User prompt
Make the maze area bigger
User prompt
Make the walls thin
User prompt
Make the player move by clicking the direction left right up dpwn
User prompt
Make paths each time for player to move
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'NaN')' in or related to this line: 'if (maze[mazeY] && maze[mazeY][mazeX] === 0) {' Line Number: 90
User prompt
Please fix the bug: 'Uncaught ReferenceError: maze is not defined' in or related to this line: 'if (maze[mazeY] && maze[mazeY][mazeX] === 0) {' Line Number: 89
User prompt
Please fix the bug: 'Uncaught ReferenceError: offsetX is not defined' in or related to this line: 'var mazeX = Math.floor((newX - offsetX) / blockSize);' Line Number: 86
User prompt
change the maze once only
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Add movment to the player by click the direction
User prompt
Make it bigger with more walls
User prompt
more bigger
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Make it bigger
User prompt
Regenerate random maze with player and exit make it square in center of the screen
User prompt
Remove the game and all its assets and objects
User prompt
If click the color start draw without clicking
User prompt
Make the draw button on the lower screen
User prompt
Draw when player teleported
User prompt
Make player smaller
User prompt
Draw at the exact same time of click
User prompt
click player to move
User prompt
Don'tmake player follow currsor make corsor holdplayer to moving anywhere
User prompt
Make the draw line follow the player on the screen
User prompt
Make the line follow the player
User prompt
Don't draw by click draw only by moving the player on the background
User prompt
Make the player drawing by moving not by holding
/**** * Classes ****/ // Create a DrawLine class to represent the line drawn by the player var DrawLine = Container.expand(function () { var self = Container.call(this); var drawLineGraphics = self.attachAsset('Draw', { anchorX: 0.5, anchorY: 0.5 }); // Store the previous position to draw a continuous line self.previousX = null; self.previousY = null; // Update method to draw a line segment self.update = function (currentX, currentY) { if (self.previousX !== null && self.previousY !== null) { // Draw a line segment from previous position to current position var lineSegment = LK.getAsset('Draw', { anchorX: 0.5, anchorY: 0.5 }); lineSegment.x = (self.previousX + currentX) / 2; lineSegment.y = (self.previousY + currentY) / 2; lineSegment.width = Math.sqrt(Math.pow(currentX - self.previousX, 2) + Math.pow(currentY - self.previousY, 2)); lineSegment.rotation = Math.atan2(currentY - self.previousY, currentX - self.previousX); game.addChild(lineSegment); } // Update previous position self.previousX = currentX; self.previousY = currentY; }; }); // Create a Drawing class for the player var Drawing = Container.expand(function () { var self = Container.call(this); var drawingGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: blockSize * 0.8, // Make the drawing smaller than the player height: blockSize * 0.8 // Make the drawing smaller than the player }); }); // 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, height: blockSize }); self.speed = 8; self.vx = 0; self.vy = 0; self.update = function () { var oldX = self.x; var oldY = self.y; self.x += self.vx; self.y += self.vy; // Draw a line if the player has moved if (self.x !== oldX || self.y !== oldY) { if (!self.drawLine) { self.drawLine = new DrawLine(); game.addChild(self.drawLine); } self.drawLine.update(self.x, self.y); } 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; statusText.timeLeft = 60; // Reset the time left } }; }); // 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, width: blockSize, height: blockSize }); }); //<Assets used in the game will automatically appear here> // Create a StatusText class var StatusText = Text2.expand(function () { var self = Text2.call(this, 'Time left: 60', { size: 50, fill: 0xFFFFFF }); self.timeLeft = 60; self.update = function () { if (LK.ticks % 60 == 0) { self.timeLeft--; self.setText('Time left: ' + self.timeLeft); } }; }); /**** * Initialize Game ****/ // Check for collision with wall // Function to generate a random maze var game = new LK.Game({ width: 2048, height: 2732, backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.attachAsset('Background1', { anchorX: 0.5, anchorY: 0.5, width: game.width, height: game.height }); background.x = game.width / 2; background.y = game.height / 2; game.addChild(background); // Add move event to the game game.move = function (x, y, obj) { // Move the player to the y position of the touch or mouse event player.y = y - player.height / 2; // Move the player to the x position of the touch or mouse event player.x = x - player.width / 2; // Always update the line drawing based on player movement if (!player.drawLine) { player.drawLine = new DrawLine(); game.addChild(player.drawLine); } player.drawLine.update(player.x, player.y); }; var blockSize = 100; // Add player to the bottom middle of the screen var player = game.addChild(new Player()); player.x = game.width / 2; player.y = game.height - player.height / 2; // Add status text to the top left of the screen var statusText = game.addChild(new StatusText()); statusText.x = 20; statusText.y = 20; game.down = function (x, y, obj) { // Check if the player touched the object if (player.intersects(obj)) { console.log("Player touched the object!"); } }; game.up = function (x, y, obj) { // Change the direction of the player when touch or mouse up player.vx = -player.vx; player.vy = -player.vy; }; // Add an update function to the game game.update = function () {};
===================================================================
--- original.js
+++ change.js
@@ -64,10 +64,8 @@
self.drawLine = new DrawLine();
game.addChild(self.drawLine);
}
self.drawLine.update(self.x, self.y);
- self.drawLine.x = self.x;
- self.drawLine.y = self.y;
}
if (self.x < 0) {
self.x = 0;
}