User prompt
Smooth the rotation
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Make the roomba rotate to face the direction it's going
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Make it's movement more consistent
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Slowdown the room as movement
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distanceToTarget = Math.sqrt(Math.pow(self.x - self.targetTile.x, 2) + Math.pow(self.y - self.targetTile.y, 2));' Line Number: 37
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Select another random floor tile just until the roomba has reached the current tile
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Lerp Roomba movements
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Make te romba move to random floor tiles every 2 seconds
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Remove patrol logic
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Debug the roomba movement is jaggery
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Redo the patrol logic, make the roomba go to a random floor tile and upon reaching that tile select another random tile
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Make the roomba movement less erratic
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Create a more dynamic patrol path
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Don't allow the roomba to walk over wall tiles
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Constrain the roomba movement to the grid size
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Make the roomba patrol the floor
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Create a enemy using the roomba asset
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Place the roomba on a random floor tile
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Instance a roomba
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Delete the text boxes
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Move the text down closer to the on screen buttons
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Justify the text
Code edit (1 edits merged)
Please save this source code
/**** * Classes ****/ // Create a new class for the enemy var Enemy = Container.expand(function () { var self = Container.call(this); // Attach the Roomba asset to the enemy var enemyGraphics = self.attachAsset('Roomba', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the current point index for the patrol path self.currentPointIndex = 0; // Set enemy speed self.speed = 2; // Move enemy to random floor tile every 2 seconds self.move = function () { // Check if the enemy is close to the current target tile 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) { // Select a new random floor tile as the target self.targetTile = floorTiles[Math.floor(Math.random() * floorTiles.length)]; } // Calculate angle to rotate Roomba towards target tile var angle = Math.atan2(self.targetTile.y - self.y, self.targetTile.x - self.x); // Smooth rotation towards the target angle var currentAngle = enemyGraphics.rotation; var targetAngle = angle; // Calculate the shortest direction to rotate var angleDifference = targetAngle - currentAngle; angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI; // Apply a fraction of the difference to smooth out the rotation enemyGraphics.rotation += angleDifference * 0.1; // Linear interpolation for smoother movement towards the target tile // Calculate the distance to the target tile 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; // Ensure the Roomba moves at a consistent speed towards the target tile 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: 403.01 }; var aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height }); // Removed tint application // 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, scaleX: LK.screen.width * 0.003, scaleY: LK.screen.width * 0.003 }); // Move dpad base to the top of the display list so it appears on top of the arrows 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 }); // Refactored D-pad control to use moveCharacter function for cleaner code 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); }); // Consolidate dpad 'up' event handlers into a single function 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 ****/ LK.screen = { width: 2048, height: 2732 }; // Initialize screen dimensions 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]) || grid[nextTileIndex] === holeTile) { 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 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 var onScreenController = game.addChild(new OnScreenController()); 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: 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; }); } // 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) { 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; // Initialize game start flag at the top of the Game Code section to ensure it's defined before usage var isGameStarted = false; // Create an instance of the enemy var enemy = game.addChild(new Enemy()); // Position enemy at the center of the screen enemy.x = LK.screen.width / 2; enemy.y = LK.screen.height / 2; 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 }); 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); character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(character); } // Move the enemy enemy.move(); }); // 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
@@ -24,9 +24,16 @@
self.targetTile = floorTiles[Math.floor(Math.random() * floorTiles.length)];
}
// Calculate angle to rotate Roomba towards target tile
var angle = Math.atan2(self.targetTile.y - self.y, self.targetTile.x - self.x);
- enemyGraphics.rotation = angle;
+ // Smooth rotation towards the target angle
+ var currentAngle = enemyGraphics.rotation;
+ var targetAngle = angle;
+ // Calculate the shortest direction to rotate
+ var angleDifference = targetAngle - currentAngle;
+ angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI;
+ // Apply a fraction of the difference to smooth out the rotation
+ enemyGraphics.rotation += angleDifference * 0.1;
// Linear interpolation for smoother movement towards the target tile
// Calculate the distance to the target tile
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;
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.