User prompt
change the maze shape for level1
User prompt
Do another shape for maze level1 with few spaces beside each coin there is a way to go to it and collect it
User prompt
change the shape and reduce spaces
User prompt
do many walls of small walls of maze for level1 and check if any coin inside a wall change its position before loading.
User prompt
do many walls of small walls of maze for level1 and check if any coin inside a wall change its position before loading.
User prompt
make it difficult the maze of level1 by adding more walls and spaces between edges for player to pass through it :)
User prompt
change maze level1 let many spaces
User prompt
change the shape of maze of level1 and change coins position to not been inside the walls.
User prompt
change the shape of level1 maze walls
User prompt
Add level text beside pause close to it level1...level10
User prompt
Change the shape of maze of level1 to be more hard and let spaces between the horizontal and vertical edges to be double the size of player so he can pass .
User prompt
let the space road for the player be double of its size.
User prompt
For level1 do more walls and more spaces in each area have coin there must be a space on wall to let player pass to collect it.
User prompt
Add more walls for level1 and let a road spaces for the player to pass through it
User prompt
make the maze hard
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = game.toLocal(obj.parent.toGlobal(obj.position)); // Get position relative to game stage' Line Number: 438
Code edit (1 edits merged)
Please save this source code
User prompt
Maze Coin Challenge
Initial prompt
Create maze have 10 coins doing rotation 360° continuously when game start, do 10 levels each level have different shape of the maze you can do the 5 other levels like circle mazes have curved lines or walls, the maze have to be inside 4 boundaries of the screen, you can do 4 walls around the maze. do timer on the top left 1:00min if reach 0 before collecting all coins do gameover but if finished them all 10/10 tap screen to go to next level.
/**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.05; // Radians per frame self.update = function () { self.rotation += self.rotationSpeed; }; return self; }); // Base size, will be scaled in code // No plugins needed for this version. Tween could be used for rotation, but manual rotation is sufficient. // var tween = LK.import('@upit/tween.v1'); // Player class var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // No update needed here as movement is handled in the main game loop return self; }); // Wall class var Wall = Container.expand(function (width, height) { var self = Container.call(this); // We get a base wall asset and scale it to the desired dimensions var graphics = self.attachAsset('wall', { anchorX: 0.0, // Anchor top-left for easier positioning and scaling anchorY: 0.0, width: width, // Set the actual width height: height // Set the actual height }); // Store dimensions for collision checks self.wallWidth = width; self.wallHeight = height; // No update needed for static walls return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 // Dark background }); /**** * Game Code ****/ // Game constants and variables // Define assets used in the game. These will be automatically created and loaded. 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 _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var gameWidth = 2048; var gameHeight = 2732; var levelTimeLimit = 60; // Seconds var totalLevels = 10; // As per description var requiredCoinsPerLevel = 10; // Maze definitions for 10 levels with increasing difficulty. // Each level: walls array [{x, y, width, height}], coins array [{x, y}], startPos {x, y} var mazeLevels = [ // Level 1: Loop/Circuit with Dividers { walls: [ // --- Outer Borders --- { x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // --- Inner Loop Walls --- { x: 250, y: 500, width: 1548, height: 50 }, // Inner Top H { x: 250, y: 2182, width: 1548, height: 50 }, // Inner Bottom H { x: 