User prompt
make infectedbot disappear when touch zin
User prompt
when zin see infectedbot follow
User prompt
make zin walk slow in random plce
User prompt
make zin say random good stuff
User prompt
when infectedbot is coming bot runs away
User prompt
when bot touch infectedbot become infectedbot
User prompt
add eraser to erase object
User prompt
characters canot go trow block
User prompt
when bot touch infectedbot turn in to infectedbot
User prompt
make infectedbot go to bot and make bot became infectedbot
User prompt
make infectedbot turn In a bot when touch chip
User prompt
and when click trap again trap open
User prompt
when click trap closes and make disappear anything on it
User prompt
bot and infected bot disappear when trap closes
User prompt
when I put a but on the trap I closes and bot must die
User prompt
bot stop moving
User prompt
make the trap close when you put a robot on it
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'toolButtons[0].style.fill = "#00FF00"')' in or related to this line: 'toolButtons[0].style.fill = "#00FF00";' Line Number: 275
User prompt
put the list of object I a menu
Code edit (1 edits merged)
Please save this source code
Initial prompt
The World: Robot Sandbox
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Block (static, can be placed in build mode) var Block = Container.expand(function () { var self = Container.call(this); var blockGfx = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'block'; return self; }); // Bot (friendly or infected) var Bot = Container.expand(function () { var self = Container.call(this); var botGfx = self.attachAsset('bot', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'bot'; self.infected = false; self.cured = false; self.speed = 6; self.direction = 1; self.update = function () { // Simple left-right movement for demo self.x += self.speed * self.direction; if (self.x < 200 || self.x > 2048 - 200) { self.direction *= -1; } }; return self; }); // Chip (collectible) var Chip = Container.expand(function () { var self = Container.call(this); var chipGfx = self.attachAsset('chip', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'chip'; self.collected = false; return self; }); // InfectedBot (enemy) var InfectedBot = Container.expand(function () { var self = Container.call(this); var botGfx = self.attachAsset('infectedBot', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'infectedBot'; self.speed = 8; self.direction = 1; self.update = function () { // Simple left-right movement for demo self.x += self.speed * self.direction; if (self.x < 200 || self.x > 2048 - 200) { self.direction *= -1; } }; return self; }); // Sign (shows a message) var Sign = Container.expand(function () { var self = Container.call(this); var signGfx = self.attachAsset('sign', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'sign'; self.message = "Welcome!"; return self; }); // Trap (triggers on contact) var Trap = Container.expand(function () { var self = Container.call(this); var trapGfx = self.attachAsset('trap', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'trap'; self.armed = true; return self; }); // Wire (for future wiring, just visual for now) var Wire = Container.expand(function () { var self = Container.call(this); var wireGfx = self.attachAsset('wire', { anchorX: 0.5, anchorY: 0.0 }); self.type = 'wire'; return self; }); // Zin (player robot) var Zin = Container.expand(function () { var self = Container.call(this); var zinGfx = self.attachAsset('zin', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'zin'; self.speed = 12; self.targetX = self.x; self.targetY = self.y; self.moving = false; self.update = function () { // Move towards target if needed if (self.moving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } else { self.x = self.targetX; self.y = self.targetY; self.moving = false; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222233 }); /**** * Game Code ****/ // --- Game State --- // World blocks // Robots // Sounds var buildMode = true; // true: Build Mode, false: Play Mode var selectedTool = 'block'; // block, chip, trap, sign, wire, zin, bot, infectedBot var worldObjects = []; // All placed objects var chips = []; var traps = []; var bots = []; var infectedBots = []; var zin = null; var draggingObj = null; var dragOffsetX = 0; var dragOffsetY = 0; var lastIntersectingTrap = false; var collectedChips = 0; var totalChips = 0; // --- UI --- var modeTxt = new Text2('Build Mode', { size: 90, fill: "#fff" }); modeTxt.anchor.set(0.5, 0); LK.gui.top.addChild(modeTxt); var