User prompt
Make cleared baths with green line
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Regenerate different maze
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Regenerate a maze with small squares randomly, make the maze difficult.
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Remove all assets from game let only background
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Regenerate full screen a maze ,make player bottom right corner and exit on the top right corner
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Remove all walls and player and exit and maze
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Please fix the bug: 'rectangleWidth is not defined' in or related to this line: 'wall2.x = j * rectangleData.blockSize + rectangleData.blockSize / 2 + (game.width - rectangleData.blockSize * rectangleWidth) / 2;' Line Number: 128
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center it
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Please fix the bug: 'rectangleSize is not defined' in or related to this line: 'if (i === 0 || i === rectangleSize - 1 || j === 0 || j === rectangleSize - 1) {' Line Number: 98
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Make maze shape as taller rectangle simillar to the screen
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Make it smaller walls2and many inside
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make it taller as the space between the 4 walls
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Don't let spaces between walls2
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Regenerate different maze randomly with the assets wall2 inside the 4 walls only
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Resize the walls2 in maze all of them resize the maze to be too small
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generate the maze inside the 4 walls with many walls2 asset, do spaces and clear paths from player to exit.
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Make the player & exit smaller, Generate a maze with asset wall2 with too small wall2, make it between 4 walls only, do many spaces similar to the player size.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setItem')' in or related to this line: 'localStorage.setItem('playerX', player.x);' Line Number: 192
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Please fix the bug: 'Cannot read properties of undefined (reading 'getItem')' in or related to this line: 'player.x = localStorage.getItem('playerX') ? parseFloat(localStorage.getItem('playerX')) : game.width / 2;' Line Number: 108
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Please fix the bug: 'Cannot read properties of undefined (reading 'getItem')' in or related to this line: 'player.x = localStorage.getItem('playerX') ? localStorage.getItem('playerX') : game.width / 2;' Line Number: 108
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Save game like this and save the player Real Time position and make it its real position.
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Don't make magnetic pull player to other walls
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Fix bugs of collision. Player can't pass the walls even by half.
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
/**** * Classes ****/ // Class for the exit point var Exit = Container.expand(function () { var self = Container.call(this); var exitGraphics = self.attachAsset('exit', { anchorX: 0.5, anchorY: 0.5 }); // Add dragging functionality self.down = function (x, y, obj) { dragNode = self; }; self.up = function (x, y, obj) { dragNode = null; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.015, anchorY: 0.015 }); self.speed = 5; self.update = function () { // Player update logic }; // Add dragging functionality self.down = function (x, y, obj) { dragNode = self; }; self.up = function (x, y, obj) { dragNode = null; }; }); // Class for maze walls var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = LK.getAsset('Background1', { anchorX: 0.5, anchorY: 0.5 }); background.width = game.width; background.height = game.height; background.x = game.width / 2; background.y = game.height / 2; game.addChildAt(background, 0); // Define the handleMove function function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; function generateRectangle() { var rectangle = []; var rectangleSize = 6; // Set a fixed rectangle size var blockSize = Math.max(2048 / rectangleSize, 2732 / rectangleSize); for (var i = 0; i < rectangleSize; i++) { rectangle[i] = []; for (var j = 0; j < rectangleSize; j++) { // Add walls around the screen rectangle[i][j] = 1; } } return { rectangle: rectangle, blockSize: blockSize }; } var rectangleData = generateRectangle(); var player = new Player(); player.x = game.width / 2; player.y = game.height / 2; player.width = rectangleData.blockSize / 3; player.height = rectangleData.blockSize / 3; game.addChild(player); // Create 4 walls for up, down, left and right sides var wallThickness = rectangleData.blockSize / 2; // Adjust this value to change the thickness of the walls var wallUp = new Wall(); wallUp.width = game.width - 2 * wallThickness; wallUp.height = wallThickness; wallUp.x = game.width / 2; wallUp.y = wallUp.height / 2; game.addChild(wallUp); var wallDown = new Wall(); wallDown.width = game.width - 2 * wallThickness; wallDown.height = wallThickness; wallDown.x = game.width / 2; wallDown.y = game.height - wallDown.height / 2; game.addChild(wallDown); var wallLeft = new Wall(); wallLeft.width = wallThickness; wallLeft.height = game.height - 2 * wallThickness; wallLeft.x = wallLeft.width / 2; wallLeft.y = game.height / 2; game.addChild(wallLeft); var wallRight = new Wall(); wallRight.width = wallThickness; wallRight.height = game.height - 2 * wallThickness; wallRight.x = game.width - wallRight.width / 2; wallRight.y = game.height / 2; game.addChild(wallRight); // Set level 01 and background1 for level 1 game.level = 1; game.background = LK.getAsset('Background1', { anchorX: 0.5, anchorY: 0.5 }); var exit = new Exit(); exit.x = game.width / 6.7; exit.y = game.height / 9; exit.width = rectangleData.blockSize / 3; exit.height = rectangleData.blockSize / 3; game.addChild(exit); // Handle player movement var dragNode = null; // Create a Text2 object to display the level number var levelText = new Text2('Level: 1', { size: 50, fill: 0xFFFF00 }); // Position the level text at the bottom left of the screen levelText.anchor.set(0, 1); levelText.x = 0; levelText.y = 2732; // Add the level text to the GUI overlay LK.gui.bottomLeft.addChild(levelText); // Check if player reaches the exit function checkExit() { if (player.intersects(exit)) { // Player reached the exit LK.showGameOver(); } } // Game update loop // Define the checkCollisions function function checkCollisions() { // Collision detection logic if (player.intersects(wallUp)) { player.y = wallUp.y + wallUp.height / 2 + player.height / 2; } if (player.intersects(wallDown)) { player.y = wallDown.y - wallDown.height / 2 - player.height / 2; } if (player.intersects(wallLeft)) { player.x = wallLeft.x + wallLeft.width / 2 + player.width / 2; } if (player.intersects(wallRight)) { player.x = wallRight.x - wallRight.width / 2 - player.width / 2; } } game.update = function () { checkCollisions(); checkExit(); // Check if walls are out of screen bounds and prevent them from moving out for (var i = 0; i < rectangleData.rectangle.length; i++) { for (var j = 0; j < rectangleData.rectangle[i].length; j++) { if (rectangleData.rectangle[i][j] === 1) { var wall = new Wall(); if (wall.x < 0) { wall.x = 0; } if (wall.y < 0) { wall.y = 0; } if (wall.x + wall.width > game.width) { wall.x = game.width - wall.width; } if (wall.y + wall.height > game.height) { wall.y = game.height - wall.height; } } } } };
===================================================================
--- original.js
+++ change.js
@@ -21,10 +21,10 @@
// Class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
- anchorX: 5,
- anchorY: 5
+ anchorX: 0.015,
+ anchorY: 0.015
});
self.speed = 5;
self.update = function () {
// Player update logic