User prompt
It paints without clicking on the pixel, when you click on the pixel the canvas is painted.
User prompt
Let the button next to the frame paint everywhere with the palette we choose.
User prompt
The spaces between the frames should not be too large.
User prompt
Bigger
User prompt
Bigger
User prompt
Make a 16x16 but small frame below
User prompt
16x16
User prompt
make a small frame below it is very small
User prompt
Make a frame below
User prompt
There is an eraser at the bottom. When I press the eraser, I can erase the picture we drew, but not all of it, but the one we touched.
User prompt
Let the white canvas be square and the lines of the squares be visible in a semi-transparent way.
User prompt
Let the white canvas be square and the lines of the squares be visible in a semi-transparent way.
User prompt
Let the white canvas be square and the lines of the squares be visible in a semi-transparent way.
User prompt
pixels appear semi-transparent
User prompt
There should be 12 colors in the bottom left.
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Painter 32x32
Initial prompt
We should be able to select and draw a color in a 32x32 area.
/**** * Classes ****/ // ClearButton class var ClearButton = Container.expand(function () { var self = Container.call(this); var btnAsset = self.attachAsset('clear_btn', { anchorX: 0.5, anchorY: 0.5 }); // Add text label var txt = new Text2('Clear', { size: 48, fill: 0x222222 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; self.addChild(txt); // Visual feedback self.setPressed = function (pressed) { btnAsset.tint = pressed ? 0xaaaaaa : 0xcccccc; }; return self; }); // PaletteColor class: represents a color in the palette var PaletteColor = Container.expand(function () { var self = Container.call(this); // Attach the color asset, anchor at 0.5,0.5 (center) var colorId = self.colorId; // will be set after creation var assetId = self.assetId; // will be set after creation var colorAsset = null; // Set color and asset after creation self.setColorAsset = function (assetId, colorId) { self.assetId = assetId; self.colorId = colorId; colorAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; // Show selection border self.setSelected = function (selected) { if (selected) { colorAsset.width = 120; colorAsset.height = 120; } else { colorAsset.width = 100; colorAsset.height = 100; } }; return self; }); // No plugins needed for MVP // Pixel class: represents a single cell in the grid var Pixel = Container.expand(function () { var self = Container.call(this); // Attach the pixel asset, anchor at 0,0 (top-left) var pixelAsset = self.attachAsset('pixel', { anchorX: 0, anchorY: 0 }); // Store color (as 0xRRGGBB) self.color = 0xffffff; // Set color self.setColor = function (newColor) { self.color = newColor; pixelAsset.color = newColor; pixelAsset.tint = newColor; }; // For hit detection, store grid position self.gridX = 0; self.gridY = 0; // For drag fill, track if this pixel was already filled in this drag self.lastFillDragId = -1; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf8f8f8 }); /**** * Game Code ****/ // Clear button // Palette colors: We'll use 10 basic colors for the palette // 56x56 so 32*56=1792, fits well in 2048 width with margin // 32x32 grid, each cell is a square. We'll use a single shape asset for the pixel, and color it as needed. // --- Constants --- var GRID_SIZE = 32; var PIXEL_SIZE = 56; // 32*56=1792, fits in 2048 with margin var GRID_MARGIN = Math.floor((2048 - GRID_SIZE * PIXEL_SIZE) / 2); // Center horizontally var GRID_TOP = 220; // Leave space for palette at top // Palette colors (assetId, color) var PALETTE = [{ assetId: 'palette_red', color: 0xff3b30 }, { assetId: 'palette_orange', color: 0xff9500 }, { assetId: 'palette_yellow', color: 0xffcc00 }, { assetId: 'palette_green', color: 0x34c759 }, { assetId: 'palette_cyan', color: 