Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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Make the player on the bottom right corner inside the 2 walls
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change the position of player and exit to be where i placed them now
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Make collision between player and walls to not pass it
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Same for exit
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Hold object to move it anywhere on the screen
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.target.name === 'player') {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target.name === 'player') {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.target.name === 'player') {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target.name === 'player') {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target.id === 'player') {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target === player) {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'currentTarget')' in or related to this line: 'if (obj.event.currentTarget === player) {' Line Number: 73
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target === player) {' Line Number: 73
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make them touched by cursor
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Click on player to move it anywher on the screen
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click player to move it same for exit
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Hold to drag player. hold to drag exit
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Remove drag of objects
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Make the game smooth and the images clearer
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Add wall2 too small walls in middle of the 4 walls
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more thick
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Make the walls thick little bit
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Remove the maze and its system and CenterAsset and all walls in the screen or outside it
/**** * 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: 0.08, anchorY: 0.08 }); 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 = 6; // Set a fixed rectangle size var blockSize = Math.max(2048 / rectangleSize, 2732 / rectangleSize); for (var i = 0; i < rectangleSize; i++) { rectangle[i] = []; for (var j = 0; j < rectangleSize; j++) { // Add walls around the screen rectangle[i][j] = 1; } } return { rectangle: rectangle, blockSize: blockSize }; } var rectangleData = generateRectangle(); var player = new Player(); player.x = game.width - rectangleData.blockSize; player.y = game.height - rectangleData.blockSize; player.width = rectangleData.blockSize / 3; player.height = rectangleData.blockSize / 3; 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 / 2; exit.y = game.height / 2; exit.width = rectangleData.blockSize / 3; exit.height = rectangleData.blockSize / 3; 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(); // Check if walls are out of screen bounds and prevent them from moving out 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 wall = new Wall(); if (wall.x < 0) { wall.x = 0; } if (wall.y < 0) { wall.y = 0; } if (wall.x + wall.width > game.width) { wall.x = game.width - wall.width; } if (wall.y + wall.height > game.height) { wall.y = game.height - wall.height; } } } } };
===================================================================
--- original.js
+++ change.js
@@ -21,10 +21,10 @@
// Class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
- anchorX: 0.2,
- anchorY: 0.2
+ anchorX: 0.08,
+ anchorY: 0.08
});
self.speed = 5;
self.update = function () {
// Player update logic