User prompt
Delet all object from the screen and the game
User prompt
Put all the objects on the same screen
User prompt
If player pass through the exit square game over then
User prompt
Make the exit not passable by the player
User prompt
Increass its speed to be fast
User prompt
Make the exit and player on the same ground to be touched
User prompt
Increas the speed of the player
User prompt
Remove all walls
User prompt
Let player move between these walls and make it touched by it and stop it
User prompt
Make the down side of the creen passable for the walls that spawning from top of the screen
User prompt
Make the walls Start spawning from the top to bottom passing the screen
User prompt
Make the collision to wall asset and player
User prompt
fix it
User prompt
Move the walls a bit to the right side
User prompt
Move all the walls to the right till reach the max of right side of screen but hold the recent position
User prompt
Make the shape of walls in the center of the screen
User prompt
Delet some walls
User prompt
Don't make walls outside the screen
User prompt
No game over if touch walls
User prompt
Add more walls
User prompt
Remove many of walls to clear path for player to go to exit
User prompt
Fill the screen of random walls
User prompt
Add walls randomly many with same size of player
User prompt
Make player move little then stop
User prompt
Scale exit same size of player
/**** * Classes ****/ // Create an Exit class var Exit = Container.expand(function () { var self = Container.call(this); var exitGraphics = self.attachAsset('Exit', { anchorX: 0.5, anchorY: 0.5, width: blockSize * 1.5, height: blockSize * 1.5 }); }); // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: blockSize * 1.5, height: blockSize * 1.5 }); self.speed = 8; self.update = function () { var oldX = self.x; var oldY = self.y; self.x += self.vx; self.y += self.vy; if (self.x < 0) { self.x = 0; } if (self.y < 0) { self.y = 0; } if (self.x > game.width) { self.x = game.width; } if (self.y > game.height) { self.y = 0; } // Check for collision with wall for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Wall && self.intersects(game.children[i])) { self.vx = 0; self.vy = 0; break; } } }; }); //<Assets used in the game will automatically appear here> // Create a Wall class 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 ****/ // Function to generate a static maze var blockSize = 50; 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); var player = game.addChild(new Player()); player.x = game.width / 2; player.y = game.height / 2; // Create an exit in the maze var exit = game.addChild(new Exit()); exit.width = blockSize; exit.height = blockSize; exit.x = game.width / 2; exit.y = game.height / 2; // Add mouse down event to make player follow the cursor only when clicked and dragged var dragNode = null; game.down = function (x, y, obj) { var dx = x - player.x; var dy = y - player.y; if (Math.abs(dx) > Math.abs(dy)) { // Horizontal movement player.vx = dx > 0 ? player.speed : -player.speed; player.vy = 0; } else { // Vertical movement player.vx = 0; player.vy = dy > 0 ? player.speed : -player.speed; } // Stop the player after a short movement LK.setTimeout(function () { player.vx = 0; player.vy = 0; }, 500); }; game.move = function (x, y, obj) { if (dragNode) { var oldX = dragNode.x; var oldY = dragNode.y; dragNode.x = x - dragNode.width / 2; dragNode.y = y - dragNode.height / 2; for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Wall && dragNode.intersects(game.children[i])) { dragNode.x = oldX; dragNode.y = oldY; break; } } if (player.intersects(exit)) { player.vx = 0; player.vy = 0; LK.showGameOver(); } } }; game.up = function (x, y, obj) { dragNode = null; };
===================================================================
--- original.js
+++ change.js
@@ -80,16 +80,16 @@
background.x = game.width / 2;
background.y = game.height / 2;
game.addChildAt(background, 0);
var player = game.addChild(new Player());
-player.x = game.width - blockSize * 2.5;
-player.y = game.height - blockSize * 2.5;
+player.x = game.width / 2;
+player.y = game.height / 2;
// Create an exit in the maze
var exit = game.addChild(new Exit());
exit.width = blockSize;
exit.height = blockSize;
-exit.x = game.width - blockSize * 2.5;
-exit.y = blockSize * 2.5;
+exit.x = game.width / 2;
+exit.y = game.height / 2;
// Add mouse down event to make player follow the cursor only when clicked and dragged
var dragNode = null;
game.down = function (x, y, obj) {
var dx = x - player.x;