250, y: 550, width: 50, height: 1632 }, // Inner Left V { x: 1748, y: 550, width: 50, height: 1632 }, // Inner Right V // --- Internal Dividers --- { x: 300, y: 1000, width: 1400, height: 50 }, // H Divider 1 (Leaves path on right) { x: 300, y: 1700, width: 1400, height: 50 }, // H Divider 2 (Leaves path on right) { x: 1000, y: 550, width: 50, height: 400 }, // V Divider 1 (Top segment, gap below) { x: 1000, y: 1050, width: 50, height: 600 }, // V Divider 2 (Middle segment, gaps top/bottom) { x: 1000, y: 1750, width: 50, height: 382 } // V Divider 3 (Bottom segment, gap above) ], coins: [{ x: 400, y: 375 }, // Top Left Path { x: 1700, y: 375 }, // Top Right Path { x: 400, y: 750 }, // Mid Left (Above Divider 1) { x: 1700, y: 750 }, // Mid Right (Above Divider 1) { x: 400, y: 1350 }, // Mid Left (Between Dividers) { x: 1700, y: 1350 }, // Mid Right (Between Dividers) { x: 400, y: 1950 }, // Bottom Left Path { x: 1700, y: 1950 }, // Bottom Right Path { x: 1024, y: 600 }, // Center Top Section { x: 1024, y: 2350 } // Center Bottom Section ], startPos: { x: 200, y: 375 } // Start near top-left path entry }, // Level 2: Tighter passages { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // Original internal walls { x: 100, y: 700, width: 800, height: 50 }, // H-Wall 1a { x: 1148, y: 700, width: 800, height: 50 }, // H-Wall 1b { x: 500, y: 1200, width: 1048, height: 50 }, // H-Wall 2 { x: 999, y: 250, width: 50, height: 1500 }, // V-Wall 1 (Long) { x: 500, y: 1600, width: 50, height: 882 }, // V-Wall 2 // Added walls for tightness { x: 150, y: 1000, width: 300, height: 50 }, // Short H near V2 { x: 1598, y: 1000, width: 300, height: 50 }, // Short H on right { x: 750, y: 750, width: 50, height: 400 }, // Short V near center left { x: 1248, y: 750, width: 50, height: 400 } // Short V near center right ], coins: [{ x: 250, y: 350 }, { x: 1700, y: 350 }, { x: 500, y: 500 }, { x: 1500, y: 500 }, { x: 250, y: 1000 }, { x: 1700, y: 1000 }, { x: 850, y: 1500 }, { x: 1150, y: 1500 }, { x: 300, y: 2000 }, { x: 1700, y: 2000 }], startPos: { x: 200, y: 350 } }, // Level 3: S-Shape Path { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // S-shape walls { x: 100, y: 700, width: 1450, height: 50 }, // Top H segment (left part) { x: 500, y: 1200, width: 1448, height: 50 }, // Middle H segment (right part) { x: 100, y: 1700, width: 1450, height: 50 }, // Bottom H segment (left part) { x: 1500, y: 250, width: 50, height: 450 }, // V segment 1 (top right) { x: 500, y: 750, width: 50, height: 450 }, // V segment 2 (middle left) { x: 1500, y: 1250, width: 50, height: 450 }, // V segment 3 (middle right) { x: 500, y: 1750, width: 50, height: 732 } // V segment 4 (bottom left) ], coins: [{ x: 300, y: 300 }, { x: 1700, y: 450 }, { x: 300, y: 950 }, { x: 1700, y: 950 }, { x: 300, y: 1450 }, { x: 1700, y: 1450 }, { x: 300, y: 2000 }, { x: 1700, y: 2000 }, { x: 1000, y: 1450 }, { x: 1000, y: 950 }], startPos: { x: 200, y: 300 } }, // Level 4: Quadrants { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // Dividers (with gaps) { x: 999, y: 250, width: 50, height: 1000 }, // Top half V divider { x: 999, y: 1450, width: 50, height: 1032 }, // Bottom half V divider { x: 100, y: 1341, width: 850, height: 50 }, // Left half H divider { x: 1098, y: 1341, width: 850, height: 50 }, // Right half H divider // Internal quadrant walls { x: 150, y: 800, width: 800, height: 50 }, // Top-Left H { x: 1098, y: 800, width: 800, height: 50 }, // Top-Right H { x: 500, y: 1400, width: 50, height: 600 }, // Bottom-Left V { x: 1498, y: 1400, width: 50, height: 600 } // Bottom-Right V ], coins: [{ x: 300, y: 300 }, { x: 1700, y: 300 }, { x: 300, y: 2400 }, { x: 1700, y: 2400 }, { x: 700, y: 1000 }, { x: 1300, y: 1000 }, { x: 700, y: 1800 }, { x: 1300, y: 1800 }, { x: 1024, y: 500 }, // Near center top { x: 1024, y: 2000 } // Near center bottom ], startPos: { x: 200, y: 300 } }, // Level 5: Central Hub Branching { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, // Top { x: 100, y: 2482, width: 1848, height: 50 }, // Bottom { x: 100, y: 250, width: 50, height: 2232 }, // Left { x: 1898, y: 250, width: 50, height: 2232 }, // Right // Central Hub Walls (creating a box ~800x800 in center) { x: 624, y: 966, width: 800, height: 50 }, // Hub Top { x: 624, y: 1716, width: 800, height: 50 }, // Hub Bottom { x: 624, y: 1016, width: 50, height: 700 }, // Hub Left { x: 1374, y: 1016, width: 50, height: 700 }, // Hub Right // Branch Walls (connecting hub/borders to create paths) { x: 150, y: 600, width: 1700, height: 50 }, // Top Branch Divider { x: 150, y: 2066, width: 1700, height: 50 }, // Bottom Branch Divider { x: 350, y: 650, width: 50, height: 1416 }, // Left Branch Divider (Inner) { x: 1648, y: 650, width: 50, height: 1416 }, // Right Branch Divider (Inner) // Add some dead ends or twists within branches { x: 150, y: 1341, width: 150, height: 50 }, // Left branch block { x: 1748, y: 1341, width: 150, height: 50 }, // Right branch block { x: 1000, y: 250, width: 50, height: 300 }, // Top branch block { x: 1000, y: 2116, width: 50, height: 300 } // Bottom branch block ], coins: [{ x: 1024, y: 1341 }, // Center Hub { x: 250, y: 400 }, // Top Left Branch { x: 1798, y: 400 }, // Top Right Branch { x: 250, y: 2250 }, // Bottom Left Branch { x: 1798, y: 2250 }, // Bottom Right Branch { x: 250, y: 1341 }, // Mid Left Branch end { x: 1798, y: 1341 }, // Mid Right Branch end { x: 1024, y: 350 }, // Mid Top Branch end { x: 1024, y: 2300 }, // Mid Bottom Branch end { x: 800, y: 1500 } // Inside Hub offset ], startPos: { x: 1024, y: 1341 } // Start in Center Hub }, // Level 6: More complex branching/connections { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Horizontal dividers { x: 100, y: 800, width: 800, height: 50 }, { x: 1148, y: 800, width: 800, height: 50 }, { x: 100, y: 1300, width: 1848, height: 50 }, { x: 100, y: 1800, width: 800, height: 50 }, { x: 1148, y: 1800, width: 800, height: 50 }, // Vertical dividers { x: 500, y: 250, width: 50, height: 500 }, { x: 500, y: 850, width: 50, height: 400 }, { x: 500, y: 1350, width: 50, height: 400 }, { x: 500, y: 1850, width: 50, height: 632 }, { x: 1500, y: 250, width: 50, height: 500 }, { x: 1500, y: 850, width: 50, height: 400 }, { x: 1500, y: 1350, width: 50, height: 400 }, { x: 1500, y: 1850, width: 50, height: 632 }], coins: [{ x: 300, y: 300 }, { x: 1024, y: 300 }, { x: 1748, y: 300 }, { x: 300, y: 1050 }, { x: 1748, y: 1050 }, { x: 1024, y: 1550 }, // Center area coin { x: 300, y: 2100 }, { x: 1748, y: 2100 }, { x: 800, y: 500 }, { x: 1248, y: 2000 }], startPos: { x: 1024, y: 1550 } // Start near center }, // Level 7: Grid with missing segments { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Grid lines (approx every 450px) { x: 100, y: 650, width: 1848, height: 50 }, { x: 100, y: 1100, width: 1848, height: 50 }, { x: 100, y: 1550, width: 1848, height: 50 }, { x: 100, y: 2000, width: 1848, height: 50 }, { x: 550, y: 250, width: 50, height: 2232 }, { x: 1000, y: 250, width: 50, height: 2232 }, { x: 1450, y: 250, width: 50, height: 2232 } // Remove segments to create path // (For simplicity, just adding coins in grid cells) ], coins: [ // Place coins in different grid cells { x: 325, y: 425 }, { x: 775, y: 425 }, { x: 1225, y: 425 }, { x: 1675, y: 425 }, { x: 325, y: 875 }, { x: 1675, y: 875 }, // Skip middle cells { x: 325, y: 1325 }, { x: 1675, y: 1325 }, { x: 775, y: 1775 }, { x: 1225, y: 2225 }], startPos: { x: 325, y: 2225 } // Start bottom left }, // Level 8: Spiral (Approximation with Rectangles) { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Outer spiral path { x: 100, y: 700, width: 1600, height: 50 }, // H1 { x: 1650, y: 250, width: 50, height: 900 }, // V1 { x: 300, y: 1150, width: 1400, height: 50 }, // H2 { x: 250, y: 750, width: 50, height: 850 }, // V2 { x: 250, y: 1600, width: 1200, height: 50 }, // H3 { x: 1450, y: 1150, width: 50, height: 900 }, // V3 { x: 450, y: 2050, width: 1050, height: 50 }, // H4 (inner end) { x: 400, y: 1650, width: 50, height: 400 } // V4 (inner end) ], coins: [ // Place along the spiral