0x5ac8fa }, { assetId: 'palette_blue', color: 0x007aff }, { assetId: 'palette_purple', color: 0xaf52de }, { assetId: 'palette_brown', color: 0xa2845e }, { assetId: 'palette_black', color: 0x222222 }, { assetId: 'palette_white', color: 0xffffff }]; // --- State --- var pixels = []; // 2D array [y][x] of Pixel var paletteColors = []; // Array of PaletteColor var selectedColor = PALETTE[0].color; // Default: red var selectedPaletteIdx = 0; var clearBtn = null; var dragFilling = false; var dragFillId = 0; // Incremented for each drag to avoid double-filling var lastDragPixel = null; // --- Create grid --- for (var y = 0; y < GRID_SIZE; y++) { pixels[y] = []; for (var x = 0; x < GRID_SIZE; x++) { var px = new Pixel(); px.x = GRID_MARGIN + x * PIXEL_SIZE; px.y = GRID_TOP + y * PIXEL_SIZE; px.gridX = x; px.gridY = y; px.setColor(0xffffff); // Start as white game.addChild(px); pixels[y][x] = px; } } // --- Create palette --- var paletteY = 90; // Top margin for palette var paletteSpacing = 180; var paletteStartX = Math.floor((2048 - PALETTE.length * paletteSpacing) / 2) + paletteSpacing / 2; for (var i = 0; i < PALETTE.length; i++) { var pal = new PaletteColor(); pal.setColorAsset(PALETTE[i].assetId, PALETTE[i].color); pal.x = paletteStartX + i * paletteSpacing; pal.y = paletteY; pal.setSelected(i === selectedPaletteIdx); // Store index for event handler pal.paletteIdx = i; paletteColors.push(pal); game.addChild(pal); } // --- Create clear button --- clearBtn = new ClearButton(); clearBtn.x = 2048 - 200; clearBtn.y = paletteY; game.addChild(clearBtn); // --- GUI: Title --- var titleTxt = new Text2('Pixel Painter 32x32', { size: 80, fill: 0x333333 }); titleTxt.anchor.set(0.5, 0); LK.gui.top.addChild(titleTxt); // --- Helper: get pixel at game coordinates (x, y) --- function getPixelAt(x, y) { // Convert to grid coordinates var gx = Math.floor((x - GRID_MARGIN) / PIXEL_SIZE); var gy = Math.floor((y - GRID_TOP) / PIXEL_SIZE); if (gx >= 0 && gx < GRID_SIZE && gy >= 0 && gy < GRID_SIZE) { return pixels[gy][gx]; } return null; } // --- Helper: get palette index at (x, y) --- function getPaletteIdxAt(x, y) { for (var i = 0; i < paletteColors.length; i++) { var pal = paletteColors[i]; var px = pal.x; var py = pal.y; // Palette color is 100x100, anchor 0.5,0.5 if (x >= px - 50 && x <= px + 50 && y >= py - 50 && y <= py + 50) { return i; } } return -1; } // --- Helper: is clear button at (x, y) --- function isClearBtnAt(x, y) { var px = clearBtn.x; var py = clearBtn.y; // Button is 180x100, anchor 0.5,0.5 return x >= px - 90 && x <= px + 90 && y >= py - 50 && y <= py + 50; } // --- Event handlers --- game.down = function (x, y, obj) { // Check palette var palIdx = getPaletteIdxAt(x, y); if (palIdx !== -1) { // Select color paletteColors[selectedPaletteIdx].setSelected(false); selectedPaletteIdx = palIdx; selectedColor = PALETTE[palIdx].color; paletteColors[selectedPaletteIdx].setSelected(true); dragFilling = false; return; } // Check clear button if (isClearBtnAt(x, y)) { clearBtn.setPressed(true); dragFilling = false; return; } // Check grid var px = getPixelAt(x, y); if (px) { dragFilling = true; dragFillId++; px.setColor(selectedColor); px.lastFillDragId = dragFillId; lastDragPixel = px; return; } dragFilling = false; }; game.move = function (x, y, obj) { // If dragging to fill if (dragFilling) { var px = getPixelAt(x, y); if (px && px.lastFillDragId !== dragFillId) { px.setColor(selectedColor); px.lastFillDragId = dragFillId; lastDragPixel = px; } } }; game.up = function (x, y, obj) { // If released on clear button, clear grid if (isClearBtnAt(x, y)) { clearBtn.setPressed(false); // Clear all pixels for (var y2 = 0; y2 < GRID_SIZE; y2++) { for (var x2 = 0; x2 < GRID_SIZE; x2++) { pixels[y2][x2].setColor(0xffffff); } } dragFilling = false; return; } dragFilling = false; lastDragPixel = null; }; // --- Visual feedback for clear button --- clearBtn.down = function (x, y, obj) { clearBtn.setPressed(true); }; clearBtn.up = function (x, y, obj) { clearBtn.setPressed(false); }; // --- No update loop needed for MVP --- // --- Prevent elements in top-left 100x100 (menu area) --- /* All elements are placed away from (0,0)-(100,100) */
