User prompt
make it taller as the space between the 4 walls
User prompt
Don't let spaces between walls2
User prompt
Regenerate different maze randomly with the assets wall2 inside the 4 walls only
User prompt
Resize the walls2 in maze all of them resize the maze to be too small
User prompt
generate the maze inside the 4 walls with many walls2 asset, do spaces and clear paths from player to exit.
User prompt
Make the player & exit smaller, Generate a maze with asset wall2 with too small wall2, make it between 4 walls only, do many spaces similar to the player size.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setItem')' in or related to this line: 'localStorage.setItem('playerX', player.x);' Line Number: 192
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getItem')' in or related to this line: 'player.x = localStorage.getItem('playerX') ? parseFloat(localStorage.getItem('playerX')) : game.width / 2;' Line Number: 108
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getItem')' in or related to this line: 'player.x = localStorage.getItem('playerX') ? localStorage.getItem('playerX') : game.width / 2;' Line Number: 108
User prompt
Save game like this and save the player Real Time position and make it its real position.
User prompt
Don't make magnetic pull player to other walls
User prompt
Fix bugs of collision. Player can't pass the walls even by half.
Code edit (2 edits merged)
Please save this source code
User prompt
move player to middle
Code edit (1 edits merged)
Please save this source code
User prompt
move player inside corner of left bottom inside walls
Code edit (4 edits merged)
Please save this source code
User prompt
Move to the corner more
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Make the player on the bottom right corner inside the 2 walls
User prompt
change the position of player and exit to be where i placed them now
User prompt
Make collision between player and walls to not pass it
User prompt
Same for exit
/**** * Classes ****/ // Class for the exit point var Exit = Container.expand(function () { var self = Container.call(this); var exitGraphics = self.attachAsset('exit', { anchorX: 0.5, anchorY: 0.5 }); // Add dragging functionality self.down = function (x, y, obj) { dragNode = self; }; self.up = function (x, y, obj) { dragNode = null; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.01, anchorY: 0.01 }); self.speed = 5; self.update = function () { // Player update logic }; // Add dragging functionality self.down = function (x, y, obj) { dragNode = self; }; self.up = function (x, y, obj) { dragNode = null; }; }); // Class for maze walls var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = LK.getAsset('Background1', { anchorX: 0.5, anchorY: 0.5 }); background.width = game.width; background.height = game.height; background.x = game.width / 2; background.y = game.height / 2; game.addChildAt(background, 0); // Define the handleMove function function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; function generateRectangle() { var rectangle = []; var rectangleSize = 10; // Set a larger rectangle size var blockSize = Math.min(2048 / rectangleSize, 2732 / rectangleSize); for (var i = 0; i < rectangleSize; i++) { rectangle[i] = []; for (var j = 0; j < rectangleSize; j++) { // Create spaces similar to player size if (i === 0 || i === rectangleSize - 1 || j === 0 || j === rectangleSize - 1) { rectangle[i][j] = 1; // Walls around the perimeter } else if (Math.random() > 0.7) { rectangle[i][j] = 0; // Randomly clear path } else { rectangle[i][j] = 1; // Wall2 } } } // Ensure a clear path from start to exit rectangle[1][1] = 0; rectangle[rectangleSize - 2][rectangleSize - 2] = 0; return { rectangle: rectangle, blockSize: blockSize }; } var rectangleData = generateRectangle(); var player = new Player(); // Add Wall2 assets to the game based on the generated maze for (var i = 0; i < rectangleData.rectangle.length; i++) { for (var j = 0; j < rectangleData.rectangle[i].length; j++) { if (rectangleData.rectangle[i][j] === 1) { var wall2 = LK.getAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); wall2.width = rectangleData.blockSize; wall2.height = game.height - 2 * wallThickness; wall2.x = j * rectangleData.blockSize + rectangleData.blockSize / 2; wall2.y = i * rectangleData.blockSize + rectangleData.blockSize / 2; game.addChild(wall2); } } } // Set the player's position to the saved position player.x = typeof localStorage !== 'undefined' && localStorage.getItem('playerX') ? parseFloat(localStorage.getItem('playerX')) : game.width / 2; player.y = typeof localStorage !== 'undefined' && localStorage.getItem('playerY') ? parseFloat(localStorage.getItem('playerY')) : game.height / 2; player.width = rectangleData.blockSize / 6; player.height = rectangleData.blockSize / 6; game.addChild(player); // Create 4 walls for up, down, left and right sides var wallThickness = rectangleData.blockSize / 2; // Adjust this value to change the thickness of the walls var wallUp = new Wall(); wallUp.width = game.width - 2 * wallThickness; wallUp.height = wallThickness; wallUp.x = game.width / 2; wallUp.y = wallUp.height / 2; game.addChild(wallUp); var wallDown = new Wall(); wallDown.width = game.width - 2 * wallThickness; wallDown.height = wallThickness; wallDown.x = game.width / 2; wallDown.y = game.height - wallDown.height / 2; game.addChild(wallDown); var wallLeft = new Wall(); wallLeft.width = wallThickness; wallLeft.height = game.height - 2 * wallThickness; wallLeft.x = wallLeft.width / 2; wallLeft.y = game.height / 2; game.addChild(wallLeft); var wallRight = new Wall(); wallRight.width = wallThickness; wallRight.height = game.height - 2 * wallThickness; wallRight.x = game.width - wallRight.width / 2; wallRight.y = game.height / 2; game.addChild(wallRight); // Set level 01 and background1 for level 1 game.level = 1; game.background = LK.getAsset('Background1', { anchorX: 0.5, anchorY: 0.5 }); var exit = new Exit(); exit.x = game.width / 6.7; exit.y = game.height / 9; exit.width = rectangleData.blockSize / 6; exit.height = rectangleData.blockSize / 6; game.addChild(exit); // Handle player movement var dragNode = null; // Create a Text2 object to display the level number var levelText = new Text2('Level: 1', { size: 50, fill: 0xFFFF00 }); // Position the level text at the bottom left of the screen levelText.anchor.set(0, 1); levelText.x = 0; levelText.y = 2732; // Add the level text to the GUI overlay LK.gui.bottomLeft.addChild(levelText); // Check if player reaches the exit function checkExit() { if (player.intersects(exit)) { // Player reached the exit LK.showGameOver(); } } // Game update loop // Define the checkCollisions function function checkCollisions() { // Collision detection logic if (player.intersects(wallUp)) { player.y = wallUp.y + wallUp.height / 2 + player.height / 2; } if (player.intersects(wallDown)) { player.y = wallDown.y - wallDown.height / 2 - player.height / 2; } if (player.intersects(wallLeft)) { player.x = wallLeft.x + wallLeft.width / 2 + player.width / 2; } if (player.intersects(wallRight)) { player.x = wallRight.x - wallRight.width / 2 - player.width / 2; } } game.update = function () { checkCollisions(); checkExit(); // Save the player's real-time position if (typeof localStorage !== 'undefined') { localStorage.setItem('playerX', player.x); localStorage.setItem('playerY', player.y); } };
===================================================================
--- original.js
+++ change.js
@@ -112,9 +112,9 @@
anchorX: 0.5,
anchorY: 0.5
});
wall2.width = rectangleData.blockSize;
- wall2.height = rectangleData.blockSize;
+ wall2.height = game.height - 2 * wallThickness;
wall2.x = j * rectangleData.blockSize + rectangleData.blockSize / 2;
wall2.y = i * rectangleData.blockSize + rectangleData.blockSize / 2;
game.addChild(wall2);
}