User prompt
select a random wall tile and save it on a variable
User prompt
create a hole asset on the position of the randomWallTile
User prompt
select at random one of the wall tiles and save it on a varibale
User prompt
surround the grid with wall tile assets
Code edit (1 edits merged)
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User prompt
center the grid to the screen
User prompt
create a grid, expose the grid size make it square
Code edit (1 edits merged)
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place the hole tile on top a random wall tile
User prompt
replace a random wall tile with a tile name hole
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remove all references for the character and its shadow
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when clearing the highlight return the tile color to its orignal color
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Please fix the bug: 'ReferenceError: selectedTileColor is not defined' in or related to this line: 'tile.tint = selectedTileColor;' Line Number: 72
Code edit (2 edits merged)
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save the selected tile color as a variable, save the tile color as a variable
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move character to path destination on touch up
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character cannot spawn, move, or be placed ontop of wall tiles
Code edit (1 edits merged)
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force character to not spawn or walk over wall tiles
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: AED4D4 is not defined' in or related to this line: 'tile.tint = AED4D4;' Line Number: 51
Code edit (1 edits merged)
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tint the floor tile light teal
Code edit (5 edits merged)
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character cannot spawn on a wall tile
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Define the grid size var gridSize = 15; // Create a 2D array to represent the grid var grid = new Array(gridSize); for (var i = 0; i < gridSize; i++) { grid[i] = new Array(gridSize); } // Initialize the grid with empty tiles and surround it with wall tiles var wallTiles = []; for (var x = 0; x < gridSize; x++) { for (var y = 0; y < gridSize; y++) { 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('emptyTile', { anchorX: 0.5, anchorY: 0.5, x: x * 100 + (2048 - gridSize * 100) / 2, y: y * 100 + (2732 - gridSize * 100) / 2 }); } game.addChild(tile); grid[x][y] = tile; } } // Select a random wall tile and save it in a variable var randomWallTile = wallTiles[Math.floor(Math.random() * wallTiles.length)];
===================================================================
--- original.js
+++ change.js
@@ -14,24 +14,10 @@
var grid = new Array(gridSize);
for (var i = 0; i < gridSize; i++) {
grid[i] = new Array(gridSize);
}
-// Select a random wall tile and save it in a variable
-var randomX, randomY;
-do {
- randomX = Math.floor(Math.random() * gridSize);
- randomY = Math.floor(Math.random() * gridSize);
-} while (randomX !== 0 && randomY !== 0 && randomX !== gridSize - 1 && randomY !== gridSize - 1);
-// Replace the random wall tile with a hole tile
-var holeTile = LK.getAsset('holeTile', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: randomX * 100 + (2048 - gridSize * 100) / 2,
- y: randomY * 100 + (2732 - gridSize * 100) / 2
-});
-game.addChild(holeTile);
-grid[randomX][randomY] = holeTile;
// Initialize the grid with empty tiles and surround it with wall tiles
+var wallTiles = [];
for (var x = 0; x < gridSize; x++) {
for (var y = 0; y < gridSize; y++) {
var tile;
if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) {
@@ -40,8 +26,9 @@
anchorY: 0.5,
x: x * 100 + (2048 - gridSize * 100) / 2,
y: y * 100 + (2732 - gridSize * 100) / 2
});
+ wallTiles.push(tile);
} else {
tile = LK.getAsset('emptyTile', {
anchorX: 0.5,
anchorY: 0.5,
@@ -51,5 +38,7 @@
}
game.addChild(tile);
grid[x][y] = tile;
}
-}
\ No newline at end of file
+}
+// Select a random wall tile and save it in a variable
+var randomWallTile = wallTiles[Math.floor(Math.random() * wallTiles.length)];
\ No newline at end of file
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