User prompt
I can't collect the powerups :'( they block my way / my movement! They should not be blocking, the other way around - I should be able to collect them by getting into the same cell as them. If so, apply the buff / powerup to the player
User prompt
Please fix then the issue and have a bigger spawn rate as well
User prompt
When destroying the bricks, you have a 10% of having a powerup. THere are two types of powerup: 1) if picked by the player, will allow you to place one more bomb. 2) if picked by the player, the radius of the explosion is +1
Code edit (1 edits merged)
Please save this source code
User prompt
Super cool. Now please add enemies on free cells which will move erratically to one adjacent cell at a time, a random cell that is free. To do that you may need to remove bricks as there are many!
User prompt
Do it! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yoyo:true does not exist on tween. Please emulate it using onFinish
User prompt
yoyo: true and repeat: Infinity don't exist on tween. You need to use onFinish callback. Please fix it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: tween.killTweensOf is not a function' in or related to this line: 'tween.killTweensOf(self.scale); // Stop the pulsating tween targeting the scale object' Line Number: 61
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'quadratic')' in or related to this line: 'tween(self.scale, {' Line Number: 35 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please add a cool tween on the bomb when placed: as it explodes in some time, maybe an animation like growing and shrinking until it explodes.
User prompt
If the player goes to the left, mirror the graphic on the player. If to the right, don't mirror it.
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(player, {' Line Number: 424 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
What you are going to do is checking the click / tap position on the screen. If it's bigger on x and you can move to the next adjacent cell on the right on x, you increase the player col in one. If it's smaller, then you move to the left (decrease col in 1) x. Same with y and cols.
User prompt
Remove please all the movement and bomb placement logic.
User prompt
The movement: don't transform the click region on a target cell, I don't need that. What you are going to do is checking the click / tap position on the screen. If it's bigger on x and you can move to the next adjacent cell on the right on x, you do. If it's smaller, then you move to the right on x. Same with y.
Code edit (1 edits merged)
Please save this source code
User prompt
Result: Clicked cell ... is returning row+1 and col+1. Probalby you are not counting from 1 but from 0!
User prompt
Placing a bomb is not working! Please fix! I think you are not doing well the detection of the cell I'm clicking. Detect the cell I'm clicking / tapping! Log it! And then place the bomb.
User prompt
Placing a bomb is not working. Please check if I'm clicking / tapping the screen on the cell the player is at. If so, don't move the player and place a bomb in that player cell.
User prompt
Detect if I'm clicking on the player. If so, place a bomb on that cell
User prompt
You are doing a terrible job with getGridCoords. Please remove it. What you are going to do is checking the click / tap position on the screen. If it's bigger on x and you can move to the next adjacent cell on the right on x, you do. If it's smaller, then you move to the right on x. Same with y.
Code edit (3 edits merged)
Please save this source code
User prompt
The getGridCoords is still borked. I'm clicking on col1, row 4 and it's showing col1, row 5. No way it's detecting row 4. Why?
