Code edit (1 edits merged)
Please save this source code
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Make its size similar to wall asset
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Make the player size as space between 4 walls
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Move and stop player with small distance only
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Make the movement stop not continuously
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change player movment 4 dirctions only by click the direction
Code edit (1 edits merged)
Please save this source code
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Set player to the game and moveing by click to each direction
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Regenerate the maze below the pause
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Make the maze above the pause
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Add player to the right bottom corner make clear path by adding some spaces or removing some walls around the corners
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Regenerate random maze with wall asset resize it
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Please fix the bug: 'Maze is not defined' in or related to this line: 'var maze = game.addChild(new Maze());' Line Number: 22
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Regenerate tall maze with walls on the sides of screen make it taller and with big walls inside the screen.
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Adjust the screen
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Make to the right
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Make the exit on the left
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Make the maze down the pause to the bottom between screen sides
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Regenerate maze with big wall asset Between walls and from bellow the pause button to the bottom of the screen With player asset on the bottom corner left and exit asset on the right upper corner of the maze
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Remove the maze
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Add exit to the maze with different color
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remove more walls
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Remove walls randomly
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Reduce number of walls
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Make walls big x2
/****
* Initialize Game
****/
// Function to generate a random maze
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var mazeSize = 100; // Increase the size of the maze to make it even bigger
var offsetX = 0;
var offsetY = 0;
var maze; // Define maze in the global scope
// 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;
// Create a guaranteed path from start to end
for (var i = 0; i < size; i++) {
maze[i][0] = 0; // Open path in the first column
}
for (var j = 0; j < size; j++) {
maze[size - 1][j] = 0; // Open path in the last row
}
return maze;
// Add exit asset at the maze exit point
var exit = LK.getAsset('exit', {
x: offsetX + (maze.length - 1) * blockSize,
y: offsetY + (maze.length - 1) * blockSize,
width: blockSize,
height: blockSize
});
game.addChild(exit);
}
// 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
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 * 4,
height: blockSize * 4
});
game.addChild(wall);
} else {
var path = LK.getAsset('player', {
x: offsetX + j * blockSize,
y: offsetY + i * blockSize,
width: blockSize,
height: blockSize,
alpha: 0 // Make path invisible
});
game.addChild(path);
}
}
}
}
// Initialize player
function initializePlayer() {
var startX, startY;
do {
startX = Math.floor(Math.random() * window.initialMaze.length);
startY = Math.floor(Math.random() * window.initialMaze.length);
} while (window.initialMaze[startY][startX] !== 0);
var player = LK.getAsset('player', {
x: offsetX + startX * (2048 / mazeSize),
// Ensure player is placed inside the maze paths
y: offsetY + startY * (2732 / mazeSize),
// Ensure player is placed inside the maze paths
// Random position within the maze
width: 40,
height: 40
});
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');
}
}; /****
* Initialize Game
****/
// Function to generate a random maze
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var mazeSize = 100; // Increase the size of the maze to make it even bigger
var offsetX = 0;
var offsetY = 0;
var maze; // Define maze in the global scope
// 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;
// Create a guaranteed path from start to end
for (var i = 0; i < size; i++) {
maze[i][0] = 0; // Open path in the first column
}
for (var j = 0; j < size; j++) {
maze[size - 1][j] = 0; // Open path in the last row
}
return maze;
// Add exit asset at the maze exit point
var exit = LK.getAsset('exit', {
x: offsetX + (maze.length - 1) * blockSize,
y: offsetY + (maze.length - 1) * blockSize,
width: blockSize,
height: blockSize
});
game.addChild(exit);
}
// 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
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 * 4,
height: blockSize * 4
});
game.addChild(wall);
} else {
var path = LK.getAsset('player', {
x: offsetX + j * blockSize,
y: offsetY + i * blockSize,
width: blockSize,
height: blockSize,
alpha: 0 // Make path invisible
});
game.addChild(path);
}
}
}
}
// Initialize player
function initializePlayer() {
var startX, startY;
do {
startX = Math.floor(Math.random() * window.initialMaze.length);
startY = Math.floor(Math.random() * window.initialMaze.length);
} while (window.initialMaze[startY][startX] !== 0);
var player = LK.getAsset('player', {
x: offsetX + startX * (2048 / mazeSize),
// Ensure player is placed inside the maze paths
y: offsetY + startY * (2732 / mazeSize),
// Ensure player is placed inside the maze paths
// Random position within the maze
width: 40,
height: 40
});
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');
}
};
Playable maze with orange lines. at black background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d coin. Ninja face in the coin. red coin. 2 circles inside it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fullscreen, high definition, light, blur, small time watch, colors, wood, for a game titled "Maze" and with the description "Navigate ever-changing mazes! Each level with different background, coins, time speed. Can you finish collecting coins before time is up? Challenge your skills in Maze!". with text on banner "MAZE"!