User prompt
Rename game name and description and tags
User prompt
Make the door look more obvious and have a nameplate to show the dimensions of the door. Also add small details like small paintings, desks, and more
User prompt
I cant tell were is forward and were is back sometimes I dont know where the door is and progression is confusing.
User prompt
Make sure to reset all values and memory on new game. Make doors actually look like doors and add numbers on the doors. Make player move slower
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Make the hallway actually a hallway, use raycasting to add shelfs, beds, and paintings
User prompt
Make it so that theres only one way forward and unique room shapes: Hallway, L shaped, Library, bedroom
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'maze.grid[doorY][doorX + h] = 0')' in or related to this line: 'maze.grid[doorY][doorX + h] = 0;' Line Number: 89
User prompt
Make rooms proceedurally generated up to the 100th room, Make rooms smaller and dont do flashing lights
User prompt
Cannot move. Also remove minimap on top, then make it so that doors are seperately colors and automatically open on touch, and after each room add a counter, at 100 rooms the player wins
User prompt
Make individual rooms with doors between them, use the roblox game “doors” as a reference
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I meant the lower corners
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Make arrow larger and move arrows to the corners then remove the backward arrow and add rooms and doors
User prompt
Expand screen size to full as it is cut in half. Then make it so that the forward arrow is at the left and left and right are at the right side
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When doing more than 2 actions the entire application crashes
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game completely crashes when moving foward
User prompt
Add forward back, and left and right camera arrows
Code edit (1 edits merged)
Please save this source code
User prompt
Maze Runner 3D
Initial prompt
Make a 3d raycasting maze game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var MazeGenerator = Container.expand(function () { var self = Container.call(this); self.generate = function (width, height) { var maze = { width: width, height: height, grid: [], startX: 1, startY: 1, endX: width - 2, endY: height - 2 }; // Initialize maze with walls for (var y = 0; y < height; y++) { maze.grid[y] = []; for (var x = 0; x < width; x++) { maze.grid[y][x] = 1; // Wall } } // Simple maze generation using recursive backtracking self.carvePath(maze, 1, 1); // Create rooms with doors self.createRooms(maze); // Ensure start and end are open maze.grid[maze.startY][maze.startX] = 0; maze.grid[maze.endY][maze.endX] = 2; // Exit return maze; }; self.carvePath = function (maze, x, y) { maze.grid[y][x] = 0; // Open path var directions = [{ dx: 0, dy: -2 }, // Up { dx: 2, dy: 0 }, // Right { dx: 0, dy: 2 }, // Down { dx: -2, dy: 0 } // Left ]; // Shuffle directions for (var i = directions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = directions[i]; directions[i] = directions[j]; directions[j] = temp; } for (var i = 0; i < directions.length; i++) { var newX = x + directions[i].dx; var newY = y + directions[i].dy; if (newX > 0 && newX < maze.width - 1 && newY > 0 && newY < maze.height - 1 && maze.grid[newY][newX] === 1) { // Carve wall between current and new position maze.grid[y + directions[i].dy / 2][x + directions[i].dx / 2] = 0; self.carvePath(maze, newX, newY); } } }; self.createRooms = function (maze) { // Create 