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Represents a placed bomb var Bomb = Container.expand(function (col, row) { var self = Container.call(this); var graphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.col = col; self.row = row; self.x = getWorldCoords(col, row).x; self.y = getWorldCoords(col, row).y; self.isBomb = true; // Identifier // Start the explosion timer var explosionTimer = LK.setTimeout(function () { explodeBomb(self); }, BOMB_TIMER); // Public method to trigger explosion early (chain reaction) self.triggerExplosion = function () { LK.clearTimeout(explosionTimer); explodeBomb(self); }; // Override destroy to clear the timer var baseDestroy = self.destroy; self.destroy = function () { LK.clearTimeout(explosionTimer); // Make sure the grid cell is marked empty when bomb is destroyed (e.g., by explosion) if (grid[self.col] && grid[self.col][self.row] === CELL_TYPE.BOMB) { setCell(self.col, self.row, CELL_TYPE.EMPTY); } // Remove from active bombs list in game scope var index = activeBombs.indexOf(self); if (index !== -1) { activeBombs.splice(index, 1); } if (baseDestroy) { baseDestroy.call(self); } // Call original destroy if exists }; return self; }); // Represents a single explosion particle/cell var Explosion = Container.expand(function (col, row) { var self = Container.call(this); var graphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.col = col; self.row = row; self.x = getWorldCoords(col, row).x; self.y = getWorldCoords(col, row).y; self.isExplosion = true; // Identifier for collision checks // Fade out and destroy after duration var timer = LK.setTimeout(function () { self.destroy(); // Destroy handled by Game update loop removal }, EXPLOSION_DURATION); // Override destroy to clear the timer var baseDestroy = self.destroy; self.destroy = function () { LK.clearTimeout(timer); if (baseDestroy) { baseDestroy.call(self); } // Call original destroy if exists }; return self; }); // Represents the player character var Player = Container.expand(function (startCol, startRow) { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.col = startCol; self.row = startRow; self.isPlayer = true; // Identifier // Snap to initial grid position var initialPos = getWorldCoords(self.col, self.row); self.x = initialPos.x; self.y = initialPos.y; self.isMoving = false; // Flag to track movement animation state // Public method to move the player self.moveTo = function (newCol, newRow) { var playerInstance = self; // Store reference to the player instance // The walkability check is now done in game.down before calling moveTo playerInstance.isMoving = true; // Set flag: player is now moving playerInstance.col = newCol; playerInstance.row = newRow; // Use tween for smooth movement var targetPos = getWorldCoords(newCol, newRow); tween(playerInstance, { // Use playerInstance as tween target x: targetPos.x, y: targetPos.y }, { duration: 100, // Keep the movement snappy easing: tween.linear, onFinish: function onFinish() { // Use onFinish as per tween plugin documentation // Use the stored playerInstance to ensure we reset the flag on the correct object playerInstance.isMoving = false; // Clear flag: movement animation finished } }); return true; // Move initiated successfully }; // Public method to place a bomb self.placeBomb = function () { if (activeBombs.length < MAX_BOMBS && getCellType(self.col, self.row) === CELL_TYPE.EMPTY) { LK.getSound('place_bomb').play(); var newBomb = new Bomb(self.col, self.row); game.addChild(newBomb); activeBombs.push(newBomb); setCell(self.col, self.row, CELL_TYPE.BOMB); // Mark cell as containing a bomb } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xaaaaaa // Light gray background }); /**** * Game Code ****/ // --- Constants --- // Engine will implicitly create assets