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,277 @@
-/****
+/****
+* Classes
+****/
+// ClearButton class
+var ClearButton = Container.expand(function () {
+ var self = Container.call(this);
+ var btnAsset = self.attachAsset('clear_btn', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add text label
+ var txt = new Text2('Clear', {
+ size: 48,
+ fill: 0x222222
+ });
+ txt.anchor.set(0.5, 0.5);
+ txt.x = 0;
+ txt.y = 0;
+ self.addChild(txt);
+ // Visual feedback
+ self.setPressed = function (pressed) {
+ btnAsset.tint = pressed ? 0xaaaaaa : 0xcccccc;
+ };
+ return self;
+});
+// PaletteColor class: represents a color in the palette
+var PaletteColor = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach the color asset, anchor at 0.5,0.5 (center)
+ var colorId = self.colorId; // will be set after creation
+ var assetId = self.assetId; // will be set after creation
+ var colorAsset = null;
+ // Set color and asset after creation
+ self.setColorAsset = function (assetId, colorId) {
+ self.assetId = assetId;
+ self.colorId = colorId;
+ colorAsset = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ };
+ // Show selection border
+ self.setSelected = function (selected) {
+ if (selected) {
+ colorAsset.width = 120;
+ colorAsset.height = 120;
+ } else {
+ colorAsset.width = 100;
+ colorAsset.height = 100;
+ }
+ };
+ return self;
+});
+// No plugins needed for MVP
+// Pixel class: represents a single cell in the grid
+var Pixel = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach the pixel asset, anchor at 0,0 (top-left)
+ var pixelAsset = self.attachAsset('pixel', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ // Store color (as 0xRRGGBB)
+ self.color = 0xffffff;
+ // Set color
+ self.setColor = function (newColor) {
+ self.color = newColor;
+ pixelAsset.color = newColor;
+ pixelAsset.tint = newColor;
+ };
+ // For hit detection, store grid position
+ self.gridX = 0;
+ self.gridY = 0;
+ // For drag fill, track if this pixel was already filled in this drag
+ self.lastFillDragId = -1;
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0xf8f8f8
+});
+
+/****
+* Game Code
+****/
+// Clear button
+// Palette colors: We'll use 10 basic colors for the palette
+// 56x56 so 32*56=1792, fits well in 2048 width with margin
+// 32x32 grid, each cell is a square. We'll use a single shape asset for the pixel, and color it as needed.
+// --- Constants ---
+var GRID_SIZE = 32;
+var PIXEL_SIZE = 56; // 32*56=1792, fits in 2048 with margin
+var GRID_MARGIN = Math.floor((2048 - GRID_SIZE * PIXEL_SIZE) / 2); // Center horizontally
+var GRID_TOP = 220; // Leave space for palette at top
+// Palette colors (assetId, color)
+var PALETTE = [{
+ assetId: 'palette_red',
+ color: 0xff3b30
+}, {
+ assetId: 'palette_orange',
+ color: 0xff9500
+}, {
+ assetId: 'palette_yellow',
+ color: 0xffcc00
+}, {
+ assetId: 'palette_green',
+ color: 0x34c759
+}, {
+ assetId: 'palette_cyan',
+ color: 0x5ac8fa
+}, {
+ assetId: 'palette_blue',
+ color: 0x007aff
+}, {
+ assetId: 'palette_purple',
+ color: 0xaf52de
+}, {
+ assetId: 'palette_brown',
+ color: 0xa2845e
+}, {
+ assetId: 'palette_black',
+ color: 0x222222
+}, {
+ assetId: 'palette_white',
+ color: 0xffffff
+}];
+// --- State ---
+var pixels = []; // 2D array [y][x] of Pixel
+var paletteColors = []; // Array of PaletteColor
+var selectedColor = PALETTE[0].color; // Default: red
+var selectedPaletteIdx = 0;
+var clearBtn = null;
+var dragFilling = false;
+var dragFillId = 0; // Incremented for each drag to avoid double-filling
+var lastDragPixel = null;
