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add a new text 'currentSelectionText' at the top of the board
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in applyCellOccupation() copy the reference the building at gameMap.cells[cellX][cellY] to adjacent cells depending on building cellW and cellH
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Currently building creation is done like that : gameMap.cells[rockIlot1Center.x][rockIlot1Center.y].building = new ConstructionYard(rockIlot1Center.x, rockIlot1Center.y, 1); How to make this 2x2 buliding occupy 2x2 cells ?
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but I'm a developper and I don't see the variable, here is the function: self.render = function () { // Move tiles instead of the view var viewSize = Math.ceil(Math.max(game.width, game.height) / 2 / 100); // Calculate viewSize based on game dimensions and tile size for (var x = self.currentViewCenter.x - viewSize - 1; x <= self.currentViewCenter.x + viewSize; x++) { for (var y = self.currentViewCenter.y - viewSize - 1; y <= self.currentViewCenter.y + viewSize; y++) { if (x >= 0 && x < self.cells.length && y >= 0 && y < self.cells[x].length) { var cell = self.cells[x][y]; var asset = cell.asset; var screenX = (x - self.currentViewCenter.x + viewSize) * asset.width; var screenY = (y - self.currentViewCenter.y + viewSize) * asset.height; asset.x = screenX; asset.y = screenY; if (!asset.parent) { self.addChild(asset); } // Render buildings var building = cell.building; if (building) { building.asset.x = screenX; building.asset.y = screenY; self.addChild(building.asset); } } else { if (asset && asset.parent) { self.removeChild(asset); } } } } };
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Bulding should occupy cellW cells horizontally and cellH cells vertically, so when user clicks on a 2x2 building it should select the buiding when he clicks at at (x,y) (x+1,y), (x,y+1) and (x+1,y+1)
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when drawing a building at x,y, x,y should be the top left corner
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in handleDragEnd add to cellX and cellY the offset due to currentViewCenter
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add cellW and cellH properties to buildings, constructionYard is 2x2
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add cellX and cellY propeties to buildings
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Fix Bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var deltaX = currentPos.x - dragStart.x;' Line Number: 280
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Fix Bug: 'Timeout.tick error: Cannot read properties of null (reading 'playerId')' in or related to this line: 'return player1.playerId === id ? player1.tint : player2.tint;' Line Number: 205
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Fix Bug: 'Uncaught ReferenceError: global is not defined' in or related to this line: 'global.updateActionBoard = function () {' Line Number: 284
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Add a global function to handle the action board update
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===================================================================
--- original.js
+++ change.js
@@ -271,8 +271,13 @@
game.on('move', handleDragMove);
game.on('up', handleDragEnd);
// Instantiate CommandPanel
var commandPanel = game.addChild(new CommandPanel());
+// Global function to handle action board updates
+global.updateActionBoard = function () {
+ // Update logic for the action board
+ // This function can be called whenever the action board needs to be updated
+};
// Create a Text2 object to display player1's spice level
var player1SpiceText = new Text2(player1.spice.toString(), {
size: 50,
fill: '#000000',
a tileable sand terrain tile.
A square tileable rock terrain tile WITHOUT BBORDER. Single Game Texture. In-Game asset. 2d. No shadows. No Border
Zenith view of Dune's Wind Trap power facility square fence. Ressembles a bit to Sydney's Opera. Zenith view Directly from above.
grey cancel icon. UI
thin white circle empty.
0x5e86ff
Zenith view of a white rectangular Harvester shape of a garbage truck with a triangular head. Harvesting on sand, with flowing spice in the back. inside a square fence. Zenith view. Directly overhead. Plumb view.
Minimal Ui icon of an right sign aside with an icon of a target. sand background
Minimal icon of a home with direction icon pointing to the home. sand background
3 white flat isometric concentric circles like a target.
Remove background
Gray background
Minimal Ui icon of target sign on a fire icon.. sand background
top view of an explosion effect.
Simple heavy army tank factory buiding a tank with a crane. Square fence... Zenith view Directly overhead. Plumb view.
an empty black popup UI. UI