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the player start on center of screen
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make that vision of player when the player moving it could go black area optimized that problem
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when game started the player has to be in center of screen
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make center of vision size for player optimize that in center of vision for moving on map
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make vision moving more faster than player moving optimize that
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make vision size bigger
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make that vision of player optimized moving
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make more slower than vision moving the player moving
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make player moving is more slower
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fix when game started seeing allwhere and optimize the character moving in center of vision
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optimize the character moving and vision angle and make that vision angle max 3 block and when player saw the are save it like memory
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the player may dont want to catch that creature so when we saw it there is to be leave section
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optimized both character moving and vision siize moving
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the player has to be in center of vision size
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the player and vision is not optimized make it together
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that vision works wrong but when player discovered the area it still looking
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the player should have vision angle like max 3 blocks
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player should have a vision like max 3 blocks
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make blocks bigger than character
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'gridY')' in or related to this line: 'for (var y = player.gridY - visibleRadius; y <= player.gridY + visibleRadius; y++) {' Line Number: 866
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fix it
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Compilation error[L861]: TypeError: Cannot read properties of undefined (reading 'gridY')
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Compilation error[L700]: Cannot read properties of undefined (reading 'parse')
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Generate the first version of the source code of my game: PokéQuest: Elemental Explorers. ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
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PokéQuest: Elemental Explorers
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
discoveredCreatures: {},
playerPosition: {
x: 10,
y: 10
},
unlockedAreas: {
starter: true
}
});
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Collection class to manage discovered creatures
var Collection = Container.expand(function () {
var self = Container.call(this);
// Collection components
self.visible = false;
self.background = null;
self.scrollContainer = null;
self.closeButton = null;
// Initialize collection screen
self.init = function () {
// Create darkened background
self.background = self.attachAsset('grassTile', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 2732
});
self.background.alpha = 0.9;
self.background.tint = 0x000000;
// Create scroll container for creatures
self.scrollContainer = new Container();
self.addChild(self.scrollContainer);
self.scrollContainer.x = 50;
self.scrollContainer.y = 200;
// Add title
var titleText = new Text2('CREATURE COLLECTION', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 50;
self.addChild(titleText);
// Create close button
self.closeButton = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1900,
y: 100
});
self.closeButton.interactive = true;
// Add X to close button
var closeText = new Text2('X', {
size: 60,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 1900;
closeText.y = 100;
self.addChild(closeText);
// Hide initially
self.visible = false;
return self;
};
// Show collection screen and populate with discovered creatures
self.show = function () {
self.visible = true;
// Clear existing creatures
while (self.scrollContainer.children.length > 0) {
self.scrollContainer.removeChild(self.scrollContainer.children[0]);
}
// Get discovered creatures from storage
var discoveredCreatures = storage.discoveredCreatures || {};
var creatureCount = Object.keys(discoveredCreatures).length;
// Show count
var countText = new Text2('DISCOVERED: ' + creatureCount + ' / 90', {
size: 50,
fill: 0xFFFFFF
});
countText.anchor.set(0.5, 0);
countText.x = 1024;
countText.y = 150;
self.addChild(countText);
// Create grid of discovered creatures
var gridX = 0;
var gridY = 0;
var itemsPerRow = 5;
var cellSize = 380;
