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Please fix the bug: 'Cannot set properties of undefined (setting '49')' in or related to this line: 'maze[size - 1][size - 1] = 0;' Line Number: 26
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Please fix the bug: 'Cannot set properties of undefined (setting '49')' in or related to this line: 'maze[size - 1][size - 1] = 0;' Line Number: 26
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Please fix the bug: 'Cannot set properties of undefined (setting '49')' in or related to this line: 'maze[size - 1][size - 1] = 0;' Line Number: 26
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Make this maze for level 1 don't change t shape even when game loaded let the same shape of walls and spaces.
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rediuce randomly the walls
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Reduce walls
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Lower the number of walls and make the maze bigger to fit the screen
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Make the maze area bigger
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Make the walls thin
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Make the player move by clicking the direction left right up dpwn
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Make paths each time for player to move
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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
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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
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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
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change the maze once only
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Add movment to the player by click the direction
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Make it bigger with more walls
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more bigger
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Make it bigger
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Regenerate random maze with player and exit make it square in center of the screen
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Remove the game and all its assets and objects
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If click the color start draw without clicking
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Make the draw button on the lower screen
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Draw when player teleported
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Make player smaller
/**** * 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 * 0.5, height: blockSize * 0.5 }); 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 if (dragNode) { 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 dragNode = null; // Variable to track dragging 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) { // Move the player to the clicked position player.x = x; player.y = y; }; game.up = function (x, y, obj) { // Disable dragging when touch or mouse up dragNode = null; }; // Add an update function to the game game.update = function () {}; game.down = function (x, y, obj) { // Move the player to the clicked position player.x = x; player.y = y; // Draw line immediately at the clicked position if (!player.drawLine) { player.drawLine = new DrawLine(); game.addChild(player.drawLine); } player.drawLine.update(player.x, player.y); };
/****
* 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 * 0.5,
height: blockSize * 0.5
});
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
if (dragNode) {
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 dragNode = null; // Variable to track dragging
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) {
// Move the player to the clicked position
player.x = x;
player.y = y;
};
game.up = function (x, y, obj) {
// Disable dragging when touch or mouse up
dragNode = null;
};
// Add an update function to the game
game.update = function () {};
game.down = function (x, y, obj) {
// Move the player to the clicked position
player.x = x;
player.y = y;
// Draw line immediately at the clicked position
if (!player.drawLine) {
player.drawLine = new DrawLine();
game.addChild(player.drawLine);
}
player.drawLine.update(player.x, player.y);
};