+// --- Create grid ---
+for (var y = 0; y < GRID_SIZE; y++) {
+ pixels[y] = [];
+ for (var x = 0; x < GRID_SIZE; x++) {
+ var px = new Pixel();
+ px.x = GRID_MARGIN + x * PIXEL_SIZE;
+ px.y = GRID_TOP + y * PIXEL_SIZE;
+ px.gridX = x;
+ px.gridY = y;
+ px.setColor(0xffffff); // Start as white
+ game.addChild(px);
+ pixels[y][x] = px;
+ }
+}
+// --- Create palette ---
+var paletteY = 90; // Top margin for palette
+var paletteSpacing = 180;
+var paletteStartX = Math.floor((2048 - PALETTE.length * paletteSpacing) / 2) + paletteSpacing / 2;
+for (var i = 0; i < PALETTE.length; i++) {
+ var pal = new PaletteColor();
+ pal.setColorAsset(PALETTE[i].assetId, PALETTE[i].color);
+ pal.x = paletteStartX + i * paletteSpacing;
+ pal.y = paletteY;
+ pal.setSelected(i === selectedPaletteIdx);
+ // Store index for event handler
+ pal.paletteIdx = i;
+ paletteColors.push(pal);
+ game.addChild(pal);
+}
+// --- Create clear button ---
+clearBtn = new ClearButton();
+clearBtn.x = 2048 - 200;
+clearBtn.y = paletteY;
+game.addChild(clearBtn);
+// --- GUI: Title ---
+var titleTxt = new Text2('Pixel Painter 32x32', {
+ size: 80,
+ fill: 0x333333
+});
+titleTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(titleTxt);
+// --- Helper: get pixel at game coordinates (x, y) ---
+function getPixelAt(x, y) {
+ // Convert to grid coordinates
+ var gx = Math.floor((x - GRID_MARGIN) / PIXEL_SIZE);
+ var gy = Math.floor((y - GRID_TOP) / PIXEL_SIZE);
+ if (gx >= 0 && gx < GRID_SIZE && gy >= 0 && gy < GRID_SIZE) {
+ return pixels[gy][gx];
+ }
+ return null;
+}
+// --- Helper: get palette index at (x, y) ---
+function getPaletteIdxAt(x, y) {
+ for (var i = 0; i < paletteColors.length; i++) {
+ var pal = paletteColors[i];
+ var px = pal.x;
+ var py = pal.y;
+ // Palette color is 100x100, anchor 0.5,0.5
+ if (x >= px - 50 && x <= px + 50 && y >= py - 50 && y <= py + 50) {
+ return i;
+ }
+ }
+ return -1;
+}
+// --- Helper: is clear button at (x, y) ---
+function isClearBtnAt(x, y) {
+ var px = clearBtn.x;
+ var py = clearBtn.y;
+ // Button is 180x100, anchor 0.5,0.5
+ return x >= px - 90 && x <= px + 90 && y >= py - 50 && y <= py + 50;
+}
+// --- Event handlers ---
+game.down = function (x, y, obj) {
+ // Check palette
+ var palIdx = getPaletteIdxAt(x, y);
+ if (palIdx !== -1) {
+ // Select color
+ paletteColors[selectedPaletteIdx].setSelected(false);
+ selectedPaletteIdx = palIdx;
+ selectedColor = PALETTE[palIdx].color;
+ paletteColors[selectedPaletteIdx].setSelected(true);
+ dragFilling = false;
+ return;
+ }
+ // Check clear button
+ if (isClearBtnAt(x, y)) {
+ clearBtn.setPressed(true);
+ dragFilling = false;
+ return;
+ }
+ // Check grid
+ var px = getPixelAt(x, y);
+ if (px) {
+ dragFilling = true;
+ dragFillId++;
+ px.setColor(selectedColor);
+ px.lastFillDragId = dragFillId;
+ lastDragPixel = px;
+ return;
+ }
+ dragFilling = false;
+};
+game.move = function (x, y, obj) {
+ // If dragging to fill
+ if (dragFilling) {
+ var px = getPixelAt(x, y);
+ if (px && px.lastFillDragId !== dragFillId) {
+ px.setColor(selectedColor);
+ px.lastFillDragId = dragFillId;
+ lastDragPixel = px;
+ }
+ }
+};
+game.up = function (x, y, obj) {
+ // If released on clear button, clear grid
+ if (isClearBtnAt(x, y)) {
+ clearBtn.setPressed(false);
+ // Clear all pixels
+ for (var y2 = 0; y2 < GRID_SIZE; y2++) {
+ for (var x2 = 0; x2 < GRID_SIZE; x2++) {
+ pixels[y2][x2].setColor(0xffffff);
+ }
+ }
+ dragFilling = false;
+ return;
+ }
+ dragFilling = false;
+ lastDragPixel = null;
+};
+// --- Visual feedback for clear button ---
+clearBtn.down = function (x, y, obj) {
+ clearBtn.setPressed(true);
+};
+clearBtn.up = function (x, y, obj) {
+ clearBtn.setPressed(false);
+};
+// --- No update loop needed for MVP ---
+// --- Prevent elements in top-left 100x100 (menu area) ---
+/* All elements are placed away from (0,0)-(100,100) */
\ No newline at end of file