User prompt
Make player follow mouse cursor on the screen
User prompt
Put it on the left bottom corner before walls of maze
User prompt
Reduce player size little bit
User prompt
Reduce its size to fit between walls
User prompt
make the player smaller
User prompt
Please fix the bug: 'ReferenceError: Wall is not defined' in or related to this line: 'if (game.children[i] instanceof Wall && self.intersects(game.children[i])) {' Line Number: 35
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'update')' in or related to this line: 'player.update = function () {' Line Number: 116
User prompt
Make player assets to fit in the maze. make collision between player and walls
User prompt
Make surrounded lines for the maze by filling the lines of the 4 sides with walls
User prompt
Make the maze with same size of the screen
User prompt
Fix the game not loading
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Reduce number of walls make more spaces to make the game load faster
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Adjust game screen
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Optimize the game
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Remove lag in start of game,
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Make line small to fit between walls, make collison
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var lineGraphics = new Graphics();' Line Number: 23
User prompt
Please fix the bug: 'LK.Line is not a constructor' in or related to this line: 'var pathLine = new LK.Line({' Line Number: 22
User prompt
Make cleared baths with green line
User prompt
Regenerate different maze
User prompt
Regenerate a maze with small squares randomly, make the maze difficult.
User prompt
Remove all assets from game let only background
User prompt
Regenerate full screen a maze ,make player bottom right corner and exit on the top right corner
User prompt
Remove all walls and player and exit and maze
User prompt
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
/**** * 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: 0.01, anchorY: 0.01 }); 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 rectangleWidth = 10; // Set width to create a taller rectangle var rectangleHeight = 30; // Set height to create a taller rectangle var rectangleSize = Math.max(rectangleWidth, rectangleHeight); var blockSize = Math.min(2048 / rectangleWidth, 2732 / rectangleHeight); for (var i = 0; i < rectangleHeight; i++) { rectangle[i] = []; for (var j = 0; j < rectangleWidth; j++) { // Create spaces similar to player size if (i === 0 || i === rectangleSize - 1 || j === 0 || j === rectangleSize - 1) { rectangle[i][j] = 1; // Walls around the perimeter } else if (Math.random() > 0.7) { rectangle[i][j] = 0; // Randomly clear path } else { rectangle[i][j] = 1; // Wall2 } } } // Ensure a clear path from start to exit rectangle[1][1] = 0; rectangle[rectangleHeight - 2][rectangleWidth - 2] = 0; return { rectangle: rectangle, blockSize: blockSize }; } var rectangleWidth = 10; // Set width to create a taller rectangle var rectangleHeight = 30; // Set height to create a taller rectangle var rectangleData = generateRectangle(); var player = new Player(); // Add Wall2 assets to the game based on the generated maze 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 wall2 = LK.getAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); wall2.width = rectangleData.blockSize / 2; wall2.height = rectangleData.blockSize / 2; wall2.x = j * rectangleData.blockSize + rectangleData.blockSize / 2 + (game.width - rectangleData.blockSize * rectangleWidth) / 2; wall2.y = i * rectangleData.blockSize + rectangleData.blockSize / 2 + (game.height - rectangleData.blockSize * rectangleHeight) / 2; game.addChild(wall2); } } } // Set the player's position to the saved position player.x = typeof localStorage !== 'undefined' && localStorage.getItem('playerX') ? parseFloat(localStorage.getItem('playerX')) : game.width / 2; player.y = typeof localStorage !== 'undefined' && localStorage.getItem('playerY') ? parseFloat(localStorage.getItem('playerY')) : game.height / 2; player.width = rectangleData.blockSize / 6; player.height = rectangleData.blockSize / 6; 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 / 6; exit.height = rectangleData.blockSize / 6; 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(); // Save the player's real-time position if (typeof localStorage !== 'undefined') { localStorage.setItem('playerX', player.x); localStorage.setItem('playerY', player.y); } };
/****
* 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: 0.01,
anchorY: 0.01
});
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 rectangleWidth = 10; // Set width to create a taller rectangle
var rectangleHeight = 30; // Set height to create a taller rectangle
var rectangleSize = Math.max(rectangleWidth, rectangleHeight);
var blockSize = Math.min(2048 / rectangleWidth, 2732 / rectangleHeight);
for (var i = 0; i < rectangleHeight; i++) {
rectangle[i] = [];
for (var j = 0; j < rectangleWidth; j++) {
// Create spaces similar to player size
if (i === 0 || i === rectangleSize - 1 || j === 0 || j === rectangleSize - 1) {
rectangle[i][j] = 1; // Walls around the perimeter
} else if (Math.random() > 0.7) {
rectangle[i][j] = 0; // Randomly clear path
} else {
rectangle[i][j] = 1; // Wall2
}
}
}
// Ensure a clear path from start to exit
rectangle[1][1] = 0;
rectangle[rectangleHeight - 2][rectangleWidth - 2] = 0;
return {
rectangle: rectangle,
blockSize: blockSize
};
}
var rectangleWidth = 10; // Set width to create a taller rectangle
var rectangleHeight = 30; // Set height to create a taller rectangle
var rectangleData = generateRectangle();
var player = new Player();
// Add Wall2 assets to the game based on the generated maze
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 wall2 = LK.getAsset('Wall2', {
anchorX: 0.5,
anchorY: 0.5
});
wall2.width = rectangleData.blockSize / 2;
wall2.height = rectangleData.blockSize / 2;
wall2.x = j * rectangleData.blockSize + rectangleData.blockSize / 2 + (game.width - rectangleData.blockSize * rectangleWidth) / 2;
wall2.y = i * rectangleData.blockSize + rectangleData.blockSize / 2 + (game.height - rectangleData.blockSize * rectangleHeight) / 2;
game.addChild(wall2);
}
}
}
// Set the player's position to the saved position
player.x = typeof localStorage !== 'undefined' && localStorage.getItem('playerX') ? parseFloat(localStorage.getItem('playerX')) : game.width / 2;
player.y = typeof localStorage !== 'undefined' && localStorage.getItem('playerY') ? parseFloat(localStorage.getItem('playerY')) : game.height / 2;
player.width = rectangleData.blockSize / 6;
player.height = rectangleData.blockSize / 6;
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 / 6;
exit.height = rectangleData.blockSize / 6;
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();
// Save the player's real-time position
if (typeof localStorage !== 'undefined') {
localStorage.setItem('playerX', player.x);
localStorage.setItem('playerY', player.y);
}
};