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fix the code, please
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'cheese.y = randomFloorTile.y;' Line Number: 256
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'cheese.x = randomFloorTile.x;' Line Number: 252
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'randomFloorTile = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 246
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refactor the cheese logic to support more than one cheese at the time
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'randomFloorTile2 = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 244
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomFloorTile2 = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 239
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomFloorTile2 = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 239
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomFloorTile2 = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 239
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomFloorTile2 = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 239
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomFloorTile2 = floorTiles[Math.floor(Math.random() * floorTiles.length)];' Line Number: 237
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add 2 pieces of cheese to the map
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redo the scoreboard so it can be freely placed on the screen
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move the scoreboard text to the right side of the cheese icon
Code edit (4 edits merged)
Please save this source code
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debug and fix cannot move the position of the scoreboard text
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before turning the visibility of the cheese after reaching the hole, lerp the cheese from the hole to the score board position, turn off its visibility when it reaches the scoreboard
Code edit (3 edits merged)
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give me control over the text score placement
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: scoreBoardX is not defined' in or related to this line: 'var cheeseIconForScore = LK.getAsset('cheese', {' Line Number: 239
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create variables for placing the cheeseScoreCounter
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Please fix the bug: 'Uncaught ReferenceError: cheeseScoreIcon is not defined' in or related to this line: 'LK.gui.topLeft.addChild(cheeseScoreIcon);' Line Number: 252
Code edit (12 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) { if (floorTiles && floorTiles.length > 0) { 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 = 270; // 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: 700, height: 700 }; 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 an array to store multiple cheeses var cheeses = []; // Define the number of cheeses to create var numberOfCheeses = 3; // Example: create 3 cheeses // Create multiple cheese instances and place them on random floor tiles for (var i = 0; i < numberOfCheeses; i++) { var cheese = game.addChild(new Cheese()); var randomFloorTile; do { if (floorTiles && floorTiles.length > 0) { randomFloorTile = floorTiles[Math.floor(Math.random() * floorTiles.length)]; } } while (cheeses.some(function (c) { return c.x === randomFloorTile.x && c.y === randomFloorTile.y; })); if (randomFloorTile) { cheese.x = randomFloorTile.x; cheese.y = randomFloorTile.y; } cheeses.push(cheese); } // Create cheese icon for score display // Variables for customizable scoreboard placement var scoreBoardX = 170; // X position of the scoreboard var scoreBoardY = 120; // Y position of the scoreboard var cheeseIconForScore = LK.getAsset('cheese', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: scoreBoardX, y: scoreBoardY }); LK.gui.addChild(cheeseIconForScore); // Variables for customizable cheese score text placement var cheeseScoreTextX = scoreBoardX + 80; // Adjust X position of the cheese score text to the right of the cheese icon var cheeseScoreTextY = 0; // Y position of the cheese score text remains the same var cheeseScoreIcon = new Text2('0', { size: 150, fill: "#ffffff", x: cheeseScoreTextX, y: cheeseScoreTextY }); LK.gui.topLeft.addChild(cheeseScoreIcon); // 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 && isWithinProximity(character, holeTile, 75)) { console.log('Cheese placed on hole tile!'); cheese.x = holeTile.x; // Place cheese on hole tile cheese.y = holeTile.y; cheese.visible = true; // Make cheese visible on the hole tile // Disable cheese icon on character head if (cheeseIcon) { cheeseIcon.visible = false; } // Lerp cheese to scoreboard and turn off visibility upon reaching var lerpDuration = 500; // Duration of the lerp in milliseconds var startTime = Date.now(); // Start time of the lerp var startPos = { x: cheese.x, y: cheese.y }; // Starting position of the cheese var endPos = { x: cheeseIconForScore.x, y: cheeseIconForScore.y }; // End position (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 cheeseScoreIcon.setText(LK.getScore().toString()); // Update cheese score display cheesePlaced = false; // Reset cheese placement flag cheese.visible = false; // Turn cheese visibility off } else { // Update cheese position based on lerp factor cheese.x = startPos.x + (endPos.x - startPos.x) * lerpFactor; cheese.y = startPos.y + (endPos.y - startPos.y) * lerpFactor; } }, 16); // Update approximately every 16ms (~60fps) } else if (cheese && isWithinProximity(character, cheese, 75)) { // Check if cheese is initialized and within a refined proximity to the character for pickup console.log('Cheese picked up!'); cheese.visible = false; // Hide cheese from the game // Show UI icon indicating cheese has been picked up // Attach cheese icon to character head 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) { 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 cheese; // Initialize cheese variable globally var cheeseIcon; // Declare cheeseIcon as a global variable var wallTiles = []; var floorTiles = []; // Ensure floorTiles array is initialized at the start of the game to prevent 'undefined' errors if (!Array.isArray(floorTiles)) { floorTiles = []; createTiles(); // Initialize floorTiles array by calling createTiles function } 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 (cheese) { currentCheesePosition.x = cheese.x; // Save current cheese x position } if (cheese) { 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)]; cheese = game.addChild(new Cheese()); cheese.x = randomFloorTile.x; cheese.y = randomFloorTile.y; 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
@@ -352,11 +352,12 @@
var cheese; // Initialize cheese variable globally
var cheeseIcon; // Declare cheeseIcon as a global variable
var wallTiles = [];
var floorTiles = [];
-// Ensure floorTiles is initialized before any operations to prevent undefined error
-if (typeof floorTiles === 'undefined' || !Array.isArray(floorTiles) || floorTiles.length === 0) {
- createTiles(); // Call createTiles to initialize floorTiles array properly
+// Ensure floorTiles array is initialized at the start of the game to prevent 'undefined' errors
+if (!Array.isArray(floorTiles)) {
+ floorTiles = [];
+ createTiles(); // Initialize floorTiles array by calling createTiles function
}
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
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.