// First add "undiscovered" placeholders for all possible combinations
var allTypes = ['bug', 'dark', 'dragon', 'electric', 'fairy', 'fighting', 'fire', 'flying', 'ghost', 'grass', 'ground', 'ice', 'normal', 'poison', 'psychic', 'rock', 'steel', 'water'];
var allRarities = ['common', 'uncommon', 'rare', 'epic', 'legendary'];
for (var t = 0; t < allTypes.length; t++) {
for (var r = 0; r < allRarities.length; r++) {
var type = allTypes[t];
var rarity = allRarities[r];
var key = type + '-' + rarity;
// Calculate grid position
gridX = (allRarities.length * t + r) % itemsPerRow;
gridY = Math.floor((allRarities.length * t + r) / itemsPerRow);
// Create cell container
var cell = new Container();
cell.x = gridX * cellSize;
cell.y = gridY * cellSize;
self.scrollContainer.addChild(cell);
if (discoveredCreatures[key]) {
// Discovered creature
var creatureGraphic = LK.getAsset(type + 'Creature', {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2 - 40
});
// Apply rarity styling
var rarityColor = 0xFFFFFF;
if (rarity === 'uncommon') rarityColor = 0x00FF00;
if (rarity === 'rare') rarityColor = 0x0000FF;
if (rarity === 'epic') rarityColor = 0xFF00FF;
if (rarity === 'legendary') rarityColor = 0xFFD700;
// Make rarer creatures slightly larger
var scale = 1.0;
if (rarity === 'uncommon') scale = 1.1;
if (rarity === 'rare') scale = 1.2;
if (rarity === 'epic') scale = 1.3;
if (rarity === 'legendary') scale = 1.5;
creatureGraphic.scale.set(scale, scale);
cell.addChild(creatureGraphic);
// Add info text
var infoText = new Text2(type.toUpperCase() + '\n' + rarity.toUpperCase(), {
size: 30,
fill: 0xFFFFFF
});
infoText.anchor.set(0.5, 0);
infoText.x = cellSize / 2;
infoText.y = cellSize / 2 + 40;
cell.addChild(infoText);
} else {
// Undiscovered creature (shadow)
var undiscoveredGraphic = LK.getAsset(type + 'Creature', {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2
});
undiscoveredGraphic.alpha = 0.2;
undiscoveredGraphic.tint = 0x000000;
cell.addChild(undiscoveredGraphic);
// Add question mark
var questionText = new Text2('?', {
size: 60,
fill: 0x999999
});
questionText.anchor.set(0.5, 0.5);
questionText.x = cellSize / 2;
questionText.y = cellSize / 2;
cell.addChild(questionText);
}
}
}
};
// Hide collection screen
self.hide = function () {
self.visible = false;
};
return self;
});
// Game dimensions and settings
// Creature class for encounters
var Creature = Container.expand(function () {
var self = Container.call(this);
// Creature properties
self.type = 'normal'; // Default type
self.rarity = 'common'; // Default rarity
self.gridX = 0;
self.gridY = 0;
self.captured = false;
// Rarity colors
self.rarityColors = {
common: 0xFFFFFF,
uncommon: 0x00FF00,
rare: 0x0000FF,
epic: 0xFF00FF,
legendary: 0xFFD700
};
// Type to biome mapping
self.typeBiomeMap = {
bug: 'forest',
dark: 'mountain',
dragon: 'mountain',
electric: 'grass',
fairy: 'forest',
fighting: 'mountain',
fire: 'desert',
flying: 'grass',
ghost: 'mountain',
grass: 'grass',
ground: 'desert',
ice: 'mountain',
normal: 'grass',
poison: 'forest',
psychic: 'grass',
rock: 'mountain',
steel: 'mountain',
water: 'water'
};
// Initialize creature with specific type, rarity, and position
self.init = function (type, rarity, gridX, gridY) {
self.type = type || self.getRandomType();
self.rarity = rarity || self.getRandomRarity();
self.gridX = gridX;
self.gridY = gridY;
// Create creature graphic
var creatureGraphics = self.attachAsset(self.type + 'Creature', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply rarity visual effect (glow or color)
var rarityColor = self.rarityColors[self.rarity] || 0xFFFFFF;
// Add glow effect for rare+ creatures
if (self.rarity !== 'common') {
// Make rarer creatures slightly larger
var scale = 1.0;
if (self.rarity === 'uncommon') scale = 1.1;
if (self.rarity === 'rare') scale = 1.2;
if (self.rarity === 'epic') scale = 1.3;
if (self.rarity === 'legendary') scale = 1.5;
creatureGraphics.scale.set(scale, scale);
}
// Position creature
self.x = self.gridX * 100 + 50; // Center of tile
self.y = self.gridY * 100 + 50; // Center of tile
return self;
};
// Generate a random creature type, weighted by biome
self.getRandomType = function (biome) {
// Default types for each biome
var biomeTypes = {
grass: ['normal', 'grass', 'bug', 'flying', 'electric', 'psychic'],
water: ['water', 'ice', 'flying'],
desert: ['ground', 'fire', 'rock'],
forest: ['bug', 'grass', 'poison', 'fairy'],
mountain: ['rock', 'fighting', 'dragon', 'dark', 'ghost', 'steel', 'ice']
};
// Get types for the provided biome, or use all types
var types = biome ? biomeTypes[biome] : Object.keys(self.typeBiomeMap);
// Select random type from available options
return types[Math.floor(Math.random() * types.length)];
};
// Generate a random rarity based on configured probabilities
self.getRandomRarity = function () {
var rand = Math.random();
if (rand < 0.65) return 'common';
if (rand < 0.85) return 'uncommon';
if (rand < 0.95) return 'rare';
if (rand < 0.99) return 'epic';
return 'legendary';
};
// Animate creature during encounter
self.animate = function () {
// Bounce animation
var originalY = self.y;
// Use tween to create a bouncing effect
tween(self, {
y: originalY - 20
