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more bigger
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Make maze with big walls
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Create exit asset and add it to the game
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Remove the maze and regenerate new one but it have exit this time
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Make player not fit to the maze make it inside it
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Make player and maze bigger
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Resize player and the maze
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Make player in the middle of the maze
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Make player smaller as walls and in corner of maze
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Place the player in the maze
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fix set 13
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Please fix the bug: 'blockSize is not defined' in or related to this line: 'var player = LK.getAsset('player', {' Line Number: 70
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make player smaller and fit it to screen
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Make spaces simillar to the walls and player on the maze
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Regenerat again
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Regenerate the maze
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make the player inside the maze
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make random position for the player each time
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fix it!
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Regenerate it once
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reduce again
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Reduce the number of walls in maze randomly
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reduce walls numers
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Make bigger walls
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Fit it to screen sides
/**** * Initialize Game ****/ // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var offsetX = 0; var offsetY = 0; var maze; // Define maze in the global scope var blockSize = Math.min(2048 / mazeSize, 2732 / mazeSize) * 1.2; // Define blockSize in the global scope and increase size // Function to render the maze function generateMaze(size) { var maze = []; for (var i = 0; i < size; i++) { maze[i] = []; for (var j = 0; j < size; j++) { maze[i][j] = Math.random() > 0.90 ? 1 : 0; // 1 represents a wall, 0 represents a path } } // Ensure start and end points are open maze[0][0] = 0; maze[size - 1][size - 1] = 0; return maze; } // Function to render the maze function renderMaze(maze) { var blockSize = Math.min(2048 / maze.length, 2732 / maze.length); // Adjust block size to fit the maze to screen sides and make it bigger offsetX = (2048 - maze.length * blockSize) / 2; offsetY = (2732 - maze.length * blockSize) / 2; for (var i = 0; i < maze.length; i++) { for (var j = 0; j < maze[i].length; j++) { if (maze[i][j] === 1) { var wall = LK.getAsset('wall', { x: offsetX + j * blockSize, y: offsetY + i * blockSize, width: blockSize, height: blockSize }); game.addChild(wall); } else { var path = LK.getAsset('player', { x: offsetX + j * blockSize, y: offsetY + i * blockSize, width: blockSize, height: blockSize, alpha: 0.1 // Make path slightly visible }); game.addChild(path); } } } } // Initialize player function initializePlayer() { var startX = Math.floor(window.initialMaze.length / 2); var startY = Math.floor(window.initialMaze.length / 2); var player = LK.getAsset('player', { x: offsetX + startX * blockSize, // Ensure player is placed inside the maze paths y: offsetY + startY * blockSize, // Ensure player is placed inside the maze paths // Random position within the maze width: blockSize * 0.6, height: blockSize * 0.6 }); game.addChild(player); return player; } // Main game logic var mazeSize = 70; // Increase the size of the maze to make it bigger function regenerateMaze() { window.initialMaze = generateMaze(mazeSize); renderMaze(window.initialMaze); } regenerateMaze(); // Maze is generated once at the start and rendered var player = initializePlayer(); // Function to check if player reached the end function checkEndCondition() { var mazeX = Math.floor((player.x - offsetX) / (2048 / mazeSize)); var mazeY = Math.floor((player.y - offsetY) / (2732 / mazeSize)); if (mazeX === mazeSize - 1 && mazeY === mazeSize - 1) { regenerateMaze(); player = initializePlayer(); } } // Function to move player based on click direction function movePlayer(direction) { var blockSize = 100; var newX = player.x; var newY = player.y; if (direction === 'up') { newY -= blockSize; } else if (direction === 'down') { newY += blockSize; } else if (direction === 'left') { newX -= blockSize; } else if (direction === 'right') { newX += blockSize; } // Check for wall collision var mazeX = Math.floor((newX - offsetX) / blockSize); var mazeY = Math.floor((newY - offsetY) / blockSize); if (window.initialMaze[mazeY] && window.initialMaze[mazeY][mazeX] === 0) { player.x = newX; player.y = newY; checkEndCondition(); } } // Add event listener for clicks game.down = function (x, y, obj) { var centerX = player.x; var centerY = player.y; if (x < centerX && Math.abs(x - centerX) > Math.abs(y - centerY)) { movePlayer('left'); } else if (x > centerX && Math.abs(x - centerX) > Math.abs(y - centerY)) { movePlayer('right'); } else if (y < centerY) { movePlayer('up'); } else if (y > centerY) { movePlayer('down'); } };
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,9 @@
****/
var offsetX = 0;
var offsetY = 0;
var maze; // Define maze in the global scope
-var blockSize = Math.min(2048 / mazeSize, 2732 / mazeSize); // Define blockSize in the global scope
+var blockSize = Math.min(2048 / mazeSize, 2732 / mazeSize) * 1.2; // Define blockSize in the global scope and increase size
// Function to render the maze
function generateMaze(size) {
var maze = [];
for (var i = 0; i < size; i++) {
@@ -28,9 +28,9 @@
return maze;
}
// Function to render the maze
function renderMaze(maze) {
- var blockSize = Math.min(2048 / maze.length, 2732 / maze.length) * 0.8; // Adjust block size to fit the maze to screen sides and make it smaller
+ var blockSize = Math.min(2048 / maze.length, 2732 / maze.length); // Adjust block size to fit the maze to screen sides and make it bigger
offsetX = (2048 - maze.length * blockSize) / 2;
offsetY = (2732 - maze.length * blockSize) / 2;
for (var i = 0; i < maze.length; i++) {
for (var j = 0; j < maze[i].length; j++) {
@@ -64,10 +64,10 @@
// Ensure player is placed inside the maze paths
y: offsetY + startY * blockSize,
// Ensure player is placed inside the maze paths
// Random position within the maze
- width: blockSize * 0.4,
- height: blockSize * 0.4
+ width: blockSize * 0.6,
+ height: blockSize * 0.6
});
game.addChild(player);
return player;
}