path { x: 200, y: 400 }, { x: 1000, y: 400 }, { x: 1800, y: 400 }, // Outer Top { x: 1800, y: 900 }, { x: 1800, y: 1400 }, // Right Down { x: 1000, y: 900 }, // Inner loop 1 { x: 400, y: 900 }, { x: 400, y: 1400 }, // Left Down/Up { x: 400, y: 1800 }, { x: 1000, y: 1800 } // Inner end area ], startPos: { x: 200, y: 300 } // Start near entrance }, // Level 9: Dense Obstacles { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Many small walls creating tight paths { x: 200, y: 400, width: 200, height: 50 }, { x: 500, y: 400, width: 200, height: 50 }, { x: 800, y: 400, width: 200, height: 50 }, { x: 1100, y: 400, width: 200, height: 50 }, { x: 1400, y: 400, width: 200, height: 50 }, { x: 1700, y: 400, width: 200, height: 50 }, { x: 300, y: 600, width: 50, height: 200 }, { x: 600, y: 600, width: 50, height: 200 }, { x: 900, y: 600, width: 50, height: 200 }, { x: 1200, y: 600, width: 50, height: 200 }, { x: 1500, y: 600, width: 50, height: 200 }, { x: 1800, y: 600, width: 50, height: 200 }, // ... Continue pattern downwards ... { x: 200, y: 900, width: 200, height: 50 }, { x: 500, y: 900, width: 200, height: 50 }, // etc. { x: 300, y: 1100, width: 50, height: 200 }, { x: 600, y: 1100, width: 50, height: 200 }, // etc. { x: 200, y: 1400, width: 200, height: 50 }, { x: 500, y: 1400, width: 200, height: 50 }, // etc. { x: 300, y: 1600, width: 50, height: 200 }, { x: 600, y: 1600, width: 50, height: 200 }, // etc. { x: 200, y: 1900, width: 200, height: 50 }, { x: 500, y: 1900, width: 200, height: 50 }, // etc. { x: 300, y: 2100, width: 50, height: 200 }, { x: 600, y: 2100, width: 50, height: 200 }, // etc. // Mirror pattern on right side { x: 1100, y: 900, width: 200, height: 50 }, { x: 1400, y: 900, width: 200, height: 50 }, { x: 1700, y: 900, width: 200, height: 50 }, { x: 1200, y: 1100, width: 50, height: 200 }, { x: 1500, y: 1100, width: 50, height: 200 }, { x: 1800, y: 1100, width: 50, height: 200 }, { x: 1100, y: 1400, width: 200, height: 50 }, { x: 1400, y: 1400, width: 200, height: 50 }, { x: 1700, y: 1400, width: 200, height: 50 }, { x: 1200, y: 1600, width: 50, height: 200 }, { x: 1500, y: 1600, width: 50, height: 200 }, { x: 1800, y: 1600, width: 50, height: 200 }, { x: 1100, y: 1900, width: 200, height: 50 }, { x: 1400, y: 1900, width: 200, height: 50 }, { x: 1700, y: 1900, width: 200, height: 50 }, { x: 1200, y: 2100, width: 50, height: 200 }, { x: 1500, y: 2100, width: 50, height: 200 }, { x: 1800, y: 2100, width: 50, height: 200 }], coins: [ // Place in tricky spots within the dense grid { x: 250, y: 300 }, { x: 1800, y: 300 }, { x: 400, y: 700 }, { x: 1650, y: 700 }, { x: 750, y: 1000 }, { x: 1300, y: 1000 }, { x: 250, y: 1500 }, { x: 1800, y: 1500 }, { x: 400, y: 2200 }, { x: 1650, y: 2200 }], startPos: { x: 1024, y: 300 } // Start top center }, // Level 10: Final Challenge - Combination { walls: [{ x: 100, y: 200, width: 1848, height: 50 }, { x: 100, y: 2482, width: 1848, height: 50 }, { x: 100, y: 250, width: 50, height: 2232 }, { x: 1898, y: 250, width: 50, height: 2232 }, // Mix of grid, long paths, tight spots // Section 1 (Top Grid) { x: 100, y: 700, width: 1848, height: 50 }, { x: 550, y: 250, width: 50, height: 450 }, { x: 1000, y: 250, width: 50, height: 450 }, { x: 1450, y: 250, width: 50, height: 450 }, // Section 2 (Middle Maze) { x: 100, y: 1200, width: 800, height: 50 }, { x: 1148, y: 1200, width: 800, height: 50 }, { x: 500, y: 750, width: 50, height: 900 }, { x: 1500, y: 750, width: 50, height: 900 }, { x: 100, y: 1650, width: 1848, height: 50 }, // Section 3 (Bottom Spiral-like element) { x: 300, y: 2100, width: 1448, height: 50 }, { x: 1748, y: 1700, width: 50, height: 400 }, { x: 300, y: 1700, width: 50, height: 400 }, { x: 500, y: 1900, width: 1048, height: 50 } // Inner H ], coins: [{ x: 325, y: 400 }, { x: 1675, y: 400 }, // Top Grid { x: 200, y: 900 }, { x: 1800, y: 900 }, // Mid sides { x: 1024, y: 1400 }, // Mid center { x: 400, y: 1800 }, { x: 1600, y: 1800 }, // Lower Mid { x: 200, y: 2300 }, { x: 1800, y: 2300 }, // Bottom Corners { x: 