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
y: originalY
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Repeat animation
self.animate();
}
});
}
});
};
// Stop animations
self.stopAnimation = function () {
tween.stop(self, {
y: true
});
};
return self;
});
// Directional pad control for player movement
var DPad = Container.expand(function () {
var self = Container.call(this);
// DPad components
self.padBase = null;
self.upButton = null;
self.downButton = null;
self.leftButton = null;
self.rightButton = null;
// Initialize dpad with buttons
self.init = function () {
// Create base of DPad
self.padBase = self.attachAsset('dpad', {
anchorX: 0.5,
anchorY: 0.5
});
// Create directional buttons
self.upButton = self.createButton(0, -65);
self.downButton = self.createButton(0, 65);
self.leftButton = self.createButton(-65, 0);
self.rightButton = self.createButton(65, 0);
// Position the entire DPad in the bottom left of the screen
self.x = 200;
self.y = 2500;
return self;
};
// Create a directional button at relative x,y from center
self.createButton = function (relX, relY) {
var button = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: relX,
y: relY
});
button.interactive = true;
return button;
};
return self;
});
// Encounter class to handle creature encounters
var Encounter = Container.expand(function () {
var self = Container.call(this);
// Encounter state
self.active = false;
self.creature = null;
self.captureRing = null;
self.captureTarget = null;
self.targetSpeed = 5;
self.targetDirection = 1;
self.captureAttempts = 0;
self.maxAttempts = 3;
// Initialize encounter screen
self.init = function () {
// Darkened background
var bg = self.attachAsset('grassTile', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 2732
});
bg.alpha = 0.7;
bg.tint = 0x000000;
// Initially hidden
self.visible = false;
return self;
};
// Start encounter with a specific creature
self.startEncounter = function (creature) {
self.active = true;
self.visible = true;
self.creature = creature;
self.captureAttempts = 0;
// Add creature to encounter screen
self.addChild(creature);
creature.x = 1024; // Center horizontally
creature.y = 1000; // Position in upper portion of screen
// Start creature animation
creature.animate();
// Create capture interface
self.createCaptureInterface();
// Play encounter sound
LK.getSound('encounter').play();
};
// Create the capture ring and target interface
self.createCaptureInterface = function () {
// Capture ring
self.captureRing = self.attachAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
// Center horizontally
y: 1800 // Lower portion of screen
});
// Moving target
self.captureTarget = self.attachAsset('captureTarget', {
anchorX: 0.5,
anchorY: 0.5,
x: 964,
// Start position (left side of ring)
y: 1800 // Same Y as ring
});
// Capture button
var captureButton = self.attachAsset('grassTile', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2200,
width: 300,
height: 100
});
captureButton.tint = 0xFF0000;
// Capture button text
var captureText = new Text2('CAPTURE', {
size: 60,
fill: 0xFFFFFF
});
captureText.anchor.set(0.5, 0.5);
captureText.x = 1024;
captureText.y = 2200;
self.addChild(captureText);
// Capture button event
captureButton.interactive = true;
captureButton.down = function () {
self.attemptCapture();
};
// Info text about the creature
var infoText = new Text2('TYPE: ' + self.creature.type.toUpperCase() + '\n' + 'RARITY: ' + self.creature.rarity.toUpperCase() + '\n' + 'ATTEMPTS: ' + (self.maxAttempts - self.captureAttempts) + ' REMAINING', {
size: 50,
fill: 0xFFFFFF
});
infoText.anchor.set(0.5, 0);
infoText.x = 1024;
infoText.y = 2300;
self.addChild(infoText);
};
// Update function for moving the target
self.update = function () {
if (!self.active || !self.captureTarget) return;
// Move target back and forth across the ring
self.captureTarget.x += self.targetSpeed * self.targetDirection;
// Reverse direction at edges
if (self.captureTarget.x > 1084) {
// Right edge of ring
self.targetDirection = -1;
} else if (self.captureTarget.x < 964) {
// Left edge of ring
self.targetDirection = 1;
}
// Make target move faster based on creature rarity
var speedMultiplier = 1;
if (self.creature) {
if (self.creature.rarity === 'uncommon') speedMultiplier = 1.2;
if (self.creature.rarity === 'rare') speedMultiplier = 1.5;
if (self.creature.rarity === 'epic') speedMultiplier = 1.8;
if (self.creature.rarity === 'legendary') speedMultiplier = 2.2;
}
self.targetSpeed = 5 * speedMultiplier;
};
// Attempt to capture the creature
self.attemptCapture = function () {
// Play capture sound
LK.getSound('capture').play();
self.captureAttempts++;
// Check if target is in center zone (successful capture)
var distanceFromCenter = Math.abs(self.captureTarget.x - 1024);
var successZone = 15; // Size of "perfect" zone
// Adjust success zone based on rarity (harder for rarer creatures)
if (self.creature.rarity === 'uncommon') successZone = 13;
if (self.creature.rarity === 'rare') successZone = 10;
if (self.creature.rarity === 'epic') successZone = 8;
if (self.creature.rarity === 'legendary') successZone = 5;
var captured = distanceFromCenter <= successZone;
if (captured) {
// Success!
