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Please fix the bug: 'ReferenceError: Wall is not defined' in or related to this line: 'if (child instanceof Wall && child.intersects({' Line Number: 136
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If player inside the maze don't do game over only if touched the maze wall that are inside the maze not the sides walls
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If touch wall asset not inside walls
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Male the maze smaller
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Regenerate roads from corners to the midl always
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Make game over only if touche the inside walls not the walls of the sides of maze
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If player touch wall do game over
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Please fix the bug: 'TypeError: LK.startTimer is not a function' in or related to this line: 'LK.startTimer();' Line Number: 132
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If player touch wall start time
Code edit (1 edits merged)
Please save this source code
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Make exit on top right of the maze
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Make walls around mazewith last walls of the sides
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Relove 2 top lines each time
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Make the maze between all the sides of screen only
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Fit the maze to screen and inside it only and remove 2 top lines for the maze to be below the pause
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Reduce wall numbers
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Djust the maze to fit the player in space not on walls
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Make square walls not rectangle walls
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Scale walls like player
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Scale the walls a bit
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Scale the player and fit it to maze to player with player in the maze
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Remove asset space frome game
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Make player small
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make movment same as 1 small wall not taller walls
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make it same ass 1 small wall not taller walls
/****
* Classes
****/
// Create an Exit class
var Exit = Container.expand(function () {
var self = Container.call(this);
// Attach the exit asset to the exit
var exitGraphics = self.attachAsset('exit', {
anchorX: 0.5,
anchorY: 0.5,
width: LK.getAsset('wall', {}).width,
height: LK.getAsset('wall', {}).height
});
});
// Removed maze regeneration and player reinitialization
// Removed player movement and click event listener related to the maze
// Create a Maze class
var Maze = Container.expand(function () {
var self = Container.call(this);
// Define the generate method for the Maze class
self.generate = function () {
// Maze generation logic goes here
var mazeSize = 30;
var maze = [];
for (var i = 0; i < mazeSize; i++) {
maze[i] = [];
for (var j = 0; j < mazeSize; j++) {
maze[i][j] = Math.random() > 0.8 ? 1 : 0;
}
}
for (var i = 0; i < mazeSize; i++) {
for (var j = 0; j < mazeSize; j++) {
if (maze[i][j] === 1) {
// Create a space for the player to pass through the walls
if (i === mazeSize - 1 && j === mazeSize - 1) {
// Ensure the exit is far from the player
var exitX = Math.floor(mazeSize / 2);
var exitY = Math.floor(mazeSize / 2);
var exit = new Exit();
exit.x = exitX * (2048 / mazeSize);
exit.y = exitY * (2732 / mazeSize) + 400;
self.addChild(exit);
} else if (maze[i][j] === 1) {
var wall = LK.getAsset('wall', {
x: j * (2048 / mazeSize),
y: i * (2732 / mazeSize),
width: LK.getAsset('player', {}).width,
height: LK.getAsset('player', {}).width
});
self.addChild(wall);
}
} else {}
}
}
};
});
// Create a Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach the player asset to the player
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
width: LK.getAsset('wall', {}).width,
height: LK.getAsset('wall', {}).height
});
// Set the player's speed
self.speed = 5;
// This is automatically called every game tick, if the player is attached!
self.update = function () {
// Update the player's position based on its velocity
if (self.moving) {
var newX = self.x + self.vx;
var newY = self.y + self.vy;
// Check for collision with walls
var collision = false;
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child !== self && child.intersects({
x: newX,
y: newY,
width: self.width,
height: self.height
})) {
collision = true;
break;
}
}
if (!collision) {
self.x = newX;
self.y = newY;
// Check for collision with the exit
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child instanceof Exit && child.intersects({
x: newX,
y: newY,
width: self.width,
height: self.height
})) {
// Move to the next level
game.removeChild(maze);
maze = game.addChild(new Maze());
maze.generate();
break;
}
}
}
// Stop the player after moving a small distance
if (Math.abs(self.x - self.startX) > self.distance || Math.abs(self.y - self.startY) > self.distance) {
self.vx = 0;
self.vy = 0;
self.moving = false;
}
// If player collides with wall, stop its movement and start a 5 second timer
if (collision) {
self.vx = 0;
self.vy = 0;
self.moving = false;
LK.setTimeout(function () {
// Actions to perform after 5 seconds
}, 5000);
}
}
};
});
/****
* 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 = game.addChild(new Maze());
maze.generate();
// Add a click event listener to the game
game.down = function (x, y, obj) {
// Calculate the direction of the click relative to the player
var dx = x - player.x;
var dy = y - player.y;
// Set the player's velocity based on the direction of the click
if (Math.abs(dx) > Math.abs(dy)) {
player.vx = dx > 0 ? player.speed : -player.speed;
player.vy = 0;
} else {
player.vx = 0;
player.vy = dy > 0 ? player.speed : -player.speed;
}
// Add a flag to stop continuous movement
player.moving = true;
// Set the start position and the distance to move
player.startX = player.x;
player.startY = player.y;
player.distance = LK.getAsset('wall', {}).width / 2; // Set the distance to move
// Update the player's position to be in the middle of the space
player.x += player.vx * player.distance / 2;
player.y += player.vy * player.distance / 2;
};
// Initialize the player
var player = game.addChild(new Player());
// Set the player's initial position
player.x = 2048 - player.width; // Spawn player in the bottom right corner
player.y = 2732 - player.height; ===================================================================
--- original.js
+++ change.js
@@ -41,10 +41,10 @@
exit.y = exitY * (2732 / mazeSize) + 400;
self.addChild(exit);
} else if (maze[i][j] === 1) {
var wall = LK.getAsset('wall', {
- x: j * (2048 / mazeSize) + LK.getAsset('player', {}).width / 2,
- y: i * (2732 / mazeSize) + 400 + LK.getAsset('player', {}).height / 2,
+ x: j * (2048 / mazeSize),
+ y: i * (2732 / mazeSize),
width: LK.getAsset('player', {}).width,
height: LK.getAsset('player', {}).width
});
self.addChild(wall);
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"!