1024, y: 2000 } // Bottom Center (inner) ], startPos: { x: 1024, y: 300 } // Start Top Center } // NOTE: Circular mazes are hard to represent with rectangular walls. // This implementation uses only rectangular walls. ]; // Game state variables var currentLevelIndex = 0; var walls = []; var coins = []; var player = null; var score = 0; var timeLeft = levelTimeLimit; var timerInterval = null; var scoreTxt = null; var timerTxt = null; var levelTxt = null; var levelComplete = false; var isDragging = false; var dragOffset = { x: 0, y: 0 }; // Offset between touch point and player center // --- Helper Functions --- // Clears current level elements function clearLevel() { walls.forEach(function (wall) { wall.destroy(); }); walls = []; coins.forEach(function (coin) { coin.destroy(); }); coins = []; if (player) { player.destroy(); player = null; } levelComplete = false; isDragging = false; } // Loads a level by index function loadLevel(levelIndex) { clearLevel(); if (levelIndex >= mazeLevels.length) { // Handle case where we run out of predefined levels but haven't reached totalLevels console.log("Warning: Ran out of predefined maze data, repeating last level."); levelIndex = mazeLevels.length - 1; // Repeat the last available level // Ideally, generate levels procedurally or add more data. if (levelIndex < 0) { // Should not happen if mazeLevels has data LK.showGameOver(); // No levels defined at all return; } } currentLevelIndex = levelIndex; // Update the global index tracker var levelData = mazeLevels[levelIndex]; // Create walls levelData.walls.forEach(function (wallData) { var wall = new Wall(wallData.width, wallData.height); wall.x = wallData.x; wall.y = wallData.y; game.addChild(wall); walls.push(wall); }); // Create coins levelData.coins.forEach(function (coinData) { var coin = new Coin(); coin.x = coinData.x; coin.y = coinData.y; game.addChild(coin); coins.push(coin); }); // Create player player = new Player(); player.x = levelData.startPos.x; player.y = levelData.startPos.y; game.addChild(player); // Reset score and timer for the new level score = 0; timeLeft = levelTimeLimit; updateScoreDisplay(); updateTimerDisplay(); updateLevelDisplay(); // Update level text startTimer(); } // Checks collision between player (at potential new position) and all walls function checkWallCollision(targetX, targetY) { if (!player) { return true; } // No player, collision is effectively true var playerRadius = player.width / 2; // Assuming player is a circle // Create a hypothetical bounding box for the player at the target position var playerBounds = { left: targetX - playerRadius, right: targetX + playerRadius, top: targetY - playerRadius, bottom: targetY + playerRadius }; for (var i = 0; i < walls.length; i++) { var wall = walls[i]; var wallBounds = { left: wall.x, right: wall.x + wall.wallWidth, // Use stored dimensions top: wall.y, bottom: wall.y + wall.wallHeight // Use stored dimensions }; // Basic AABB collision check if (playerBounds.right > wallBounds.left && playerBounds.left < wallBounds.right && playerBounds.bottom > wallBounds.top && playerBounds.top < wallBounds.bottom) { return true; // Collision detected } } return false; // No collision } // Updates the score display function updateScoreDisplay() { scoreTxt.setText("Coins: " + score + "/" + requiredCoinsPerLevel); } // Updates the timer display function updateTimerDisplay() { timerTxt.setText("Time: " + timeLeft); } // Updates the level display function updateLevelDisplay() { levelTxt.setText("Level: " + (currentLevelIndex + 1)); } // Timer tick function function handleTimerTick() { if (levelComplete) { return; } // Stop timer if level is done timeLeft--; updateTimerDisplay(); if (timeLeft <= 0) { LK.clearInterval(timerInterval); timerInterval = null; LK.showGameOver(); // LK handles the game over state } } // Starts the level timer function startTimer() { if (timerInterval) { LK.clearInterval(timerInterval); } timeLeft = levelTimeLimit; // Reset time updateTimerDisplay(); timerInterval = LK.setInterval(handleTimerTick, 