self.captureSuccess();
} else if (self.captureAttempts >= self.maxAttempts) {
// Failed after max attempts
self.captureFail();
} else {
// Update attempts remaining text
var remainingText = self.children.filter(function (child) {
return child instanceof Text2 && child.y === 2300;
})[0];
if (remainingText) {
remainingText.setText('TYPE: ' + self.creature.type.toUpperCase() + '\n' + 'RARITY: ' + self.creature.rarity.toUpperCase() + '\n' + 'ATTEMPTS: ' + (self.maxAttempts - self.captureAttempts) + ' REMAINING');
}
}
};
// Handle successful capture
self.captureSuccess = function () {
// Play success sound
LK.getSound('success').play();
// Add to collection
if (!storage.discoveredCreatures) {
storage.discoveredCreatures = {};
}
var creatureKey = self.creature.type + '-' + self.creature.rarity;
storage.discoveredCreatures[creatureKey] = true;
// Show success message
var successText = new Text2('CAPTURED!', {
size: 100,
fill: 0x00FF00
});
successText.anchor.set(0.5, 0.5);
successText.x = 1024;
successText.y = 1400;
self.addChild(successText);
// Flash screen
LK.effects.flashScreen(0x00FF00, 500);
// End encounter after delay
LK.setTimeout(function () {
self.endEncounter();
}, 1500);
};
// Handle failed capture
self.captureFail = function () {
// Show fail message
var failText = new Text2('ESCAPED!', {
size: 100,
fill: 0xFF0000
});
failText.anchor.set(0.5, 0.5);
failText.x = 1024;
failText.y = 1400;
self.addChild(failText);
// Flash screen
LK.effects.flashScreen(0xFF0000, 500);
// End encounter after delay
LK.setTimeout(function () {
self.endEncounter();
}, 1500);
};
// End the current encounter
self.endEncounter = function () {
if (self.creature) {
self.creature.stopAnimation();
}
self.active = false;
self.visible = false;
// Remove all children
while (self.children.length > 0) {
self.removeChild(self.children[0]);
}
self.creature = null;
self.captureRing = null;
self.captureTarget = null;
// Reinitialize for next encounter
self.init();
};
return self;
});
// GameMap represents the entire game map with different biomes
var GameMap = Container.expand(function () {
var self = Container.call(this);
self.mapWidth = 30; // Number of tiles horizontally
self.mapHeight = 30; // Number of tiles vertically
self.tileSize = 140; // Size of each tile in pixels
self.tiles = []; // 2D array to hold all map tiles
// Biome generation parameters
self.biomeTypes = ['grass', 'water', 'desert', 'forest', 'mountain'];
self.biomeSeeds = []; // Points from which biomes spread
// Initialize map with biomes
self.initMap = function () {
// Create empty 2D array for tiles
for (var y = 0; y < self.mapHeight; y++) {
self.tiles[y] = [];
for (var x = 0; x < self.mapWidth; x++) {
self.tiles[y][x] = null;
}
}
// Place biome seeds
self.placeBiomeSeeds();
// Generate biomes from seeds
self.generateBiomes();
// Create tiles based on biome map
self.createTiles();
return self;
};
// Place seed points for biome generation
self.placeBiomeSeeds = function () {
// Place one seed for each biome
for (var i = 0; i < self.biomeTypes.length; i++) {
var seed = {
x: Math.floor(Math.random() * self.mapWidth),
y: Math.floor(Math.random() * self.mapHeight),
biome: self.biomeTypes[i]
};
self.biomeSeeds.push(seed);
}
};
// Generate biomes from seed points using a simple distance-based algorithm
self.generateBiomes = function () {
for (var y = 0; y < self.mapHeight; y++) {
for (var x = 0; x < self.mapWidth; x++) {
// Find closest biome seed
var closestDist = Number.MAX_VALUE;
var closestBiome = 'grass'; // Default
for (var i = 0; i < self.biomeSeeds.length; i++) {
var seed = self.biomeSeeds[i];
var dist = Math.sqrt(Math.pow(x - seed.x, 2) + Math.pow(y - seed.y, 2));
// Add some randomness to make borders less regular
dist += Math.random() * 3 - 1.5;
if (dist < closestDist) {
closestDist = dist;
closestBiome = seed.biome;
}
}
self.tiles[y][x] = closestBiome;
}
}
// Add some randomness and blending between biomes
self.refineBiomes();
};
// Add more natural transitions between biomes
self.refineBiomes = function () {
// Create a deep copy of tiles array
var tempTiles = [];
for (var y = 0; y < self.mapHeight; y++) {
tempTiles[y] = [];
for (var x = 0; x < self.mapWidth; x++) {
tempTiles[y][x] = self.tiles[y][x];
}
}
for (var y = 1; y < self.mapHeight - 1; y++) {
for (var x = 1; x < self.mapWidth - 1; x++) {
// Count neighboring biomes
var biomeCount = {};
for (var ny = y - 1; ny <= y + 1; ny++) {
for (var nx = x - 1; nx <= x + 1; nx++) {
