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 = Math.floor(2048 / GRID_SIZE); // Make sure grid fits and is square var GRID_MARGIN = Math.floor((2048 - GRID_SIZE * PIXEL_SIZE) / 2); // Center horizontally var GRID_TOP = Math.floor((2048 - GRID_SIZE * PIXEL_SIZE) / 2) + 220; // Center vertically with space for palette at top // Palette colors (assetId, color) // Add eraser as a special palette entry at the end (color: null) 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 }, { assetId: 'palette_gray', color: 0x888888 }, { assetId: 'palette_pink', color: 0xff2d55 }, // Eraser tool (special entry) { assetId: 'palette_white', // visually white, but will be drawn with eraser icon color: null // null means eraser }]; // --- 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; } } // --- Draw grid lines (semi-transparent black) --- var gridLineColor = 0x000000; var gridLineAlpha = 0.18; // semi-transparent // Vertical lines for (var gx = 0; gx <= GRID_SIZE; gx++) { var line = LK.getAsset('pixel', { anchorX: 0, anchorY: 0, width: 2, height: GRID_SIZE * PIXEL_SIZE, color: gridLineColor, alpha: gridLineAlpha }); line.x = GRID_MARGIN + gx * PIXEL_SIZE - 1; line.y = GRID_TOP; game.addChild(line); } // --- Add a bigger frame below the grid (centered horizontally) --- var frameBigWidth = 256; var frameBigHeight = 256; var frameBigAsset = LK.getAsset('canvas_frame', { anchorX: 0.5, anchorY: 0, width: frameBigWidth, height: frameBigHeight }); frameBigAsset.x = Math.floor(2048 / 2); frameBigAsset.y = Math.floor(GRID_TOP + GRID_SIZE * PIXEL_SIZE + 32); // 32px below grid game.addChild(frameBigAsset); for (var gy = 0; gy <= GRID_SIZE; gy++) { var line = LK.getAsset('pixel', { anchorX: 0, anchorY: 0, width: GRID_SIZE * PIXEL_SIZE, height: 2, color: gridLineColor, alpha: gridLineAlpha }); line.x = GRID_MARGIN; line.y = GRID_TOP + gy * PIXEL_SIZE - 1; game.addChild(line); } // --- Create palette --- var paletteY = 90; // Top margin for palette var paletteSpacing = 150; 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; // If this is the eraser, draw an eraser icon (simple X) if (PALETTE[i].color === null) { // Draw a simple "X" using two lines (using Text2 for simplicity) var eraserTxt = new Text2('🧹', { size: 60, fill: 0x888888 }); eraserTxt.anchor.set(0.5, 0.5); eraserTxt.x = 0; eraserTxt.y = 0; pal.addChild(eraserTxt); } 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 or eraser 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++; if (PALETTE[selectedPaletteIdx].color === null) { // Eraser: set to white px.setColor(0xffffff); } else { 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) { if (PALETTE[selectedPaletteIdx].color === null) { // Eraser: set to white px.setColor(0xffffff); } else { 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
@@ -179,9 +179,20 @@
line.x = GRID_MARGIN + gx * PIXEL_SIZE - 1;
line.y = GRID_TOP;
game.addChild(line);
}
-// Horizontal lines
+// --- Add a bigger frame below the grid (centered horizontally) ---
+var frameBigWidth = 256;
+var frameBigHeight = 256;
+var frameBigAsset = LK.getAsset('canvas_frame', {
+ anchorX: 0.5,
+ anchorY: 0,
+ width: frameBigWidth,
+ height: frameBigHeight
+});
+frameBigAsset.x = Math.floor(2048 / 2);
+frameBigAsset.y = Math.floor(GRID_TOP + GRID_SIZE * PIXEL_SIZE + 32); // 32px below grid
+game.addChild(frameBigAsset);
for (var gy = 0; gy <= GRID_SIZE; gy++) {
var line = LK.getAsset('pixel', {
anchorX: 0,
anchorY: 0,
@@ -193,20 +204,8 @@
line.x = GRID_MARGIN;
line.y = GRID_TOP + gy * PIXEL_SIZE - 1;
game.addChild(line);
}
-// --- Add a small 16x16 frame below the grid (centered horizontally) ---
-var frame16Width = 64;
-var frame16Height = 64;
-var frame16Asset = LK.getAsset('canvas_frame', {
- anchorX: 0.5,
- anchorY: 0,
- width: frame16Width,
- height: frame16Height
-});
-frame16Asset.x = Math.floor(2048 / 2);
-frame16Asset.y = Math.floor(GRID_TOP + GRID_SIZE * PIXEL_SIZE + 32); // 32px below grid
-game.addChild(frame16Asset);
// --- Create palette ---
var paletteY = 90; // Top margin for palette
var paletteSpacing = 150;
var paletteStartX = Math.floor((2048 - PALETTE.length * paletteSpacing) / 2) + paletteSpacing / 2;