1000); } // Stops the level timer function stopTimer() { if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } } // --- GUI Setup --- // Score display scoreTxt = new Text2('Coins: 0/' + requiredCoinsPerLevel, { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // Anchor middle-top LK.gui.top.addChild(scoreTxt); // Add to top-center GUI area scoreTxt.y = 20; // Add some padding from the top edge // Timer display timerTxt = new Text2('Time: ' + levelTimeLimit, { size: 60, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); // Anchor top-right LK.gui.topRight.addChild(timerTxt); // Add to top-right GUI area timerTxt.y = 20; // Match score padding timerTxt.x = -20; // Add some padding from the right edge // --- Event Handlers --- // Level display levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); // Anchor top-left LK.gui.topLeft.addChild(levelTxt); // Add to top-left GUI area (near pause) levelTxt.x = 110; // Offset from the very corner (reserved area) levelTxt.y = 20; // Match other UI padding game.down = function (x, y, obj) { if (levelComplete) { // If level is complete, tap anywhere to proceed currentLevelIndex++; if (currentLevelIndex < totalLevels) { loadLevel(currentLevelIndex); } else { LK.showYouWin(); // Completed all levels } return; // Don't process drag start } // Check if the press is on the player var playerPos = player.position; var dx = x - playerPos.x; var dy = y - playerPos.y; var distSq = dx * dx + dy * dy; var playerRadius = player.width / 2; // Allow starting drag if touching the player // Add a small tolerance for easier touch if (distSq < playerRadius * playerRadius * 1.5 * 1.5) { isDragging = true; // Calculate offset from player center to touch point // The x, y arguments are already in the game's local coordinate system dragOffset.x = player.x - x; dragOffset.y = player.y - y; } else { isDragging = false; } }; game.move = function (x, y, obj) { if (!isDragging || levelComplete || !player) { return; } // The x, y arguments are already in the game's local coordinate system var targetX = x + dragOffset.x; var targetY = y + dragOffset.y; // Check for collisions *before* moving if (!checkWallCollision(targetX, targetY)) { player.x = targetX; player.y = targetY; } else { // Optional: Try moving only horizontally or vertically if diagonal move fails // Check X movement only if (!checkWallCollision(targetX, player.y)) { player.x = targetX; } // Check Y movement only if (!checkWallCollision(player.x, targetY)) { player.y = targetY; } // If both fail, the player stays put } }; game.up = function (x, y, obj) { isDragging = false; }; // --- Game Update Loop --- game.update = function () { if (levelComplete || !player) { return; } // Don't update if level is done or no player // Check for coin collection var playerRadius = player.width / 2; for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; var dx = player.x - coin.x; var dy = player.y - coin.y; var distance = Math.sqrt(dx * dx + dy * dy); var coinRadius = coin.width / 2; if (distance < playerRadius + coinRadius) { // Collision detected - collect coin score++; updateScoreDisplay(); coin.destroy(); coins.splice(i, 1); // Check for level completion if (score >= requiredCoinsPerLevel) { levelComplete = true; stopTimer(); // Optionally show a "Level Clear! Tap to continue" message // For now, just rely on the game.down handler checking levelComplete console.log("Level " + (currentLevelIndex + 1) + " Complete!"); // Note: LK engine might handle transitions, but the prompt asks for tap to continue. if (currentLevelIndex + 1 >= totalLevels) { // If this was the last level according to totalLevels count LK.showYouWin(); } // Otherwise, wait for tap in game.down break; // Exit loop after collecting a coin and potentially completing level } } } }; // --- Start Game --- loadLevel(currentLevelIndex);
===================================================================
--- original.js
+++ change.js
@@ -99,9 +99,9 @@
var requiredCoinsPerLevel = 10;
// Maze definitions for 10 levels with increasing difficulty.