// Check that neighbor coordinates are valid
if (ny >= 0 && ny < self.mapHeight && nx >= 0 && nx < self.mapWidth) {
var neighborBiome = tempTiles[ny][nx];
if (neighborBiome) {
if (!biomeCount[neighborBiome]) {
biomeCount[neighborBiome] = 0;
}
biomeCount[neighborBiome]++;
}
}
}
}
// Random chance to convert to most common neighbor
if (Math.random() < 0.4) {
var mostCommon = tempTiles[y][x];
var maxCount = 0;
for (var biome in biomeCount) {
if (biomeCount.hasOwnProperty(biome) && biomeCount[biome] > maxCount) {
maxCount = biomeCount[biome];
mostCommon = biome;
}
}
self.tiles[y][x] = mostCommon;
}
}
}
};
// Create actual tile objects based on the biome map
self.createTiles = function () {
for (var y = 0; y < self.mapHeight; y++) {
for (var x = 0; x < self.mapWidth; x++) {
var biomeType = self.tiles[y][x];
var tile = new MapTile().initTile(biomeType, x, y);
self.addChild(tile);
}
}
};
// Get tile at grid coordinates
self.getTileAt = function (gridX, gridY) {
// Ensure coordinates are within bounds
if (gridX < 0 || gridX >= self.mapWidth || gridY < 0 || gridY >= self.mapHeight) {
return null;
}
// Find the tile in the children
for (var i = 0; i < self.children.length; i++) {
var tile = self.children[i];
if (tile.gridX === gridX && tile.gridY === gridY) {
return tile;
}
}
return null;
};
return self;
});
// MapTile represents a single tile in the game grid
var MapTile = Container.expand(function () {
var self = Container.call(this);
self.biomeType = 'grass'; // Default biome
self.tileSize = 100;
self.hasCreature = false;
self.explored = false;
self.x = 0;
self.y = 0;
self.gridX = 0;
self.gridY = 0;
// Initialize the tile with a specific biome
self.initTile = function (biomeType, gridX, gridY) {
self.biomeType = biomeType;
self.gridX = gridX;
self.gridY = gridY;
self.x = gridX * self.tileSize;
self.y = gridY * self.tileSize;
// Get the appropriate tile asset based on biome
var assetId = self.biomeType + 'Tile';
var tileGraphics = self.attachAsset(assetId, {
anchorX: 0,
anchorY: 0
});
// Add lighter border for visibility
tileGraphics.alpha = 0.9;
// Random chance to spawn a creature based on biome
if (Math.random() < 0.15) {
self.hasCreature = true;
var indicator = self.attachAsset('encounterIndicator', {
anchorX: 0.5,
anchorY: 0.5,
x: self.tileSize / 2,
y: self.tileSize / 2
});
indicator.alpha = 0.7;
}
return self;
};
// Mark tile as explored
self.explore = function () {
if (!self.explored) {
self.explored = true;
// Add to explored areas in storage
var exploredKey = self.gridX + "," + self.gridY;
if (!storage.exploredTiles) storage.exploredTiles = {};
storage.exploredTiles[exploredKey] = true;
}
};
return self;
});
// MiniMap class to show explored areas
var MiniMap = Container.expand(function () {
var self = Container.call(this);
// MiniMap components
self.mapBackground = null;
self.playerMarker = null;
self.tileMarkers = [];
self.mapSize = 300;
self.scale = 0.1; // How much of the full map to show
// Initialize minimap
self.init = function () {
// Create background
self.mapBackground = self.attachAsset('minimap', {
anchorX: 0,
anchorY: 0,
width: self.mapSize,
height: self.mapSize
});
// Create player marker
self.playerMarker = self.attachAsset('minimapMarker', {
anchorX: 0.5,
anchorY: 0.5,
x: self.mapSize / 2,
y: self.mapSize / 2
});
// Position minimap in top right corner
self.x = 2048 - self.mapSize - 20;
self.y = 20;
return self;
};
// Update minimap with current player position and explored tiles
self.update = function (player, gameMap) {
// Check if player and gameMap are defined
if (!player || !gameMap) return;
// Update player marker position
var centerX = self.mapSize / 2;
var centerY = self.mapSize / 2;
// Position marker relative to center
self.playerMarker.x = centerX;
self.playerMarker.y = centerY;
// Clear existing tile markers
for (var i = 0; i < self.tileMarkers.length; i++) {
self.removeChild(self.tileMarkers[i]);
}
self.tileMarkers = [];
// Add markers for visible tiles around player
var visibleRadius = Math.floor(self.mapSize / (2 * 10)); // 10px per tile
for (var y = player.gridY - visibleRadius; y <= player.gridY + visibleRadius; y++) {
for (var x = player.gridX - visibleRadius; x <= player.gridX + visibleRadius; x++) {
var tile = gameMap.getTileAt(x, y);
if (tile && tile.explored) {
// Create marker with biome color
var color = 0x33cc33; // Default grass
if (tile.biomeType === 'water') color = 0x3399ff;
if (tile.biomeType === 'desert') color = 0xe6cc99;
