User prompt
Optimize game
User prompt
center maze to the background
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Remove left line
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Fill the upper side
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Fill the left and right sides with wall
User prompt
fit the maze to the screen
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remove upper and left lines
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Make the background fit to the screen
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Make all objects fit to the screen
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Make the screen adjustment 800x800
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Make the centerAsset in the center of screen and make maze follow it
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Save the position of the maze to be this position each load of the game. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Make the maze in center of the screent
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Make the centerAsset on the center of screen.fit the maze of the screen
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Remove the colision of all the line of screen
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Make the sides lines filled with walls no space in it
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Remove left vertical line and upper line of maze
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Make the center of maze move with centerAsset not its corners
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Remove surrounding walls of maze
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Make the surrounding line of wall follow the centerAsset
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Constrain 4 sides of wall with maze
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Make the 4 sides of the maze move with centerasset too
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Make the maze and its 4 sides walls follow the centerasset
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Make the walls and the maze one piece
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Make the maze follow the centrasset
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Class for the center asset var CenterAsset = Container.expand(function () { var self = Container.call(this); var centerAssetGraphics = self.attachAsset('centerAsset', { anchorX: 0.5, anchorY: 0.5 }); }); // 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 }); }); // Class for maze blocks var MazeBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); }); //<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: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Player update logic }; }); // 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 }); self.down = function (x, y, obj) { dragNode = centerAsset; mazePosition.x = x - centerAsset.x; // Update the maze's x position mazePosition.y = y - centerAsset.y; // Update the maze's y position handleMove(x, y, obj); }; self.move = function (x, y, obj) { if (dragNode === centerAsset) { handleMove(x, y, obj); } }; self.up = function (x, y, obj) { dragNode = null; }; }); /**** * Initialize Game ****/ // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000, width: 800, height: 800 }); /**** * 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 instanceof CenterAsset) { dragNode.x = game.width / 2; // Center the centerAsset dragNode.y = game.height / 2; // Center the centerAsset // Update the position of all maze blocks and walls for (var i = 0; i < mazeData.maze.length; i++) { if (mazeData.maze[i] !== undefined) { // Check if mazeData.maze[i] is defined for (var j = 0; j < mazeData.maze[i].length; j++) { var block = mazeData.maze[i][j]; if (block !== null && block !== undefined) { block.x = centerAsset.x - mazeData.maze[0].length * mazeData.blockSize.width / 2 + j * mazeData.blockSize.width; // Center the maze blocks around the centerAsset block.y = centerAsset.y - mazeData.maze.length * mazeData.blockSize.height / 2 + i * mazeData.blockSize.height; // Center the maze blocks around the centerAsset } } } } // Update the position of the player and the exit player.x = centerAsset.x - mazePosition.x + mazeData.blockSize.width; // Move the player to the centerAsset position player.y = centerAsset.y - mazePosition.y; exit.x = centerAsset.x - mazePosition.x + 2 * mazeData.blockSize.width; // Move the exit to the centerAsset position exit.y = centerAsset.y - mazePosition.y; } } game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; function generateMaze() { var maze = []; var mazeSize = { width: Math.floor(game.width / 100), height: Math.floor(game.height / 100) }; // Set a dynamic maze size based on the game screen size var blockSize = { width: game.width / mazeSize.width, height: game.height / mazeSize.height }; for (var i = 0; i < mazeSize.height; i++) { maze[i] = []; for (var j = 0; j < mazeSize.width; j++) { // Add maze blocks // Create open paths by not adding a block maze[i][j] = null; } } return { maze: maze, blockSize: blockSize }; } var mazeData = generateMaze(); var mazePosition = storage.mazePosition || { x: 0, y: 0 }; // Keep track of the maze's position var player = new Player(); player.x = game.width / 2 - mazeData.blockSize; player.y = game.height / 2 - mazeData.blockSize; player.width = mazeData.blockSize / 3; player.height = mazeData.blockSize / 3; game.addChild(player); var centerAsset = new CenterAsset(); centerAsset.x = game.width / 2; centerAsset.y = game.height / 2; game.addChildAt(centerAsset, game.children.length); // Remove existing walls and generate new maze walls covering the entire screen function generateFullScreenMaze() { var maze = []; var mazeSize = { width: Math.floor(game.width / 100), height: Math.floor(game.height / 100) }; var blockSize = { width: game.width / mazeSize.width, height: game.height / mazeSize.height }; for (var i = 0; i < mazeSize.height; i++) { maze[i] = []; for (var j = 0; j < mazeSize.width; j++) { // Add a condition to create spaces inside the maze if (i === mazeSize.height - 1 || j !== 0 && j === mazeSize.width - 1 || Math.random() < 0.2) { maze[i][j] = new MazeBlock(); maze[i][j].width = blockSize.width; maze[i][j].height = blockSize.height; maze[i][j].x = j * blockSize.width; maze[i][j].y = i * blockSize.height; game.addChild(maze[i][j]); } else { maze[i][j] = null; } } } return { maze: maze, blockSize: blockSize }; } mazeData = generateFullScreenMaze(); // 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 + mazeData.blockSize; exit.y = game.height / 2 + mazeData.blockSize; exit.width = mazeData.blockSize / 3; exit.height = mazeData.blockSize / 3; game.addChild(exit); // Handle player movement var dragNode = null; game.down = function (x, y, obj) { dragNode = centerAsset; mazePosition.x = x - centerAsset.x; // Update the maze's x position mazePosition.y = y - centerAsset.y; // Update the maze's y position storage.mazePosition = mazePosition; // Persist the maze's position }; game.move = function (x, y, obj) { if (dragNode) { centerAsset.x = x; centerAsset.y = y; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { 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 removed } game.update = function () { checkCollisions(); checkExit(); // Collision prevention logic removed };
===================================================================
--- original.js
+++ change.js
@@ -170,9 +170,9 @@
for (var i = 0; i < mazeSize.height; i++) {
maze[i] = [];
for (var j = 0; j < mazeSize.width; j++) {
// Add a condition to create spaces inside the maze
- if (i === mazeSize.height - 1 || j !== 0 && j === mazeSize.width - 1 || Math.random() < 0.3) {
+ if (i === mazeSize.height - 1 || j !== 0 && j === mazeSize.width - 1 || Math.random() < 0.2) {
maze[i][j] = new MazeBlock();
maze[i][j].width = blockSize.width;
maze[i][j].height = blockSize.height;
maze[i][j].x = j * blockSize.width;