based on usage below. // Let's define the shapes we'll use: var GRID_COLS = 15; // Ensure odd number for wall placement var GRID_ROWS = 21; // Ensure odd number for wall placement var CELL_SIZE = 128; var GRID_WIDTH = GRID_COLS * CELL_SIZE; var GRID_HEIGHT = GRID_ROWS * CELL_SIZE; var GRID_OFFSET_X = (2048 - GRID_WIDTH) / 2; var GRID_OFFSET_Y = (2732 - GRID_HEIGHT) / 2 + 50; // Adjust Y offset slightly down var CELL_TYPE = { EMPTY: 0, DESTRUCTIBLE: 1, INDESTRUCTIBLE: 2, BOMB: 3, // Cell temporarily occupied by a bomb EXPLOSION: 4 // Cell temporarily occupied by explosion }; var BOMB_TIMER = 2500; // Milliseconds before bomb explodes var EXPLOSION_DURATION = 400; // Milliseconds explosion visuals last var BOMB_RANGE = 2; // Number of cells explosion reaches in each direction var MAX_BOMBS = 1; // Max bombs player can have active at once var BRICK_DENSITY = 0.6; // Probability of a potential spot having a brick // --- Game State Variables --- var grid = []; // 2D array holding CELL_TYPE for each cell var gridSprites = []; // 2D array holding visual sprites for walls/bricks var player; var activeBombs = []; var activeExplosions = []; // Array to hold active Explosion objects var score = 0; var scoreTxt; var isGameOver = false; // --- Helper Functions --- // Convert grid cell indices to world coordinates (center of the cell) function getWorldCoords(col, row) { var x = GRID_OFFSET_X + col * CELL_SIZE + CELL_SIZE / 2; var y = GRID_OFFSET_Y + row * CELL_SIZE + CELL_SIZE / 2; return { x: x, y: y }; } // Get the type of a cell, handling out-of-bounds function getCellType(col, row) { if (col < 0 || col >= GRID_COLS || row < 0 || row >= GRID_ROWS) { return CELL_TYPE.INDESTRUCTIBLE; // Treat out of bounds as walls } return grid[col][row]; } // Set the type of a cell function setCell(col, row, type) { if (col >= 0 && col < GRID_COLS && row >= 0 && row < GRID_ROWS) { grid[col][row] = type; } } // Check if a cell is valid and empty for movement function isWalkable(col, row) { var cellType = getCellType(col, row); // A cell is walkable only if it's currently empty. Player cannot initiate move into other tiles. return cellType === CELL_TYPE.EMPTY; } // --- Grid Generation --- function generateGrid() { grid = []; gridSprites = []; // Clear previous sprites if any game.children.forEach(function (child) { if (child.isGridElement) { // Add a flag to identify grid sprites child.destroy(); } }); game.removeChildren(); // Clear all children before regenerating // Add floor tiles everywhere first for (var c = 0; c < GRID_COLS; c++) { for (var r = 0; r < GRID_ROWS; r++) { var floorTile = LK.getAsset('floor', { anchorX: 0.0, anchorY: 0.0 }); floorTile.x = GRID_OFFSET_X + c * CELL_SIZE; floorTile.y = GRID_OFFSET_Y + r * CELL_SIZE; floorTile.isGridElement = true; game.addChild(floorTile); } } for (var c = 0; c < GRID_COLS; c++) { grid[c] = []; gridSprites[c] = []; for (var r = 0; r < GRID_ROWS; r++) { var cellType; var sprite = null; // Place indestructible walls around border and in a checkerboard pattern inside if (c === 0 || c === GRID_COLS - 1 || r === 0 || r === GRID_ROWS - 1 || c % 2 === 0 && r % 2 === 0) { cellType = CELL_TYPE.INDESTRUCTIBLE; sprite = LK.getAsset('wall', { anchorX: 0.0, anchorY: 0.0 }); } else { // Place destructible bricks randomly, ensuring player start area is clear if (c <= 2 && r <= 2 || c >= GRID_COLS - 3 && r >= GRID_ROWS - 3) { // Clear corners for potential spawns cellType = CELL_TYPE.EMPTY; } else if (Math.random() < BRICK_DENSITY) { cellType = CELL_TYPE.DESTRUCTIBLE; sprite = LK.getAsset('brick', { anchorX: 0.0, anchorY: 0.0 }); } else { cellType = CELL_TYPE.EMPTY; } } grid[c][r] = cellType; if (sprite) { sprite.x = GRID_OFFSET_X + c * CELL_SIZE; sprite.y = GRID_OFFSET_Y + r * CELL_SIZE; sprite.isGridElement = true; // Mark