// Each level: walls array [{x, y, width, height}], coins array [{x, y}], startPos {x, y}
var mazeLevels = [
-// Level 1: Paths and Cells
+// Level 1: Loop/Circuit with Dividers
{
walls: [
// --- Outer Borders ---
{
@@ -131,355 +131,127 @@
width: 50,
height: 2232
},
// Right
- // --- Maze Layout - Grid-like with Passages ---
- // Vertical Walls (with gaps)
- // V1 (x=400)
+ // --- Inner Loop Walls ---
{
- x: 400,
- y: 250,
- width: 50,
- height: 400
+ x: 250,
+ y: 500,
+ width: 1548,
+ height: 50
},
- // Top segment
+ // Inner Top H
{
- x: 400,
- y: 750,
- width: 50,
- height: 300
+ x: 250,
+ y: 2182,
+ width: 1548,
+ height: 50
},
- // Segment 2
+ // Inner Bottom H
{
- x: 400,
- y: 1150,
+ x: 250,
+ y: 550,
width: 50,
- height: 300
+ height: 1632
},
- // Segment 3
+ // Inner Left V
{
- x: 400,
- y: 1550,
+ x: 1748,
+ y: 550,
width: 50,
- height: 300
+ height: 1632
},
- // Segment 4
+ // Inner Right V
+ // --- Internal Dividers ---
{
- x: 400,
- y: 1950,
- width: 50,
- height: 532
+ x: 300,
+ y: 1000,
+ width: 1400,
+ height: 50
},
- // Bottom segment
- // V2 (x=800)
+ // H Divider 1 (Leaves path on right)
{
- x: 800,
- y: 250,
- width: 50,
- height: 400
+ x: 300,
+ y: 1700,
+ width: 1400,
+ height: 50
},
- // Top segment
+ // H Divider 2 (Leaves path on right)
{
- x: 800,
- y: 750,
+ x: 1000,
+ y: 550,
width: 50,
- height: 300
- },
- // Segment 2
- {
- x: 800,
- y: 1150,
- width: 50,
- height: 300
- },
- // Segment 3
- {
- x: 800,
- y: 1550,
- width: 50,
- height: 300
- },
- // Segment 4
- {
- x: 800,
- y: 1950,
- width: 50,
- height: 532
- },
- // Bottom segment
- // V3 (x=1200)
- {
- x: 1200,
- y: 250,
- width: 50,
height: 400
},
- // Top segment
+ // V Divider 1 (Top segment, gap below)
{
- x: 1200,
- y: 750,
+ x: 1000,
+ y: 1050,
width: 50,
- height: 300
+ height: 600
},
- // Segment 2
+ // V Divider 2 (Middle segment, gaps top/bottom)
{
- x: 1200,
- y: 1150,
+ x: 1000,
+ y: 1750,
width: 50,
- height: 300
- },
- // Segment 3
- {
- x: 1200,
- y: 1550,
- width: 50,
- height: 300
- },
- // Segment 4
- {
- x: 1200,
- y: 1950,
- width: 50,
- height: 532
- },
- // Bottom segment
- // V4 (x=1600)
- {
- x: 1600,
- y: 250,
- width: 50,
- height: 400
- },
- // Top segment
- {
- x: 1600,
- y: 750,
- width: 50,
- height: 300
- },
- // Segment 2
- {
- x: 1600,
- y: 1150,
- width: 50,
- height: 300
- },
- // Segment 3
- {
- x: 1600,
- y: 1550,
- width: 50,
- height: 300
- },
- // Segment 4
- {
- x: 1600,
- y: 1950,
- width: 50,
- height: 532
- },
- // Bottom segment
- // Horizontal Walls (with gaps)
- // H1 (y=700)
- {
- x: 150,
- y: 700,
- width: 200,
- height: 50
- },
- // Segment 1
- {
- x: 450,
- y: 700,
- width: 300,
