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Move up higher and make smaller
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Move them up a bit
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Move the controls to follow the player too just put them in the bottom of screen
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Fix the buttons
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Make the camera view move with the player
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Please fix the bug: 'Can't find variable: MAP_HEIGHT' in or related to this line: 'for (var y = 0; y < MAP_HEIGHT; y++) {' Line Number: 137
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Please fix the bug: 'Can't find variable: MAP_HEIGHT' in or related to this line: 'for (var y = 0; y < MAP_HEIGHT; y++) {' Line Number: 138
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Make the map random gen and big and 5 items
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Add 4 buttons to move with
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move the buttons to the middle
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no you moved them the wrong way go the other
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the buttons are off the screen move them to the bottom middle
Code edit (1 edits merged)
Please save this source code
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Stellar Shadows: Space Puzzle Explorer
Initial prompt
A 2D puzzle game in space featuring limited vision. Also add 4 buttons for forward backward left right with arrows as an icon and you use those for movement. Also make sure that the buttons are visible.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Fog tile (covers unseen areas) var FogTile = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('fog', { anchorX: 0.5, anchorY: 0.5 }); self.alpha = 0.92; return self; }); // MapTile: floor, wall, exit, item var MapTile = Container.expand(function () { var self = Container.call(this); self.type = 'floor'; // default self.asset = null; self.xIndex = 0; self.yIndex = 0; self.hasItem = false; self.itemAsset = null; self.isExit = false; self.setType = function (type) { self.type = type; if (self.asset) { self.removeChild(self.asset); } if (type === 'floor') { self.asset = self.attachAsset('floor', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'wall') { self.asset = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'exit') { self.asset = self.attachAsset('exit', { anchorX: 0.5, anchorY: 0.5 }); self.isExit = true; } }; self.placeItem = function () { self.hasItem = true; if (!self.itemAsset) { self.itemAsset = self.attachAsset('item', { anchorX: 0.5, anchorY: 0.5 }); } }; self.removeItem = function () { self.hasItem = false; if (self.itemAsset) { self.removeChild(self.itemAsset); self.itemAsset = null; } }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.xIndex = 0; self.yIndex = 0; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Map generation constants var MAP_WIDTH = 20; var MAP_HEIGHT = 15; var TILE_SIZE = 160; var MAP_OFFSET_X = (2048 - MAP_WIDTH * TILE_SIZE) / 2; var MAP_OFFSET_Y = 200; // Generate random map function generateRandomMap() { var map = []; // Initialize with walls for (var y = 0; y < MAP_HEIGHT; y++) { map[y] = []; for (var x = 0; x < MAP_WIDTH; x++) { map[y][x] = 1; // wall } } // Create random rooms and corridors for (var y = 1; y < MAP_HEIGHT - 1; y += 2) { for (var x = 1; x < MAP_WIDTH - 1; x += 2) { map[y][x] = 0; // floor // Random corridors if (Math.random() < 0.6 && x + 2 < MAP_WIDTH - 1) { map[y][x + 1] = 0; // horizontal corridor } if (Math.random() < 0.6 && y + 2 < MAP_HEIGHT - 1) { map[y + 1][x] = 0; // vertical corridor } } } // Place exit var exitX = MAP_WIDTH - 2; var exitY = MAP_HEIGHT - 2; map[exitY][exitX] = 2; // exit // Place 5 items randomly on floor tiles var itemsPlaced = 0; while (itemsPlaced < 5) { var randX = Math.floor(Math.random() * (MAP_WIDTH - 2)) + 1; var randY = Math.floor(Math.random() * (MAP_HEIGHT - 2)) + 1; if (map[randY][randX] === 0 && !