as part of the grid visuals game.addChild(sprite); gridSprites[c][r] = sprite; } else { gridSprites[c][r] = null; } } } // Ensure player start is clear setCell(1, 1, CELL_TYPE.EMPTY); setCell(1, 2, CELL_TYPE.EMPTY); setCell(2, 1, CELL_TYPE.EMPTY); if (gridSprites[1] && gridSprites[1][1]) { var _gridSprites$1$; (_gridSprites$1$ = gridSprites[1][1]) === null || _gridSprites$1$ === void 0 || _gridSprites$1$.destroy(); gridSprites[1][1] = null; } if (gridSprites[1] && gridSprites[1][2]) { var _gridSprites$1$2; (_gridSprites$1$2 = gridSprites[1][2]) === null || _gridSprites$1$2 === void 0 || _gridSprites$1$2.destroy(); gridSprites[1][2] = null; } if (gridSprites[2] && gridSprites[2][1]) { var _gridSprites$2$; (_gridSprites$2$ = gridSprites[2][1]) === null || _gridSprites$2$ === void 0 || _gridSprites$2$.destroy(); gridSprites[2][1] = null; } } // --- Explosion Handling --- function createExplosion(col, row) { if (col < 0 || col >= GRID_COLS || row < 0 || row >= GRID_ROWS) { return false; } // Out of bounds var cellType = getCellType(col, row); if (cellType === CELL_TYPE.INDESTRUCTIBLE) { return false; // Explosion stops at indestructible walls } // Create visual explosion part var explosionPart = new Explosion(col, row); game.addChild(explosionPart); activeExplosions.push(explosionPart); setCell(col, row, CELL_TYPE.EXPLOSION); // Mark cell as exploding // Check for chain reactions or destroying bricks if (cellType === CELL_TYPE.DESTRUCTIBLE) { var brickSprite = gridSprites[col][row]; if (brickSprite) { brickSprite.destroy(); gridSprites[col][row] = null; } setCell(col, row, CELL_TYPE.EXPLOSION); // Becomes explosion temporarily LK.getSound('destroy_brick').play(); LK.setScore(LK.getScore() + 10); // Award score for destroying brick scoreTxt.setText(LK.getScore()); return false; // Explosion stops after destroying a brick } else if (cellType === CELL_TYPE.BOMB) { // Find the bomb object at this location and trigger it var bombToTrigger = null; for (var i = 0; i < activeBombs.length; i++) { if (activeBombs[i].col === col && activeBombs[i].row === row) { bombToTrigger = activeBombs[i]; break; } } if (bombToTrigger && !bombToTrigger.isExploding) { // Prevent infinite loops if already triggered bombToTrigger.isExploding = true; // Mark as exploding to avoid re-triggering bombToTrigger.triggerExplosion(); } return false; // Chain reaction handles further explosion; stop this particular ray } return true; // Explosion continues } function explodeBomb(bomb) { if (!bomb || bomb.destroyed) { return; } // Bomb might already be destroyed by chain reaction LK.getSound('explosion_sound').play(); var centerCol = bomb.col; var centerRow = bomb.row; // Remove bomb object itself first to prevent chain reaction with self bomb.destroy(); // This also removes from activeBombs and sets cell to EMPTY // Create explosion at the center createExplosion(centerCol, centerRow); // Create explosions outwards in four directions var directions = [[0, 1], [0, -1], [1, 0], [-1, 0]]; // Down, Up, Right, Left for (var i = 0; i < directions.length; i++) { var dx = directions[i][0]; var dy = directions[i][1]; for (var r = 1; r <= BOMB_RANGE; r++) { var currentC = centerCol + dx * r; var currentR = centerRow + dy * r; if (!createExplosion(currentC, currentR)) { break; // Stop this direction if explosion is blocked } } } } // --- Game Initialization --- function initGame() { isGameOver = false; score = 0; LK.setScore(0); activeBombs = []; activeExplosions = []; generateGrid(); // Create Player player = new Player(1, 1); // Start at top-left clear area game.addChild(player); // Score Display scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add score to top center UI } // --- Event Handlers --- // Handle player interaction: place bomb on current cell or move to