if (tile.biomeType === 'forest') color = 0x006600;
if (tile.biomeType === 'mountain') color = 0x999999;
var marker = new Container();
var markerGraphics = LK.getAsset('grassTile', {
anchorX: 0,
anchorY: 0,
width: 10,
height: 10
});
markerGraphics.tint = color;
marker.addChild(markerGraphics);
// Position marker relative to player
marker.x = centerX + (x - player.gridX) * 10;
marker.y = centerY + (y - player.gridY) * 10;
self.addChild(marker);
self.tileMarkers.push(marker);
}
}
}
};
return self;
});
// Player character with integrated vision logic
var Player = Container.expand(function () {
var self = Container.call(this);
// Player properties
self.gridX = 10; // Starting X position on grid
self.gridY = 10; // Starting Y position on grid
self.moveSpeed = 0.2; // Movement animation speed
self.moving = false;
self.lastGridX = 10;
self.lastGridY = 10;
self.visionRadius = 3; // Vision radius in blocks
// Initialize player with graphics
self.init = function () {
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Load position from storage if available
if (storage.playerPosition) {
self.gridX = storage.playerPosition.x;
self.gridY = storage.playerPosition.y;
self.lastGridX = self.gridX;
self.lastGridY = self.gridY;
}
// Update position based on grid coordinates
self.updatePosition();
return self;
};
// Move player to specific grid coordinates
self.moveToGrid = function (newGridX, newGridY) {
if (self.moving) return; // Don't interrupt current movement
// Store last position for comparison
self.lastGridX = self.gridX;
self.lastGridY = self.gridY;
// Update grid position
self.gridX = newGridX;
self.gridY = newGridY;
// Save position to storage
storage.playerPosition = {
x: self.gridX,
y: self.gridY
};
// Animate movement
self.moving = true;
var targetX = self.gridX * 100 + 50; // Center of tile
var targetY = self.gridY * 100 + 50; // Center of tile
tween(self, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.moving = false;
}
});
};
// Update position based on current grid coordinates (no animation)
self.updatePosition = function () {
self.x = self.gridX * 100 + 50; // Center of tile
self.y = self.gridY * 100 + 50; // Center of tile
};
// Update vision: show/hide tiles based on vision radius
self.updateVision = function (gameMap) {
for (var y = 0; y < MAP_HEIGHT; y++) {
for (var x = 0; x < MAP_WIDTH; x++) {
var tile = gameMap.getTileAt(x, y);
if (tile) {
var dx = x - self.gridX;
var dy = y - self.gridY;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist <= self.visionRadius || tile.explored) {
tile.visible = true;
} else {
tile.visible = false;
}
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// JSON helper functions for parsing and stringifying
// Game dimensions and settings
// Tween for animations
// Storage for saving game progress
// Player character
// Map tiles
// Creatures by elemental type
// UI elements
// Encounter indicator
// Sounds
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function parseJSON(str) {
var result = {};
if (typeof str === 'string') {
try {
var pairs = str.slice(1, -1).split(',');
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i].trim().split(':');
var key = pair[0].replace(/["']/g, '').trim();
var value = pair[1].trim();
if (value.startsWith('[') && value.endsWith(']')) {
result[key] = parseJSONArray(value);
} else if (value.startsWith('{') && value.endsWith('}')) {
result[key] = parseJSON(value);
} else if (value === 'true') {
result[key] = true;
} else if (value === 'false') {
result[key] = false;
} else if (!isNaN(value)) {
result[key] = Number(value);
} else {
result[key] = value.replace(/["']/g, '');
}
}
} catch (e) {
console.log('Error parsing JSON: ', e);
}
}
return result;
}
function parseJSONArray(str) {
var result = [];
if (typeof str === 'string') {
try {
var items = str.slice(1, -1).split(',');
for (var i = 0; i < items.length; i++) {
var item = items[i].trim();
if (item.startsWith('[') && item.endsWith(']')) {
result.push(parseJSONArray(item));
} else if (item.startsWith('{') && item.endsWith('}')) {
result.push(parseJSON(item));
} else if (item === 'true') {
result.push(true);
} else if (item === 'false') {
result.push(false);
} else if (!isNaN(item)) {
result.push(Number(item));
} else {
result.push(item.replace(/["']/g, ''));
}
}
} catch (e) {
console.log('Error parsing JSON array: ', e);
}
}
return result;
}
function stringifyJSON(obj) {
if (Array.isArray(obj)) {
var items = [];
for (var i = 0; i < obj.length; i++) {