toolTxt = new Text2('Tool: Block', { size: 60, fill: "#fff" }); toolTxt.anchor.set(0.5, 0); LK.gui.top.addChild(toolTxt); var chipTxt = new Text2('Chips: 0/0', { size: 80, fill: 0x00E0FF }); chipTxt.anchor.set(0.5, 0); LK.gui.top.addChild(chipTxt); modeTxt.y = 120; toolTxt.y = 220; chipTxt.y = 320; // --- Menu Header --- var menuHeader = new Text2('OBJECT MENU', { size: 55, fill: 0xFF6B6B }); menuHeader.anchor.set(0, 0.5); menuHeader.x = 150; menuHeader.y = 450; LK.gui.top.addChild(menuHeader); // --- Instructions --- var instructionText = new Text2('Tap objects to select β’ Drag to move in Build Mode', { size: 35, fill: 0xCCCCCC }); instructionText.anchor.set(0.5, 0); instructionText.x = 1024; instructionText.y = 380; LK.gui.top.addChild(instructionText); // --- Organized Object Menu --- var menuCategories = { 'Building': ['block', 'wire'], 'Characters': ['zin', 'bot', 'infectedBot'], 'Interactive': ['chip', 'trap', 'sign'] }; var toolButtons = []; var categoryTitles = []; var menuStartY = 500; var currentY = menuStartY; // Create category sections var categoryKeys = Object.keys(menuCategories); for (var catIndex = 0; catIndex < categoryKeys.length; catIndex++) { var categoryName = categoryKeys[catIndex]; var items = menuCategories[categoryName]; // Create category title var categoryTitle = new Text2(categoryName, { size: 50, fill: 0xFFD700 }); categoryTitle.anchor.set(0, 0.5); categoryTitle.x = 150; categoryTitle.y = currentY; LK.gui.top.addChild(categoryTitle); categoryTitles.push(categoryTitle); currentY += 60; // Create buttons for items in this category for (var i = 0; i < items.length; i++) { var toolName = items[i]; var btn = new Text2('β’ ' + toolName.charAt(0).toUpperCase() + toolName.slice(1), { size: 45, fill: "#fff" }); btn.anchor.set(0, 0.5); btn.x = 200; btn.y = currentY; // Create closure for tool selection (function (tool) { btn.down = function (x, y, obj) { selectedTool = tool; toolTxt.setText('Tool: ' + tool.charAt(0).toUpperCase() + tool.slice(1)); // Update button colors to show selection for (var b = 0; b < toolButtons.length; b++) { toolButtons[b].tint = 0xFFFFFF; } btn.tint = 0x00FF00; }; })(toolName); LK.gui.top.addChild(btn); toolButtons.push(btn); currentY += 50; } currentY += 20; // Extra space between categories } // Set initial selection highlight if (toolButtons.length > 0) { toolButtons[0].tint = 0x00FF00; } // --- Mode Switch Button --- var modeBtn = new Text2('Switch to Play', { size: 70, fill: "#ff0" }); modeBtn.anchor.set(0.5, 0.5); modeBtn.x = 2048 - 300; modeBtn.y = 420; modeBtn.down = function (x, y, obj) { buildMode = !buildMode; if (buildMode) { modeTxt.setText('Build Mode'); modeBtn.setText('Switch to Play'); } else { modeTxt.setText('Play Mode'); modeBtn.setText('Switch to Build'); startPlayMode(); } }; LK.gui.top.addChild(modeBtn); // --- Helper: Place object at (x, y) --- function placeObject(tool, x, y) { var obj = null; if (tool === 'block') { obj = new Block(); obj.x = x; obj.y = y; worldObjects.push(obj); game.addChild(obj); } else if (tool === 'chip') { obj = new Chip(); obj.x = x; obj.y = y; chips.push(obj); worldObjects.push(obj); game.addChild(obj); totalChips++; chipTxt.setText('Chips: ' + collectedChips + '/' + totalChips); } else if (tool === 'trap') { obj = new Trap(); obj.x = x; obj.y = y; traps.push(obj); worldObjects.push(obj); game.addChild(obj); } else if (tool === 'sign') { obj = new Sign(); obj.x = x; obj.y = y; worldObjects.push(obj); game.addChild(obj); } else if (tool === 'wire') { obj = new Wire(); obj.x = x; obj.y = y; worldObjects.push(obj); game.addChild(obj); } else if (tool === 'zin') { if (!zin) { zin = new Zin(); zin.x = x; zin.y = y; game.addChild(zin); } else { zin.x = x; zin.y = y; } } else if (tool === 'bot') { var bot = new Bot(); bot.x = x; bot.y = y; bots.push(bot); worldObjects.push(bot); game.addChild(bot); } else if (tool === 'infectedBot') { var ibot = new InfectedBot(); ibot.x = x; ibot.y = y; infectedBots.push(ibot); worldObjects.push(ibot); game.addChild(ibot); } return obj; } // --- Build Mode: Place or drag objects --- game.down = function (x, y, obj) { if (buildMode) { // Check if touching an object to drag for (var i = worldObjects.length - 1; i >= 0; i--) { var o = worldObjects[i]; if (o.intersectsPoint(x, y)) { draggingObj = o; dragOffsetX = x - o.x; dragOffsetY = y - o.y; return; } } // Place new object placeObject(selectedTool, x, y); } else { // Play mode: move Zin if (zin) { zin.targetX = x; zin.targetY = y; zin.moving = true; } } }; game.move = function (x, y, obj) { if (buildMode && draggingObj) { draggingObj.x = x - dragOffsetX; draggingObj.y = y - dragOffsetY; } }; game.up = function (x, y, obj) { draggingObj = null; }; // --- Play Mode: Reset state, count chips, etc --- function startPlayMode() { collectedChips = 0; totalChips = 0; for (var i = 0; i < chips.length; i++) { chips[i].collected = false; chips[i].visible = true; totalChips++; } chipTxt.setText('Chips: 0/' + totalChips); // Reset traps for (var i = 0; i < traps.length; i++) { traps[i].armed = true; traps[i].alpha = 1; } // Reset bots for (var i = 0; i < bots.length; i++) { bots[i].cured = false; bots[i].visible = true; } // Reset infected bots for (var i = 0; i < infectedBots.length; i++) { infectedBots[i].visible = true; } // Place Zin at start if not present if (!zin) { zin = new Zin(); zin.x = 400; zin.y = 400; game.addChild(zin); } zin.moving = false; zin.targetX = zin.x; zin.targetY = zin.y; } // --- Main Game Loop --- game.update = function () { // Only update in play mode if (!buildMode) { // Update Zin if (zin) zin.update(); // Update bots for (var i = 0; i < bots.length; i++) { bots[i].update(); } for (var i = 0; i < infectedBots.length; i++) { infectedBots[i].update(); } // Zin collects chips for (var i = 0; i < chips.length; i++) { var chip = chips[i]; if (!chip.collected && zin && zin.intersects(chip)) { chip.collected = true; chip.visible = false; collectedChips++; chipTxt.setText('Chips: ' + collectedChips + '/' + totalChips); LK.getSound('chipCollect').play(); // Win if all chips collected if (collectedChips >= totalChips && totalChips > 0) { LK.showYouWin(); } } } // Check if any robot (Zin, bots, or infected bots) triggers traps for (var i = 0; i < traps.length; i++) { var trap = traps[i]; var robotOnTrap = false; // Check Zin if (trap.armed && zin && zin.intersects(trap)) { robotOnTrap = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } // Check friendly bots for (var b = 0; b < bots.length; b++) { if (trap.armed && bots[b].visible && bots[b].intersects(trap)) { robotOnTrap = true; break; } } // Check infected bots for (var ib = 0; ib < infectedBots.length; ib++) { if (trap.armed && infectedBots[ib].visible && infectedBots[ib].intersects(trap)) { robotOnTrap = true; break; } } // Close trap if any robot is on it if (robotOnTrap && trap.armed) { trap.armed = false; LK.effects.flashObject(trap, 0xff0000, 600); trap.alpha = 0.3; LK.getSound('trapTrigger').play(); } } // Zin cures infected bots for (var i = 0; i < infectedBots.length; i++) { var ibot = infectedBots[i]; if (ibot.visible && zin && zin.intersects(ibot)) { ibot.visible = false; LK.getSound('botCured').play(); } } } }; // --- Utility: intersectsPoint for drag selection --- Container.prototype.intersectsPoint = function (x, y) { // Simple bounding box check var left = this.x - this.width / 2; var right = this.x + this.width / 2; var top = this.y - this.height / 2; var bottom = this.y + this.height / 2; return x >= left && x <= right && y >= top && y <= bottom; };
===================================================================
--- original.js
+++ change.js
@@ -436,18 +436,38 @@
LK.showYouWin();
}
}
}
- // Zin triggers traps
+ // Check if any robot (Zin, bots, or infected bots) triggers traps
for (var i = 0; i < traps.length; i++) {
var trap = traps[i];
+ var robotOnTrap = false;
+ // Check Zin
if (trap.armed && zin && zin.intersects(trap)) {
+ robotOnTrap = true;
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ }
+ // Check friendly bots
+ for (var b = 0; b < bots.length; b++) {
+ if (trap.armed && bots[b].visible && bots[b].intersects(trap)) {
+ robotOnTrap = true;
+ break;
+ }
+ }
+ // Check infected bots
+ for (var ib = 0; ib < infectedBots.length; ib++) {
+ if (trap.armed && infectedBots[ib].visible && infectedBots[ib].intersects(trap)) {
+ robotOnTrap = true;
+ break;
+ }
+ }
+ // Close trap if any robot is on it
+ if (robotOnTrap && trap.armed) {
trap.armed = false;
LK.effects.flashObject(trap, 0xff0000, 600);
trap.alpha = 0.3;
LK.getSound('trapTrigger').play();
- LK.effects.flashScreen(0xff0000, 800);
- LK.showGameOver();
}
}
// Zin cures infected bots
for (var i = 0; i < infectedBots.length; i++) {
robot. In-Game asset. 2d. High contrast. No shadows
computer chip. In-Game asset. 2d. High contrast. No shadows
glitch robot. In-Game asset. 2d. High contrast. No shadows
bear trap 1d. In-Game asset. 2d. High contrast. No shadows
block. In-Game asset. 2d. High contrast. No shadows
sign. In-Game asset. 2d. High contrast. No shadows
cute robot. In-Game asset. 2d. High contrast. No shadows