adjacent walkable cell game.down = function (x, y, obj) { // Check if player exists, game isn't over, AND player is not already moving if (isGameOver || !player || player.isMoving) { return; // Ignore taps if game over, player doesn't exist, or player is currently moving } var gameCoords = game.toLocal({ x: x, y: y }); // Convert event coords to game coords // Check if the click is on the player's current cell to place a bomb // Convert player's world position to grid coordinates var playerWorldPos = getWorldCoords(player.col, player.row); var playerCellCenterX = playerWorldPos.x; var playerCellCenterY = playerWorldPos.y; // Calculate the boundaries of the player's cell in world coordinates var playerCellLeft = playerCellCenterX - CELL_SIZE / 2; var playerCellRight = playerCellCenterX + CELL_SIZE / 2; var playerCellTop = playerCellCenterY - CELL_SIZE / 2; var playerCellBottom = playerCellCenterY + CELL_SIZE / 2; // Check if the click coordinates are within the bounds of the player's cell if (gameCoords.x >= playerCellLeft && gameCoords.x < playerCellRight && gameCoords.y >= playerCellTop && gameCoords.y < playerCellBottom) { player.placeBomb(); return; // Action handled, exit the function } // If not placing a bomb, try to move the player var playerCol = player.col; var playerRow = player.row; var targetCol = playerCol; var targetRow = playerRow; // Determine intended direction based on click position relative to player's cell center if (gameCoords.x > playerCellCenterX) { targetCol = playerCol + 1; // Try to move right } else if (gameCoords.x < playerCellCenterX) { targetCol = playerCol - 1; // Try to move left } if (gameCoords.y > playerCellCenterY) { targetRow = playerRow + 1; // Try to move down } else if (gameCoords.y < playerCellCenterY) { targetRow = playerRow - 1; // Try to move up } // If the click is exactly on the center of the player cell in one dimension, the target might be the same as the player. // We only want to initiate a move if the target is different from the current cell. if (targetCol !== playerCol || targetRow !== playerRow) { // Prioritize horizontal movement if horizontal displacement is greater, otherwise vertical var deltaX = Math.abs(gameCoords.x - playerCellCenterX); var deltaY = Math.abs(gameCoords.y - playerCellCenterY); var finalTargetCol = playerCol; var finalTargetRow = playerRow; if (deltaX > deltaY) { // Prioritize horizontal move finalTargetCol = gameCoords.x > playerCellCenterX ? playerCol + 1 : playerCol - 1; finalTargetRow = playerRow; // Keep row same // Check if the prioritized horizontal move is walkable. if (isWalkable(finalTargetCol, finalTargetRow)) { player.moveTo(finalTargetCol, finalTargetRow); return; // Move handled, exit } // If horizontal move isn't walkable, try the vertical move finalTargetCol = playerCol; // Reset col finalTargetRow = gameCoords.y > playerCellCenterY ? playerRow + 1 : playerRow - 1; if (isWalkable(finalTargetCol, finalTargetRow)) { player.moveTo(finalTargetCol, finalTargetRow); return; // Move handled, exit } // If neither horizontal nor vertical prioritized moves were walkable, do nothing. } else { // Prioritize vertical move (or if deltaX === deltaY) finalTargetCol = playerCol; // Keep col same finalTargetRow = gameCoords.y > playerCellCenterY ? playerRow + 1 : playerRow - 1; // Check if the prioritized vertical move is walkable. if (isWalkable(finalTargetCol, finalTargetRow)) { player.moveTo(finalTargetCol, finalTargetRow); return; // Move handled, exit } // If vertical move isn't walkable, try the horizontal move finalTargetCol = gameCoords.x > playerCellCenterX ? playerCol + 1 : playerCol - 1; finalTargetRow = playerRow; // Reset row if (isWalkable(finalTargetCol, finalTargetRow)) { player.moveTo(finalTargetCol, finalTargetRow); return; // Move