items.push(stringifyJSON(obj[i]));
}
return '[' + items.join(',') + ']';
} else if (_typeof(obj) === 'object' && obj !== null) {
var pairs = [];
for (var key in obj) {
if (obj.hasOwnProperty(key)) {
pairs.push('"' + key + '":' + stringifyJSON(obj[key]));
}
}
return '{' + pairs.join(',') + '}';
} else if (typeof obj === 'string') {
return '"' + obj.replace(/"/g, '\\"') + '"';
} else {
return String(obj);
}
}
var TILE_SIZE = 140;
var MAP_WIDTH = 30;
var MAP_HEIGHT = 30;
// Initialize game objects
var gameMap = game.addChild(new GameMap().initMap());
var player = game.addChild(new Player().init());
var dpad = game.addChild(new DPad().init());
var minimap = game.addChild(new MiniMap().init());
var encounter = game.addChild(new Encounter().init());
var collection = game.addChild(new Collection().init());
// Collection button (top right corner)
var collectionButton = game.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1900,
y: 150
});
collectionButton.interactive = true;
// Collection button icon
var collectionText = new Text2('COL', {
size: 30,
fill: 0xFFFFFF
});
collectionText.anchor.set(0.5, 0.5);
collectionText.x = 1900;
collectionText.y = 150;
game.addChild(collectionText);
// Game stats text display
var statsText = new Text2('Collected: 0/90\nExplored: 0%', {
size: 40,
fill: 0xFFFFFF
});
statsText.anchor.set(0, 0);
statsText.x = 150;
statsText.y = 50;
game.addChild(statsText);
// Game variables
var encounterActive = false;
var exploredCount = 0;
var totalTiles = MAP_WIDTH * MAP_HEIGHT;
// Update stats display
function updateStats() {
var discoveredCount = Object.keys(storage.discoveredCreatures || {}).length;
var exploredPercent = Math.floor(exploredCount / totalTiles * 100);
statsText.setText('Collected: ' + discoveredCount + '/90\n' + 'Explored: ' + exploredPercent + '%');
}
// Center the game view on player
function centerViewOnPlayer() {
// Calculate offset to center player
var offsetX = 1024 - player.x;
var offsetY = 1366 - player.y;
// Move map to center player
gameMap.x = offsetX;
gameMap.y = offsetY;
}
// Handle player movement from DPad
dpad.upButton.down = function () {
if (!encounterActive && !player.moving) {
var newY = player.gridY - 1;
if (newY >= 0) {
player.moveToGrid(player.gridX, newY);
}
}
};
dpad.downButton.down = function () {
if (!encounterActive && !player.moving) {
var newY = player.gridY + 1;
if (newY < MAP_HEIGHT) {
player.moveToGrid(player.gridX, newY);
}
}
};
dpad.leftButton.down = function () {
if (!encounterActive && !player.moving) {
var newX = player.gridX - 1;
if (newX >= 0) {
player.moveToGrid(newX, player.gridY);
}
}
};
dpad.rightButton.down = function () {
if (!encounterActive && !player.moving) {
var newX = player.gridX + 1;
if (newX < MAP_WIDTH) {
player.moveToGrid(newX, player.gridY);
}
}
};
// Handle collection button
collectionButton.down = function () {
if (!encounterActive) {
collection.show();
}
};
// Handle collection close button
collection.closeButton.down = function () {
collection.hide();
};
// Track last player position to detect changes
var lastPlayerGridX = player.gridX;
var lastPlayerGridY = player.gridY;
// Main game update loop
game.update = function () {
// Skip updates if in an active encounter
if (encounterActive) {
encounter.update();
return;
}
// Check if collection is visible
if (collection.visible) {
return;
}
// Center view on player
centerViewOnPlayer();
// Update minimap
minimap.update(player, gameMap);
// --- BEGIN: Vision Angle Limiting (delegated to player) ---
player.updateVision(gameMap);
// --- END: Vision Angle Limiting ---
// Check if player has moved to a new tile
if (player.gridX !== lastPlayerGridX || player.gridY !== lastPlayerGridY) {
// Get the current tile
var currentTile = gameMap.getTileAt(player.gridX, player.gridY);
if (currentTile) {
// Mark tile as explored if it's new
if (!currentTile.explored) {
currentTile.explore();
exploredCount++;
updateStats();
}
// Check for creature encounter
if (currentTile.hasCreature && Math.random() < 0.7) {
// 70% chance to trigger encounter
// Start encounter
encounterActive = true;
// Create creature based on biome
var creatureType = new Creature().getRandomType(currentTile.biomeType);
var creature = new Creature().init(creatureType, null, player.gridX, player.gridY);
// Start encounter with this creature
encounter.startEncounter(creature);
// Remove creature from tile
currentTile.hasCreature = false;
// Remove indicator from tile