- height: 50
- },
- // Segment 2
- {
- x: 850,
- y: 700,
- width: 300,
- height: 50
- },
- // Segment 3
- {
- x: 1250,
- y: 700,
- width: 300,
- height: 50
- },
- // Segment 4
- {
- x: 1650,
- y: 700,
- width: 248,
- height: 50
- },
- // Segment 5
- // H2 (y=1100)
- {
- x: 150,
- y: 1100,
- width: 200,
- height: 50
- },
- // Segment 1
- {
- x: 450,
- y: 1100,
- width: 300,
- height: 50
- },
- // Segment 2
- {
- x: 850,
- y: 1100,
- width: 300,
- height: 50
- },
- // Segment 3
- {
- x: 1250,
- y: 1100,
- width: 300,
- height: 50
- },
- // Segment 4
- {
- x: 1650,
- y: 1100,
- width: 248,
- height: 50
- },
- // Segment 5
- // H3 (y=1500)
- {
- x: 150,
- y: 1500,
- width: 200,
- height: 50
- },
- // Segment 1
- {
- x: 450,
- y: 1500,
- width: 300,
- height: 50
- },
- // Segment 2
- {
- x: 850,
- y: 1500,
- width: 300,
- height: 50
- },
- // Segment 3
- {
- x: 1250,
- y: 1500,
- width: 300,
- height: 50
- },
- // Segment 4
- {
- x: 1650,
- y: 1500,
- width: 248,
- height: 50
- },
- // Segment 5
- // H4 (y=1900)
- {
- x: 150,
- y: 1900,
- width: 200,
- height: 50
- },
- // Segment 1
- {
- x: 450,
- y: 1900,
- width: 300,
- height: 50
- },
- // Segment 2
- {
- x: 850,
- y: 1900,
- width: 300,
- height: 50
- },
- // Segment 3
- {
- x: 1250,
- y: 1900,
- width: 300,
- height: 50
- },
- // Segment 4
- {
- x: 1650,
- y: 1900,
- width: 248,
- height: 50
- } // Segment 5
+ height: 382
+ } // V Divider 3 (Bottom segment, gap above)
],
- coins: [
- // Positioned within cells, accessible via paths
- {
- x: 250,
- y: 300
+ coins: [{
+ x: 400,
+ y: 375
},
- // Top-left cell
+ // Top Left Path
{
- x: 600,
- y: 500
+ x: 1700,
+ y: 375
},
- // Top-second cell
+ // Top Right Path
{
- x: 1000,
- y: 300
+ x: 400,
+ y: 750
},
- // Top-third cell
+ // Mid Left (Above Divider 1)
{
- x: 1400,
- y: 500
+ x: 1700,
+ y: 750
},
- // Top-fourth cell
+ // Mid Right (Above Divider 1)
{
- x: 1800,
- y: 300
+ x: 400,
+ y: 1350
},
- // Top-right cell
+ // Mid Left (Between Dividers)
{
- x: 250,
- y: 900
+ x: 1700,
+ y: 1350
},
- // Second row, left cell
+ // Mid Right (Between Dividers)
{
- x: 1800,
- y: 900
+ x: 400,
+ y: 1950
},
- // Second row, right cell
+ // Bottom Left Path
{
- x: 600,
- y: 1300
+ x: 1700,
+ y: 1950
},
- // Third row, second cell
+ // Bottom Right Path
{
- x: 1400,
- y: 1700
+ x: 1024,
+ y: 600
},
- // Fourth row, fourth cell
+ // Center Top Section
{
- x: 1000,
- y: 2300
- } // Bottom row, center cell
+ x: 1024,
+ y: 2350
+ } // Center Bottom Section
],
startPos: {
x: 200,
- y: 300
- } // Start pos in top-left area, verified clear
+ y: 375
+ } // Start near top-left path entry
},
// Level 2: Tighter passages
{
walls: [{