1].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)]; // Place first piece of cheese var cheese1 = game.addChild(new Cheese()); cheese1.x = randomFloorTile.x; cheese1.y = randomFloorTile.y; cheeses.push(cheese1); // Add the first cheese to the cheeses array // Place second piece of cheese on a different floor tile var secondFloorTile = targetTiles.filter(function (tile) { return tile !== randomFloorTile; })[Math.floor(Math.random() * (targetTiles.length - 1))]; var cheese2 = game.addChild(new Cheese()); cheese2.x = secondFloorTile.x; cheese2.y = secondFloorTile.y; cheeses.push(cheese2); // Add the second cheese to the cheeses array cheesePlaced = true; } var characterShadow = LK.getAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, x: -15, y: 50, scaleX: 0.6, scaleY: 0.6, alpha: 0.5 // zIndex removed }); character.addChild(characterShadow); character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(character); } // Iterate over enemies array to move each enemy enemies.forEach(function (enemy) { enemy.move(); }); }); // Create instances of enemies and store them in an array var enemies = []; enemies.push(game.addChild(new Enemy('Roomba'))); enemies.push(game.addChild(new Enemy('Roomba'))); // Position enemies enemies[0].x = LK.screen.width / 2; enemies[0].y = LK.screen.height / 2; enemies[1].x = LK.screen.width / 4; enemies[1].y = LK.screen.height / 4; // Define a function to get the tile at a given position function getTileAtPosition(x, y) { var index = Math.floor(y / 100) * gridSize + Math.floor(x / 100); return grid[index]; }
===================================================================
--- original.js
+++ change.js
@@ -251,17 +251,19 @@
if (cheeses.length > 0 && isWithinProximity(character, cheeses[cheeses.length - 1], 75) && !cheesePlaced) {
var cheese = cheeses[cheeses.length - 1];
console.log('Cheese picked up!');
cheese.visible = false; // Hide cheese from the game
+ cheeseIcon.visible = true; // Show cheese icon on character head
// Show UI icon indicating cheese has been picked up
if (!cheeseIcon) {
cheeseIcon = character.attachAsset('cheese', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -character.height * 0.75,
scaleX: 0.5,
- scaleY: 0.5
+ scaleY: 0.5,
+ visible: false // Initially hide the cheese icon
});
}
cheesePlaced = true; // Set cheese placement flag to true
// Remove picked up cheese from the array
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.