User prompt
Refactor and optimize the code, add variables for customization
User prompt
Offset shadow by 50% local
User prompt
Add a filter so the screen looks like s CRT tv
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'characterShadow.x = character.x;' Line Number: 240
User prompt
Please fix the bug: 'ReferenceError: characterShadow is not defined' in or related to this line: 'characterShadow.x = character.x;' Line Number: 240
User prompt
Make the shadow follow the character
User prompt
Place the shadow on the character feet
User prompt
Mirror the character sprite to face the correct direction when moving
User prompt
Offset the character 10 pixels up
User prompt
Bring the b button a bit up
User prompt
Make the pressed color darker
User prompt
Passing the bottom tint to all pressed buttons
User prompt
Create a variable button tint adding a dark grey
User prompt
Return to original color when released
User prompt
Tint buttons when pressed
User prompt
Make d pad buttons a bit bigger
User prompt
Move b botton downwards
User prompt
Tint A botton green and B button red
User prompt
Refsctor
User prompt
Add collision to the walls
User prompt
Add colo
User prompt
Add x
User prompt
Move the grid, walls floor, and character upward.on screen
User prompt
Move the character using the dpad
User prompt
Bring the game grid up in the screen
/**** * Classes ****/ // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // Customizable controller button positions and colors var buttonYPosAdjustment = -273.2; // Customizable Y position adjustment var aButtonColor = 0x00FF00; // Customizable A button color var bButtonColor = 0xFF0000; // Customizable B button color var aButtonPosition = { x: 1598, y: 2432 + buttonYPosAdjustment + 150 }; // Customizable A button position var bButtonPosition = { x: 1898, y: 2432 + buttonYPosAdjustment - 50 }; // Customizable B button position var aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, tint: aButtonColor // Use customizable A button color }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: bButtonPosition.x, y: bButtonPosition.y, tint: bButtonColor // Use customizable B button color }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: 300, // Kept on the left side for Gameboy layout y: 2432 + yPosAdjustment // Adjusted for Gameboy layout }); var dpadLeft = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 150, y: dpadBase.y, width: 250, height: 250, orientation: 3 // Correct orientation for left direction }); dpadLeft.on('down', function () { character.x -= 100; // Move character left by 100 pixels }); // A and B button event listeners var dpadUp = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 150, width: 250, height: 250, orientation: 0 // Correct orientation for up direction }); dpadUp.on('down', function () { character.y -= 100; // Move character up by 100 pixels }); aButton.on('down', function () { console.log('A button pressed'); aButton.tint = 0xAAAAAA; // Tint A button to a darker color when pressed }); aButton.on('up', function () { aButton.tint = 0x00FF00; // Return A button to original green color when released }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 150, y: dpadBase.y, width: 250, height: 250, orientation: 1 // Correct orientation for right direction }); dpadRight.on('down', function () { character.x += 100; // Move character right by 100 pixels }); bButton.on('down', function () { console.log('B button pressed'); bButton.tint = 0xAAAAAA; // Tint B button to a darker color when pressed }); bButton.on('up', function () { bButton.tint = 0xFF0000; // Return B button to original red color when released }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 150, width: 250, height: 250, orientation: 2 // Correct orientation for down direction }); dpadDown.on('down', function () { character.y += 100; // Move character down by 100 pixels }); }); /**** * Initialize Game ****/ // Instantiate and add OnScreenController to the game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var color = 0xFFFFFF; // Initialize color variable var x = 0; // Initialize x variable // Refactored character movement logic with customizable movement distance var movementDistance = 100; // Customizable movement distance function moveCharacter(dx, dy) { // Calculate new position based on direction and customizable distance var newX = character.x + dx * movementDistance; var newY = character.y + dy * movementDistance; // Check if new position is within bounds and if it's a wall tile var newTile = getTileAtPosition(newX, newY); if (newTile && wallTiles.indexOf(newTile) === -1) { // Move character to new position character.x = newX; character.y = newY; character.currentTile = newTile; } } var onScreenController = game.addChild(new OnScreenController()); // D-pad button event listeners moved inside OnScreenController class // Character movement function removed var touchStartPos = null; var touchEndPos = null; // Swipe movement 'down' event listener removed // Swipe movement 'up' event listener removed function initializeGame() { return game; } var game = initializeGame(); var gridSize = 10; var character; var characterShadow = LK.getAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var wallTiles = []; var floorTiles = []; var selectedTile; var tileOriginalColor; var isGameStarted = false; var grid = new Array(gridSize * gridSize); var fadeEffect = { alpha: 0, speed: 0.01 }; function createTiles() { for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); var tile; if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * 100 + (2048 - gridSize * 100) / 2, y: y * 100 + (2732 - gridSize * 100) / 2 }); wallTiles.push(tile); } else { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * 100 + (2048 - gridSize * 100) / 2, y: y * 100 + (2732 - gridSize * 100) / 2 }); floorTiles.