handled, exit } // If neither vertical nor horizontal prioritized moves were walkable, do nothing. } } // If the click was not on the player's cell and did not result in a walkable adjacent cell target, do nothing. }; // --- Game Update Loop --- game.update = function () { if (isGameOver) { return; } // Check for player collision with explosions var playerCol = player.col; var playerRow = player.row; if (getCellType(playerCol, playerRow) === CELL_TYPE.EXPLOSION) { LK.getSound('player_die').play(); LK.effects.flashObject(player, 0xff0000, 300); // Flash player red isGameOver = true; LK.setTimeout(function () { LK.showGameOver(); // Show game over screen after a short delay }, 500); return; // Stop further updates after game over } // Clean up finished explosions and reset cell types for (var i = activeExplosions.length - 1; i >= 0; i--) { var explosion = activeExplosions[i]; // Check if the explosion sprite itself has been destroyed (by its internal timer) // Accessing internal properties like `_destroyed` is generally discouraged, // but necessary if the destroy mechanism is purely timer-based without explicit flags. // A better approach would be for Explosion class to set a 'finished' flag. // Let's assume Explosion.destroy correctly removes it from the stage. // We need a reliable way to know when to remove from activeExplosions and reset the grid cell. // We'll check if it's still parented to the game stage as a proxy. if (!explosion.parent) { // If it's been removed from the stage // Reset the grid cell only if it's still marked as EXPLOSION if (getCellType(explosion.col, explosion.row) === CELL_TYPE.EXPLOSION) { setCell(explosion.col, explosion.row, CELL_TYPE.EMPTY); } activeExplosions.splice(i, 1); // Remove from active list } } // Optional: Add win condition check (e.g., all bricks destroyed) // let bricksRemaining = false; // for (var c = 0; c < GRID_COLS; c++) { // for (var r = 0; r < GRID_ROWS; r++) { // if (getCellType(c, r) === CELL_TYPE.DESTRUCTIBLE) { // bricksRemaining = true; // break; // } // } // if (bricksRemaining) break; // } // if (!bricksRemaining) { // LK.showYouWin(); // } }; // --- Start the Game --- initGame();
===================================================================
--- original.js
+++ change.js
@@ -167,79 +167,8 @@
var score = 0;
var scoreTxt;
var isGameOver = false;
// --- Helper Functions ---
-// Convert world coordinates (relative to game stage 0,0) to grid cell indices.
-// Returns an array of candidate {col, row} objects, prioritizing the main cell
-// and including neighbors if the click is near a border.
-function getGridCoords(worldX, worldY) {
- var candidates = [];
- var uniqueCandidatesMap = {}; // Use object keys to track uniqueness
- // Calculate coordinates relative to the grid's top-left corner
- var relativeX = worldX - GRID_OFFSET_X;
- var relativeY = worldY - GRID_OFFSET_Y;
- // Check if click is outside the grid area based on relative coordinates
- if (relativeX < 0 || relativeX >= GRID_WIDTH || relativeY < 0 || relativeY >= GRID_HEIGHT) {
- return []; // Click is outside the grid, return empty array
- }
- // Calculate the main column and row index using Math.floor
- var mainCol = Math.floor(relativeX / CELL_SIZE);
- var mainRow = Math.floor(relativeY / CELL_SIZE);
- // Calculate position within the main cell (0 to CELL_SIZE)
- var xInCell = relativeX % CELL_SIZE;
- var yInCell = relativeY % CELL_SIZE;
- // Define a margin (e.g., 25% of cell size) to detect clicks near borders
- var margin = CELL_SIZE * 0.25;
- // Function to add a candidate if it's unique and within grid bounds
- function addCandidate(c, r) {
- if (c >= 0 && c < GRID_COLS && r >= 0 && r < GRID_ROWS) {
- var key = c + "," + r;
- if (!uniqueCandidatesMap[key]) {
- // DON'T CHANGE THIS, THIS IS RIGHT!