2-4 rooms in the maze var roomCount = 2 + Math.floor(Math.random() * 3); for (var r = 0; r < roomCount; r++) { var roomWidth = 3 + Math.floor(Math.random() * 3); var roomHeight = 3 + Math.floor(Math.random() * 3); var roomX = 2 + Math.floor(Math.random() * (maze.width - roomWidth - 4)); var roomY = 2 + Math.floor(Math.random() * (maze.height - roomHeight - 4)); // Clear room area for (var y = roomY; y < roomY + roomHeight; y++) { for (var x = roomX; x < roomX + roomWidth; x++) { if (x < maze.width && y < maze.height) { maze.grid[y][x] = 0; } } } // Add doors to room walls var doorCount = 1 + Math.floor(Math.random() * 2); for (var d = 0; d < doorCount; d++) { var side = Math.floor(Math.random() * 4); var doorX, doorY; switch (side) { case 0: // Top doorX = roomX + 1 + Math.floor(Math.random() * (roomWidth - 2)); doorY = roomY - 1; break; case 1: // Right doorX = roomX + roomWidth; doorY = roomY + 1 + Math.floor(Math.random() * (roomHeight - 2)); break; case 2: // Bottom doorX = roomX + 1 + Math.floor(Math.random() * (roomWidth - 2)); doorY = roomY + roomHeight; break; case 3: // Left doorX = roomX - 1; doorY = roomY + 1 + Math.floor(Math.random() * (roomHeight - 2)); break; } if (doorX >= 0 && doorX < maze.width && doorY >= 0 && doorY < maze.height) { maze.grid[doorY][doorX] = 3; // Door } } } }; return self; }); var Minimap = Container.expand(function () { var self = Container.call(this); self.cellSize = 8; self.mapCells = []; self.playerDot = null; self.setup = function (maze) { // Clear existing map for (var i = 0; i < self.mapCells.length; i++) { self.mapCells[i].destroy(); } self.mapCells = []; if (self.playerDot) { self.playerDot.destroy(); } // Create minimap cells for (var y = 0; y < maze.height; y++) { for (var x = 0; x < maze.width; x++) { var cell = null; if (maze.grid[y][x] === 1) { // Wall cell = LK.getAsset('wall', { width: self.cellSize, height: self.cellSize, anchorX: 0, anchorY: 0 }); cell.tint = 0x444444; } else if (maze.grid[y][x] === 2) { // Exit cell = LK.getAsset('exit', { width: self.cellSize, height: self.cellSize, anchorX: 0, anchorY: 0 }); cell.tint = 0x00FF00; } else if (maze.grid[y][x] === 3) { // Door cell = LK.getAsset('door', { width: self.cellSize, height: self.cellSize, anchorX: 0, anchorY: 0 }); cell.tint = 0x654321; } else { // Open path cell = LK.getAsset('floor', { width: self.cellSize, height: self.cellSize, anchorX: 0, anchorY: 0 }); cell.tint = 0x888888; } if (cell) { cell.x = x * self.cellSize; cell.y = y * self.cellSize; self.addChild(cell); self.mapCells.push(cell); } } } // Create player dot self.playerDot = LK.getAsset('player', { width: self.cellSize, height: self.cellSize, anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.playerDot); }; self.updatePlayer = function (playerX, playerY) { if (self.playerDot) { self.playerDot.x = playerX * self.cellSize; self.playerDot.y = playerY * self.cellSize; } }; return self; }); var RaycastRenderer = Container.expand(function () { var self = Container.call(this); self.fov = Math.PI / 3; // 60 degrees field of view self.rayCount = 256; // Number of rays to cast (expanded for full screen) self.maxDistance = 15; // Reduced max distance self.wallHeight = 300; self.walls = []; self.render = function (playerX, playerY, playerAngle, maze) { // Initialize walls array if needed if (self.walls.length === 0) { for (var i = 0; i < self.rayCount; i++) { var wall = LK.getAsset('raycast_wall', { width: 8, height: self.wallHeight, anchorX: 0, anchorY: 0.5 }); wall.x = i * 8; wall.y = 2732 / 2; wall.visible = false; self.addChild(wall); self.walls.push(wall); } } var angleStep = self.fov / self.rayCount; var rayAngle = playerAngle - self.fov / 2; for (var i = 0; i < self.rayCount; i++) { var distance = self.castRay(playerX, playerY, rayAngle, maze); var wall = self.walls[i]; if (distance < self.maxDistance) { // Calculate wall height based on distance var wallHeight = self.wallHeight / distance; if (wallHeight > 600) wallHeight = 600; // Cap wall height // Update existing wall segment wall.height = wallHeight; wall.visible = true; // Add depth shading var shade = Math.max(0.2, 1 - distance / self.maxDistance); wall.tint = self.interpolateColor(0x000000, 0x8B4513, shade); } else { wall.visible = false; } rayAngle += angleStep; } }; self.castRay = function (x, y, angle, maze) { var dx = Math.cos(angle) * 0.1; var dy = Math.sin(angle) * 0.1; var distance = 0; var stepSize = 0.1; var maxSteps = 200; // Prevent infinite loops var steps = 0; while (distance < self.maxDistance && steps < maxSteps) { x += dx; y += dy; distance += stepSize; steps++; var mapX = Math.floor(x); var mapY = Math.floor(y); if (mapX < 0 || mapX >= maze.width || mapY < 0 || mapY >= maze.height) { return distance; } if (maze.grid[mapY][mapX] === 1 || maze.grid[mapY][mapX] === 3) { return distance; } } return self.maxDistance; }; self.interpolateColor = function (color1, color2, factor) { var r1 = color1 >> 16 & 0xFF; var g1 = color1 >> 8 & 0xFF; var b1 = color1 & 0xFF; var r2 = color2 >> 16 & 0xFF; var g2 = color2 >> 8 & 0xFF; var b2 = color2 & 0xFF; var r = Math.floor(r1 + (r2 - r1) * factor); var g = Math.floor(g1 + (g2 - g1) * factor); var b = Math.floor(b1 + (b2 - b1) * factor); return r << 16 | g << 8 | b; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var currentLevel = storage.currentLevel || 1; var playerX = 1.5; var playerY = 1.5; var playerAngle = 0; var moveSpeed = 0.05; var turnSpeed = 0.05; var maze = null; var mazeGenerator = new MazeGenerator(); var raycastRenderer = new RaycastRenderer(); var minimap = new Minimap(); // Touch controls var touchStartX = 0; var touchStartY = 0; var isTouching = false; var moveForward = false; var moveBackward = false; var turnLeft = false; var turnRight = false; // UI elements var levelText = new Text2('Level: ' + currentLevel, { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); var instructionText = new Text2('Find the exit!', { size: 40, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.y = 80; LK.gui.top.addChild(instructionText); // Control arrows var forwardArrow = new Text2('↑', { size: 120, fill: 0xFFFFFF }); forwardArrow.anchor.set(0.5, 0.5); forwardArrow.alpha = 0.7; LK.gui.bottomLeft.addChild(forwardArrow); forwardArrow.x = 150; forwardArrow.y = -150; var leftArrow = new Text2('←', { size: 120, fill: 0xFFFFFF }); leftArrow.anchor.set(0.5, 0.5); leftArrow.alpha = 0.7; LK.gui.bottomRight.addChild(leftArrow); leftArrow.x = -300; leftArrow.y = -150; var rightArrow = new Text2('→', { size: 120, fill: 0xFFFFFF }); rightArrow.anchor.set(0.5, 0.5); rightArrow.alpha = 0.7; LK.gui.bottomRight.addChild(rightArrow); rightArrow.x = -150; rightArrow.y = -150; // Initialize first level function initLevel() { var mazeSize = 11 + (currentLevel - 1) * 2; // Increasing maze size if (mazeSize > 21) mazeSize = 21; // Cap maze size maze = mazeGenerator.generate(mazeSize, mazeSize); // Set player starting position playerX = maze.startX + 0.5; playerY = maze.startY + 0.5; playerAngle = 0; // Setup minimap minimap.setup(maze); minimap.x = 2048 - maze.width * minimap.cellSize - 50; minimap.y = 50; game.addChild(minimap); // Update UI levelText.setText('Level: ' + currentLevel); } // Control functions function handleMovement() { var newX = playerX; var newY = playerY; if (moveForward) { newX += Math.cos(playerAngle) * moveSpeed; newY += Math.sin(playerAngle) * moveSpeed; } if (moveBackward) { newX -= Math.cos(playerAngle) * moveSpeed; newY -= Math.sin(playerAngle) * moveSpeed; } // Collision detection var mapX = Math.floor(newX); var mapY = Math.floor(newY); if (mapX >= 0 && mapX < maze.width && mapY >= 0 && mapY < maze.height) { if (maze.grid[mapY][mapX] !