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: 0, y: 0 }, { x: 0, y: (gridSize - 1) * 100 }, { x: (gridSize - 1) * 100, y: 0 }, { x: (gridSize - 1) * 100, y: (gridSize - 1) * 100 }]; return corners.some(function (corner) { return tile.x === corner.x && tile.y === corner.y; }); } // Select a random wall tile and replace it with a hole tile, ensuring it's not in a corner var randomWallTileIndex; var randomWallTile; do { randomWallTileIndex = Math.floor(Math.random() * wallTiles.length); randomWallTile = wallTiles[randomWallTileIndex]; } while (isTileInCorner(randomWallTile)); var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y }); game.addChild(holeTile); game.removeChild(randomWallTile); wallTiles[randomWallTileIndex] = holeTile; // Removed duplicate fadeEffect declaration LK.on('tick', function () { if (fadeEffect.alpha < 1) { fadeEffect.alpha += fadeEffect.speed; game.alpha = fadeEffect.alpha; } else if (!isGameStarted) { // Patrol points setup logic removed isGameStarted = true; // Ensure game start logic is only triggered once // Initialize game elements here after fade-in completes // Spawn an instance of the character on the hole tile character = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5, x: holeTile.x, y: holeTile.y - 10 }); var shadowOffsetY = 0.5; // Customizable shadow Y offset multiplier // Optimized shadow offset calculation characterShadow.x = character.x; characterShadow.y = character.y + characterShadow.height * shadowOffsetY; // Use customizable shadow Y offset multiplier character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(character); } }); // Removed duplicate character spawn and patrol points setup logic // 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]; } // Character movement logic removed
===================================================================
--- original.js
+++ change.js
@@ -3,24 +3,33 @@
****/
// OnScreenController class encapsulating A, B buttons and D-pad
var OnScreenController = Container.expand(function () {
var self = Container.call(this);
- // Adjusted positions up by 10%
- var yPosAdjustment = -273.2; // 10% of 2732 (screen height)
- // A and B buttons
+ // Customizable controller button positions and colors
+ var buttonYPosAdjustment = -273.2; // Customizable Y position adjustment
+ var aButtonColor = 0x00FF00; // Customizable A button color
+ var bButtonColor = 0xFF0000; // Customizable B button color
+ var aButtonPosition = {
+ x: 1598,
+ y: 2432 + buttonYPosAdjustment + 150
+ }; // Customizable A button position
+ var bButtonPosition = {
+ x: 1898,
+ y: 2432 + buttonYPosAdjustment - 50
+ }; // Customizable B button position
var aButton = self.attachAsset('aButton', {
anchorX: 0.5,
anchorY: 0.5,
- x: 1598,
- y: 2432 + yPosAdjustment + 150,
- tint: 0x00FF00 // Tint A button green
+ x: aButtonPosition.x,
+ y: aButtonPosition.y,
+ tint: aButtonColor // Use customizable A button color
});
var bButton = self.attachAsset('bButton', {
anchorX: 0.5,
anchorY: 0.5,
- x: 1898,
- y: 2432 + yPosAdjustment - 50,
- tint: 0xFF0000 // Tint B button red
+ x: bButtonPosition.x,
+ y: bButtonPosition.y,
+ tint: bButtonColor // Use customizable B button color
});
// D-pad
var dpadBase = self.attachAsset('dpadBase', {
anchorX: 0.5,
@@ -106,13 +115,14 @@
* Game Code
****/
var color = 0xFFFFFF; // Initialize color variable
var x = 0; // Initialize x variable
-// Define character movement logic
+// Refactored character movement logic with customizable movement distance
+var movementDistance = 100; // Customizable movement distance
function moveCharacter(dx, dy) {
- // Calculate new position based on direction
- var newX = character.x + dx * 100;
- var newY = character.y + dy * 100;
+ // Calculate new position based on direction and customizable distance
+ var newX = character.x + dx * movementDistance;
+ var newY = character.y + dy * movementDistance;
// Check if new position is within bounds and if it's a wall tile
var newTile = getTileAtPosition(newX, newY);
if (newTile && wallTiles.indexOf(newTile) === -1) {
// Move character to new position
@@ -227,11 +237,12 @@
anchorY: 0.5,
x: holeTile.x,
y: holeTile.y - 10
});
- // Update character shadow position to follow the character
+ var shadowOffsetY = 0.5; // Customizable shadow Y offset multiplier
+ // Optimized shadow offset calculation
characterShadow.x = character.x;
- characterShadow.y = character.y + characterShadow.height * 0.5; // Offset shadow by 50% of its local size
+ characterShadow.y = character.y + characterShadow.height * shadowOffsetY; // Use customizable shadow Y offset multiplier
character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile
game.addChild(character);
}
});
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.