- candidates.push({
- col: c - 1,
- row: r - 1
- });
- uniqueCandidatesMap[key] = true;
- }
- }
- }
- // 1. Add the main cell first (highest priority)
- addCandidate(mainCol, mainRow);
- // 2. Add adjacent cells if click is near the border
- if (xInCell < margin) {
- // Near left edge
- addCandidate(mainCol - 1, mainRow);
- }
- if (xInCell > CELL_SIZE - margin) {
- // Near right edge
- addCandidate(mainCol + 1, mainRow);
- }
- if (yInCell < margin) {
- // Near top edge
- addCandidate(mainCol, mainRow - 1);
- }
- if (yInCell > CELL_SIZE - margin) {
- // Near bottom edge
- addCandidate(mainCol, mainRow + 1);
- }
- // Optional: Add diagonal candidates if near corners (uncomment if needed)
- /*
- if (xInCell < margin && yInCell < margin) { // Near top-left corner
- addCandidate(mainCol - 1, mainRow - 1);
- }
- if (xInCell > CELL_SIZE - margin && yInCell < margin) { // Near top-right corner
- addCandidate(mainCol + 1, mainRow - 1);
- }
- if (xInCell < margin && yInCell > CELL_SIZE - margin) { // Near bottom-left corner
- addCandidate(mainCol - 1, mainRow + 1);
- }
- if (xInCell > CELL_SIZE - margin && yInCell > CELL_SIZE - margin) { // Near bottom-right corner
- addCandidate(mainCol + 1, mainRow + 1);
- }
- */
- return candidates;
-}
// Convert grid cell indices to world coordinates (center of the cell)
function getWorldCoords(col, row) {
var x = GRID_OFFSET_X + col * CELL_SIZE + CELL_SIZE / 2;
var y = GRID_OFFSET_Y + row * CELL_SIZE + CELL_SIZE / 2;
@@ -449,52 +378,79 @@
}
var gameCoords = game.toLocal({
x: x,
y: y
- }); // Convert event coords to game coords//{24}
- var candidates = getGridCoords(gameCoords.x, gameCoords.y); // Get potential target cells
- console.log(candidates);
- if (candidates.length === 0) {
- return; // Click was outside grid or generated no candidates
+ }); // Convert event coords to game coords
+ // Check if the click is on the player's current cell to place a bomb
+ // Convert player's world position to grid coordinates
+ var playerWorldPos = getWorldCoords(player.col, player.row);
+ var playerCellCenterX = playerWorldPos.x;
+ var playerCellCenterY = playerWorldPos.y;
+ // Calculate the boundaries of the player's cell in world coordinates
+ var playerCellLeft = playerCellCenterX - CELL_SIZE / 2;
+ var playerCellRight = playerCellCenterX + CELL_SIZE / 2;
+ var playerCellTop = playerCellCenterY - CELL_SIZE / 2;
+ var playerCellBottom = playerCellCenterY + CELL_SIZE / 2;
+ // Check if the click coordinates are within the bounds of the player's cell
+ if (gameCoords.x >= playerCellLeft && gameCoords.x < playerCellRight && gameCoords.y >= playerCellTop && gameCoords.y < playerCellBottom) {
+ player.placeBomb();
+ return; // Action handled, exit the function
+ } // If not placing a bomb, try to move the player
+ var playerCol = player.col;
+ var playerRow = player.row;
+ var targetCol = playerCol;
+ var targetRow = playerRow;
+ // Determine intended direction based on click position relative to player's cell center
+ if (gameCoords.x > playerCellCenterX) {
+ targetCol = playerCol + 1; // Try to move right
+ } else if (gameCoords.x < playerCellCenterX) {
+ targetCol = playerCol - 1; // Try to move left
}
- var playerCell = {
- col: player.col,
- row: player.row
- };
- console.log(playerCell);
- var tappedCurrentCell = false;
- var firstAdjacentWalkableTarget = null;
- // Iterate through candidate cells
- for (var i = 0; i < candidates.length; i++) {
- var candidate = candidates[i];
- // Check 1: Is this candidate the player's current cell?
- if (candidate.col === playerCell.col && candidate.row === playerCell.row) {
- tappedCurrentCell = true;
- break; // Bomb placement takes priority, stop checking candidates
+ if (gameCoords.y > playerCellCenterY) {
+ targetRow = playerRow + 1; // Try to move down
+ } else if (gameCoords.y < playerCellCenterY) {
+ targetRow = playerRow - 1; // Try to move up
+ } // If the click is exactly on the center of the player cell in one dimension, the target might be the same as the player.
+ // We only want to initiate a move if the target is different from the current cell.