for (var i = 0; i < currentTile.children.length; i++) {
var child = currentTile.children[i];
if (child.assetId === 'encounterIndicator') {
currentTile.removeChild(child);
break;
}
}
}
}
// Update last position
lastPlayerGridX = player.gridX;
lastPlayerGridY = player.gridY;
}
};
// Listen for encounter end
var checkEncounterInterval = LK.setInterval(function () {
if (encounterActive && !encounter.active) {
encounterActive = false;
updateStats();
}
}, 100);
// Initialize stats
updateStats();
// Initial centering
centerViewOnPlayer(); ===================================================================
--- original.js
+++ change.js
@@ -804,9 +804,9 @@
}
};
return self;
});
-// Player character
+// Player character with integrated vision logic
var Player = Container.expand(function () {
var self = Container.call(this);
// Player properties
self.gridX = 10; // Starting X position on grid
@@ -814,8 +814,9 @@
self.moveSpeed = 0.2; // Movement animation speed
self.moving = false;
self.lastGridX = 10;
self.lastGridY = 10;
+ self.visionRadius = 3; // Vision radius in blocks
// Initialize player with graphics
self.init = function () {
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
@@ -865,8 +866,26 @@
self.updatePosition = function () {
self.x = self.gridX * 100 + 50; // Center of tile
self.y = self.gridY * 100 + 50; // Center of tile
};
+ // Update vision: show/hide tiles based on vision radius
+ self.updateVision = function (gameMap) {
+ for (var y = 0; y < MAP_HEIGHT; y++) {
+ for (var x = 0; x < MAP_WIDTH; x++) {
+ var tile = gameMap.getTileAt(x, y);
+ if (tile) {
+ var dx = x - self.gridX;
+ var dy = y - self.gridY;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist <= self.visionRadius || tile.explored) {
+ tile.visible = true;
+ } else {
+ tile.visible = false;
+ }
+ }
+ }
+ }
+ };
return self;
});
/****
@@ -1089,26 +1108,10 @@
// Center view on player
centerViewOnPlayer();
// Update minimap
minimap.update(player, gameMap);
- // --- BEGIN: Vision Angle Limiting (3-block radius) ---
- for (var y = 0; y < MAP_HEIGHT; y++) {
- for (var x = 0; x < MAP_WIDTH; x++) {
- var tile = gameMap.getTileAt(x, y);
- if (tile) {
- // Calculate distance from player
- var dx = x - player.gridX;
- var dy = y - player.gridY;
- var dist = Math.sqrt(dx * dx + dy * dy);
- // Show tiles within 3 blocks (vision angle), or if already explored
- if (dist <= 3 || tile.explored) {
- tile.visible = true;
- } else {
- tile.visible = false;
- }
- }
- }
- }
+ // --- BEGIN: Vision Angle Limiting (delegated to player) ---
+ player.updateVision(gameMap);
// --- END: Vision Angle Limiting ---
// Check if player has moved to a new tile
if (player.gridX !== lastPlayerGridX || player.gridY !== lastPlayerGridY) {
// Get the current tile
water tile just water and top viewing. In-Game asset. 2d
dpad. In-Game asset. 2d. High contrast. No shadows
red button square. In-Game asset. 2d. High contrast. No shadows
grass tile on top viewing. In-Game asset. 2d. High contrast. No shadows
Mountain tile on top viewing. In-Game asset. 2d
sand tile on top viewing. In-Game asset. 2d. High contrast. No shadows
forest tile on top viewing. In-Game asset. 2d. No shadows
square grass tile on top viewing. In-Game asset. 2d. High contrast. No shadows
urban tile on viewing. In-Game asset. 2d
street tile on top viewing. In-Game asset. 2d. High contrast
street tile on top viewing with street way. In-Game asset. 2d
street tile on top viewing with street way horizontal. In-Game asset. 2d. High contrast. No shadows
make creature image for grass elemental name is sproutle. In-Game asset. 2d. High contrast. No shadows
make creature image for rock elemental name is boulder but dont write name on image. In-Game asset. 2d. High contrast. No shadows
make creature image for electrical elemental name is voltix but dont write name on image. In-Game asset. 2d. High contrast. No shadows
player human viewing on behind of him with all of body. In-Game asset. 2d
make a cube but like a pokeball and change the colour of original and make it the basic one make with purple and yellow but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it the legendary one make with red and golden and blue but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it for rare one make with grey and silver and white but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it for uncommon one make with green and white and bronze but do diffrently. In-Game asset. 2d. High contrast. No shadows