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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadRight.on('down', function () {' Line Number: 43
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'dpadUp.on('down', function () {' Line Number: 21
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Make the controllers bigger and add input feedback
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Scale up the buttons when pressed
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Rotate the button arrow sprite 180 degrees
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Make the Arrows a bit smaller
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Mãe the d pad base bigger and the d pad arrow bigger and bring them inside the base
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Rotate the d pad arrow assets to reflect the direction
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Arrange the d pad and buttons like a Gameboy
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1); // Move up' Line Number: 124
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Please fix the bug: 'Uncaught ReferenceError: dpadUp is not defined' in or related to this line: 'dpadUp.on('down', function () {' Line Number: 91
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Encapsule the in screen controller on a class and bring them up 10%
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, -1); // Move up' Line Number: 89
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Implement an on screed de path and a A and B button
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If the hole tile is in a corner roll again
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Remove character movement
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Please fix the bug: 'ReferenceError: moveCharacter is not defined' in or related to this line: 'moveCharacter(0, 1); // Move down' Line Number: 50
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Delete path finding, highlight on touch tiles and unused code
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Add collision to the walls
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Block character to move in wall tiles
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Remove collision to the floor
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Make the character move one tile using swipes
Code edit (1 edits merged)
Please save this source code
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Delete patrol
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Refsctor the code
/****
* Classes
****/
// OnScreenController class encapsulating A, B buttons and D-pad
var OnScreenController = Container.expand(function () {
var self = Container.call(this);
// 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 dpadUp = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y - 100,
width: 120,
// Made dpadButton smaller
height: 120
});
// D-pad button event listeners with input feedback
dpadUp.on('down', function () {
console.log('D-pad Up pressed');
dpadUp.scaleX = 1.2; // Scale up by 20%
dpadUp.scaleY = 1.2; // Scale up by 20%
});
var dpadRight = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x + 100,
y: dpadBase.y,
width: 120,
height: 120,
orientation: 3 // Rotate 180 degrees
});
dpadRight.on('down', function () {
console.log('D-pad Right pressed');
dpadRight.scaleX = 1.2; // Scale up by 20%
dpadRight.scaleY = 1.2; // Scale up by 20%
});
dpadDown.on('down', function () {
console.log('D-pad Down pressed');
dpadDown.scaleX = 1.2; // Scale up by 20%
dpadDown.scaleY = 1.2; // Scale up by 20%
});
dpadLeft.on('down', function () {
console.log('D-pad Left pressed');
dpadLeft.scaleX = 1.2; // Scale up by 20%
dpadLeft.scaleY = 1.2; // Scale up by 20%
});
var yPosAdjustment = -273.2; // 10% of 2732 (screen height)
// A and B buttons
var aButton = self.attachAsset('aButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1848,
// Adjusted for Gameboy layout
y: 2432 + yPosAdjustment // Adjusted for Gameboy layout
});
var bButton = self.attachAsset('bButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1648,
// Adjusted for Gameboy layout
y: 2432 + yPosAdjustment // Adjusted for Gameboy layout
});
// A and B button event listeners
aButton.on('down', function () {
console.log('A button pressed');
// Implement A button action here
aButton.scaleX = 1.2; // Scale up by 20%
aButton.scaleY = 1.2; // Scale up by 20%
});
bButton.on('down', function () {
console.log('B button pressed');
// Implement B button action here
bButton.scaleX = 1.2; // Scale up by 20%
bButton.scaleY = 1.2; // Scale up by 20%
});
// 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 dpadUp = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y - 100,
width: 120,
// Made dpadButton smaller
height: 120
});
var dpadRight = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x + 100,
y: dpadBase.y,
width: 120,
height: 120,
orientation: 3 // Rotate 180 degrees
});
var dpadDown = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x,
y: dpadBase.y + 100,
width: 120,
// Made dpadButton smaller
height: 120,
orientation: 2
});
var dpadLeft = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: dpadBase.x - 100,
y: dpadBase.y,
width: 120,
// Made dpadButton smaller
height: 120,
orientation: 3
});
});
/****
* Initialize Game
****/
// Instantiate and add OnScreenController to the game
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Define character movement logic
function moveCharacter(dx, dy) {
// Calculate new position based on direction
var newX = character.x + dx * 100;
var newY = character.y + dy * 100;
// Check if new position is within bounds and not a wall
var newTile = getTileAtPosition(newX, newY);
if (newTile && !wallTiles.includes(newTile)) {
// 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;
game.on('down', function (obj) {
if (isGameStarted) {
touchStartPos = obj.event.getLocalPosition(game);
}
});
game.on('up', function (obj) {
if (isGameStarted && touchStartPos) {
touchEndPos = obj.event.getLocalPosition(game);
var dx = touchEndPos.x - touchStartPos.x;
var dy = touchEndPos.y - touchStartPos.y;
var absDx = Math.abs(dx);
var absDy = Math.abs(dy);
if (absDx > 20 || absDy > 20) {
// Threshold for swipe detection
if (absDx > absDy) {
// Horizontal swipe
if (dx > 0) {
console.log('Swipe Right');
moveCharacter(1, 0); // Move right
} else {
console.log('Swipe Left');
moveCharacter(-1, 0); // Move left
}
} else {
// Vertical swipe
if (dy > 0) {
console.log('Swipe Down');
moveCharacter(0, 1); // Move down
} else {
console.log('Swipe Up');
moveCharacter(0, -1); // Move up
}
}
}
touchStartPos = null; // Reset start position
}
});
function initializeGame() {
return game;
}
var game = initializeGame();
var gridSize = 10;
var character;
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
});
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
@@ -26,8 +26,17 @@
console.log('D-pad Up pressed');
dpadUp.scaleX = 1.2; // Scale up by 20%
dpadUp.scaleY = 1.2; // Scale up by 20%
});
+ var dpadRight = self.attachAsset('dpadButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: dpadBase.x + 100,
+ y: dpadBase.y,
+ width: 120,
+ height: 120,
+ orientation: 3 // Rotate 180 degrees
+ });
dpadRight.on('down', function () {
console.log('D-pad Right pressed');
dpadRight.scaleX = 1.2; // Scale up by 20%
dpadRight.scaleY = 1.2; // Scale up by 20%
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