+ if (targetCol !== playerCol || targetRow !== playerRow) {
+ // Prioritize horizontal movement if horizontal displacement is greater, otherwise vertical
+ var deltaX = Math.abs(gameCoords.x - playerCellCenterX);
+ var deltaY = Math.abs(gameCoords.y - playerCellCenterY);
+ var finalTargetCol = playerCol;
+ var finalTargetRow = playerRow;
+ if (deltaX > deltaY) {
+ // Prioritize horizontal move
+ finalTargetCol = gameCoords.x > playerCellCenterX ? playerCol + 1 : playerCol - 1;
+ finalTargetRow = playerRow; // Keep row same
+ // Check if the prioritized horizontal move is walkable.
+ if (isWalkable(finalTargetCol, finalTargetRow)) {
+ player.moveTo(finalTargetCol, finalTargetRow);
+ return; // Move handled, exit
+ } // If horizontal move isn't walkable, try the vertical move
+ finalTargetCol = playerCol; // Reset col
+ finalTargetRow = gameCoords.y > playerCellCenterY ? playerRow + 1 : playerRow - 1;
+ if (isWalkable(finalTargetCol, finalTargetRow)) {
+ player.moveTo(finalTargetCol, finalTargetRow);
+ return; // Move handled, exit
+ } // If neither horizontal nor vertical prioritized moves were walkable, do nothing.
+ } else {
+ // Prioritize vertical move (or if deltaX === deltaY)
+ finalTargetCol = playerCol; // Keep col same
+ finalTargetRow = gameCoords.y > playerCellCenterY ? playerRow + 1 : playerRow - 1;
+ // Check if the prioritized vertical move is walkable.
+ if (isWalkable(finalTargetCol, finalTargetRow)) {
+ player.moveTo(finalTargetCol, finalTargetRow);
+ return; // Move handled, exit
+ } // If vertical move isn't walkable, try the horizontal move
+ finalTargetCol = gameCoords.x > playerCellCenterX ? playerCol + 1 : playerCol - 1;
+ finalTargetRow = playerRow; // Reset row
+ if (isWalkable(finalTargetCol, finalTargetRow)) {
+ player.moveTo(finalTargetCol, finalTargetRow);
+ return; // Move handled, exit
+ } // If neither vertical nor horizontal prioritized moves were walkable, do nothing.
}
- // Check 2: If we haven't found a move target yet, is this candidate adjacent and walkable?
- if (firstAdjacentWalkableTarget === null) {
- var dx = candidate.col - playerCell.col;
- var dy = candidate.row - playerCell.row;
- // Check if it's exactly one step away (horizontally or vertically)
- if (Math.abs(dx) + Math.abs(dy) === 1) {
- // Check if the adjacent cell is walkable
- if (isWalkable(candidate.col, candidate.row)) {
- firstAdjacentWalkableTarget = candidate; // Found a potential move target
- // Don't break yet, continue checking other candidates in case one IS the current cell
- }
- }
- }
}
- // Perform action based on findings
- if (tappedCurrentCell) {
- // If any candidate matched the player's current cell, place bomb
- player.placeBomb();
- } else if (firstAdjacentWalkableTarget !== null) {
- // If no candidate matched the current cell, but we found an adjacent walkable one, move there
- player.moveTo(firstAdjacentWalkableTarget.col, firstAdjacentWalkableTarget.row);
- }
- // If neither condition is met (no current cell tap, no adjacent walkable found), do nothing.
+ // If the click was not on the player's cell and did not result in a walkable adjacent cell target, do nothing.
};
// --- Game Update Loop ---
game.update = function () {
if (isGameOver) {
concrete floor tile, retro, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bomb, pixel style, retro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a demonic strawberry, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a demonic cherry, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a demonic kiwi, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A human character, player from an arcade retro game, looking like in the 80s 90s, hair, male, looking right, pixel style. In-Game asset. 2d. High contrast. No shadows
fire texture pixel style retro square. In-Game asset. 2d. High contrast. No shadows
powerup icon for an additional charge of a bomb, retro arcade game. In-Game asset. 2d. High contrast. No shadows
powerup icon for an additional range of the bomb explosion you can throw, retro arcade game. In-Game asset. 2d. High contrast. No shadows