(randX === 1 && randY === 1)) { map[randY][randX] = 3; // item itemsPlaced++; } } return map; } var mapData = generateRandomMap(); // --- GLOBALS --- var mapTiles = []; // 2D array of MapTile var fogTiles = []; // 2D array of FogTile var player = null; var playerStart = { x: 1, y: 1 }; var exitPos = { x: 7, y: 9 }; var itemsTotal = 0; var itemsCollected = 0; var visionRadius = 1.5; // tiles var moveLock = false; // prevent double moves var arrowButtons = {}; var lastPlayerPos = { x: 1, y: 1 }; // --- GUI --- var itemsTxt = new Text2('Items: 0/0', { size: 90, fill: "#fff" }); itemsTxt.anchor.set(0.5, 0); LK.gui.top.addChild(itemsTxt); // --- MAP GENERATION --- for (var y = 0; y < MAP_HEIGHT; y++) { mapTiles[y] = []; fogTiles[y] = []; for (var x = 0; x < MAP_WIDTH; x++) { var tile = new MapTile(); tile.xIndex = x; tile.yIndex = y; var type = mapData[y][x]; if (type === 1) { tile.setType('wall'); } else if (type === 2) { tile.setType('exit'); exitPos.x = x; exitPos.y = y; } else { tile.setType('floor'); } if (type === 3) { tile.placeItem(); itemsTotal++; } tile.x = MAP_OFFSET_X + x * TILE_SIZE + TILE_SIZE / 2; tile.y = MAP_OFFSET_Y + y * TILE_SIZE + TILE_SIZE / 2; game.addChild(tile); mapTiles[y][x] = tile; // Fog var fog = new FogTile(); fog.x = tile.x; fog.y = tile.y; game.addChild(fog); fogTiles[y][x] = fog; } } itemsTxt.setText('Items: 0/' + itemsTotal); // --- PLAYER --- player = new Player(); player.xIndex = playerStart.x; player.yIndex = playerStart.y; player.x = MAP_OFFSET_X + player.xIndex * TILE_SIZE + TILE_SIZE / 2; player.y = MAP_OFFSET_Y + player.yIndex * TILE_SIZE + TILE_SIZE / 2; game.addChild(player); // --- FOG OF WAR --- function updateFog() { for (var y = 0; y < MAP_HEIGHT; y++) { for (var x = 0; x < MAP_WIDTH; x++) { var dx = x - player.xIndex; var dy = y - player.yIndex; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= visionRadius) { // Reveal fogTiles[y][x].alpha = 0; } else if (dist <= visionRadius + 1) { // Faded memory fogTiles[y][x].alpha = 0.5; } else { // Full fog fogTiles[y][x].alpha = 0.92; } } } } updateFog(); // --- MOVEMENT LOGIC --- function canMoveTo(x, y) { if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) return false; var tile = mapTiles[y][x]; if (tile.type === 'wall') return false; return true; } function movePlayer(dx, dy) { if (moveLock) return; var nx = player.xIndex + dx; var ny = player.yIndex + dy; if (!canMoveTo(nx, ny)) { // Bump animation var bumpX = player.x + dx * 20; var bumpY = player.y + dy * 20; moveLock = true; tween(player, { x: bumpX, y: bumpY }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { x: MAP_OFFSET_X + player.xIndex * TILE_SIZE + TILE_SIZE / 2, y: MAP_OFFSET_Y + player.yIndex * TILE_SIZE + TILE_SIZE / 2 }, { duration: 80, onFinish: function onFinish() { moveLock = false; } }); } }); return; } lastPlayerPos.x = player.xIndex; lastPlayerPos.y = player.yIndex; player.xIndex = nx; player.yIndex = ny; moveLock = true; tween(player, { x: MAP_OFFSET_X + nx * TILE_SIZE + TILE_SIZE / 2, y: MAP_OFFSET_Y + ny * TILE_SIZE + TILE_SIZE / 2 }, { duration: 120, easing: tween.easeInOut, onFinish: function onFinish() { moveLock = false; afterMove(); } }); updateFog(); } function afterMove() { // Check for item var tile = mapTiles[player.yIndex][player.xIndex]; if (tile.hasItem) { tile.removeItem(); itemsCollected++; itemsTxt.setText('Items: ' + itemsCollected + '/' + itemsTotal); LK.effects.flashObject(player, 0xffe066, 400); } // Check for exit if (tile.isExit) { if (itemsCollected >= itemsTotal) { LK.showYouWin(); } else { // Flash exit red if not all items collected LK.effects.flashObject(tile, 0xff0000, 400); } } } // --- ARROW BUTTONS --- function createArrowButton(id, x, y, rotation, moveFn) { var btn = LK.getAsset(id, { anchorX: 0.5, anchorY: 0.5 }); btn.x = x; btn.y = y; btn.scaleX = 1.2; btn.scaleY = 1.2; btn.rotation = rotation; btn.alpha = 0.9; btn.interactive = true; btn.down = function () { moveFn(); }; game.addChild(btn); return btn; } // Place arrow buttons at bottom center of screen, arranged in a D-pad layout var btnCenterX = 2048 / 2; var btnCenterY = 2732 - 250; // Position near bottom for easy access var btnSpacing = 200; // spacing between buttons arrowButtons.up = createArrowButton('arrowUp', btnCenterX, btnCenterY - btnSpacing, 0, function () { movePlayer(0, -1); }); arrowButtons.down = createArrowButton('arrowDown', btnCenterX, btnCenterY + btnSpacing, Math.PI, function () { movePlayer(0, 1); }); arrowButtons.left = createArrowButton('arrowLeft', btnCenterX - btnSpacing, btnCenterY, -Math.PI / 2, function () { movePlayer(-1, 0); }); arrowButtons.right = createArrowButton('arrowRight', btnCenterX + btnSpacing, btnCenterY, Math.PI / 2, function () { movePlayer(1, 0); }); // --- TOUCH DRAG MOVEMENT (OPTIONAL) --- // For MVP, only arrow buttons. (No swipe/drag movement.) // --- GAME UPDATE --- game.update = function () { // No per-frame logic needed for MVP }; // --- GAME OVER HANDLING --- // Handled by LK.showYouWin() // --- INITIAL FOG UPDATE --- updateFog();
===================================================================
--- original.js
+++ change.js
@@ -88,10 +88,54 @@
/****
* Game Code
****/
-// Simple static map for MVP
-var mapData = [[1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 1, 0, 0, 3, 1], [1, 0, 1, 0, 1, 0, 1, 0, 1], [1, 0, 1, 0, 0, 0, 1, 0, 1], [1, 0, 1, 1, 1, 0, 1, 0, 1], [1, 0, 0, 0, 1, 0, 0, 0, 1], [1, 1, 1, 0, 1, 1, 1, 0, 1], [1, 3, 0, 0, 0, 0, 1, 0, 1], [1, 0, 1, 1, 1, 0, 1, 0, 1], [1, 0, 0, 0, 1, 0, 0, 2, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1]];
+// Map generation constants
+var MAP_WIDTH = 20;
+var MAP_HEIGHT = 15;
+var TILE_SIZE = 160;
+var MAP_OFFSET_X = (2048 - MAP_WIDTH * TILE_SIZE) / 2;
+var MAP_OFFSET_Y = 200;
+// Generate random map
+function generateRandomMap() {
+ var map = [];
+ // Initialize with walls
+ for (var y = 0; y < MAP_HEIGHT; y++) {
+ map[y] = [];
+ for (var x = 0; x < MAP_WIDTH; x++) {
+ map[y][x] = 1; // wall
+ }
+ }
+ // Create random rooms and corridors
+ for (var y = 1; y < MAP_HEIGHT - 1; y += 2) {
+ for (var x = 1; x < MAP_WIDTH - 1; x += 2) {
+ map[y][x] = 0; // floor
+ // Random corridors
+ if (Math.random() < 0.6 && x + 2 < MAP_WIDTH - 1) {
+ map[y][x + 1] = 0; // horizontal corridor
+ }
+ if (Math.random() < 0.6 && y + 2 < MAP_HEIGHT - 1) {
+ map[y + 1][x] = 0; // vertical corridor
+ }
+ }
+ }
+ // Place exit
+ var exitX = MAP_WIDTH - 2;
+ var exitY = MAP_HEIGHT - 2;
+ map[exitY][exitX] = 2; // exit
+ // Place 5 items randomly on floor tiles
+ var itemsPlaced = 0;
+ while (itemsPlaced < 5) {
+ var randX = Math.floor(Math.random() * (MAP_WIDTH - 2)) + 1;
+ var randY = Math.floor(Math.random() * (MAP_HEIGHT - 2)) + 1;
+ if (map[randY][randX] === 0 && !(randX === 1 && randY === 1)) {
+ map[randY][randX] = 3; // item
+ itemsPlaced++;
+ }
+ }
+ return map;
+}
+var mapData = generateRandomMap();
// --- GLOBALS ---
var mapTiles = []; // 2D array of MapTile
var fogTiles = []; // 2D array of FogTile
var player = null;