== 1) { playerX = newX; playerY = newY; // Check if reached exit if (maze.grid[mapY][mapX] === 2) { completeLevel(); } } } if (turnLeft) { playerAngle -= turnSpeed; } if (turnRight) { playerAngle += turnSpeed; } // Normalize angle while (playerAngle < 0) playerAngle += Math.PI * 2; while (playerAngle >= Math.PI * 2) playerAngle -= Math.PI * 2; } function completeLevel() { LK.getSound('complete').play(); LK.setScore(currentLevel); currentLevel++; storage.currentLevel = currentLevel; if (currentLevel > 10) { LK.showYouWin(); } else { // Flash effect and move to next level LK.effects.flashScreen(0x00FF00, 500); LK.setTimeout(function () { initLevel(); }, 500); } } // Arrow control event handlers forwardArrow.down = function (x, y, obj) { moveForward = true; forwardArrow.alpha = 1.0; }; forwardArrow.up = function (x, y, obj) { moveForward = false; forwardArrow.alpha = 0.7; }; leftArrow.down = function (x, y, obj) { turnLeft = true; leftArrow.alpha = 1.0; }; leftArrow.up = function (x, y, obj) { turnLeft = false; leftArrow.alpha = 0.7; }; rightArrow.down = function (x, y, obj) { turnRight = true; rightArrow.alpha = 1.0; }; rightArrow.up = function (x, y, obj) { turnRight = false; rightArrow.alpha = 0.7; }; // Touch event handlers game.down = function (x, y, obj) { isTouching = true; touchStartX = x; touchStartY = y; }; game.move = function (x, y, obj) { if (!isTouching) return; var deltaX = x - touchStartX; var deltaY = y - touchStartY; // Reset movement flags moveForward = false; moveBackward = false; turnLeft = false; turnRight = false; // Determine movement based on touch direction if (Math.abs(deltaY) > Math.abs(deltaX)) { // Vertical movement if (deltaY < -30) { moveForward = true; } else if (deltaY > 30) { moveBackward = true; } } else { // Horizontal movement if (deltaX < -30) { turnLeft = true; } else if (deltaX > 30) { turnRight = true; } } }; game.up = function (x, y, obj) { isTouching = false; moveForward = false; moveBackward = false; turnLeft = false; turnRight = false; }; // Add renderer to game game.addChild(raycastRenderer); raycastRenderer.x = 0; raycastRenderer.y = 0; // Main game loop var lastRenderTime = 0; var renderInterval = 33; // ~30fps to reduce load game.update = function () { if (maze) { handleMovement(); // Only render raycast every few frames to improve performance if (LK.ticks - lastRenderTime >= 2) { raycastRenderer.render(playerX, playerY, playerAngle, maze); lastRenderTime = LK.ticks; } minimap.updatePlayer(playerX, playerY); } }; // Start the game initLevel();
===================================================================
--- original.js
+++ change.js
@@ -337,19 +337,19 @@
fill: 0xFFFFFF
});
forwardArrow.anchor.set(0.5, 0.5);
forwardArrow.alpha = 0.7;
-LK.gui.topLeft.addChild(forwardArrow);
+LK.gui.bottomLeft.addChild(forwardArrow);
forwardArrow.x = 150;
-forwardArrow.y = 150;
+forwardArrow.y = -150;
var leftArrow = new Text2('←', {
size: 120,
fill: 0xFFFFFF
});
leftArrow.anchor.set(0.5, 0.5);
leftArrow.alpha = 0.7;
-LK.gui.bottomLeft.addChild(leftArrow);
-leftArrow.x = 150;
+LK.gui.bottomRight.addChild(leftArrow);
+leftArrow.x = -300;
leftArrow.y = -150;
var rightArrow = new Text2('→', {
size: 120,
fill: 0xFFFFFF