Code edit (7 edits merged)
Please save this source code
User prompt
call displayBuildableItems inside updateActionBoard
Code edit (2 edits merged)
Please save this source code
User prompt
Fix Bug: 'ReferenceError: buildableRepository is not defined' in or related to this line: 'var buildableInfo = buildableRepository.getBuildableInfo(type);' Line Number: 28
User prompt
in BuildableItemIcon display name instead of type using the BuildableRepository
User prompt
add a BuildableRepository class to store reference information about all buildables
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.asset = self.attachAsset(type, {' Line Number: 18
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'if (LK.assets[type]) {' Line Number: 18
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.asset = self.attachAsset(type, {' Line Number: 18
User prompt
pass the Name of th buildable to BuildableItemIcon and use it for the text
Code edit (6 edits merged)
Please save this source code
User prompt
write the name of the item under the BuildableItemIcon
Code edit (1 edits merged)
Please save this source code
User prompt
when a building is selected, display icons of the buildable items on the board
Code edit (2 edits merged)
Please save this source code
User prompt
in SelectionMarker.updatePosition add offset due to currentViewCenter
Code edit (1 edits merged)
Please save this source code
User prompt
add console logs in selectionMarker.updatePosition() and hide
Code edit (2 edits merged)
Please save this source code
User prompt
Fix Bug: 'ReferenceError: selectionMarker is not defined' in or related to this line: 'selectionMarker.hide();' Line Number: 319
User prompt
when a building is selected show the selectionCross at its center
User prompt
add a new building class called WindTrap ()
User prompt
add a new property to building to store what they can build
Code edit (2 edits merged)
Please save this source code
User prompt
Fix Bug: 'Timeout.tick error: self.graphics.drawRect is not a function' in or related to this line: 'self.graphics.drawRect(0, 0, width, height);' Line Number: 27
/****
* Classes
****/
var HighlightBorder = Container.expand(function () {
var self = Container.call(this);
self.graphics = self.attachAsset('shape', {
width: 100,
height: 100,
color: 0xffd700,
shape: 'box'
});
// Set line style and rectangle properties using LK asset methods if available
self.setSize = function (width, height) {
self.graphics.width = width;
self.graphics.height = height;
self.graphics.clear();
// Removed lineStyle as it's not a function on the asset
};
return self;
});
// Initialize game elements
// Map class to represent the grid-based map system
var Map = Container.expand(function () {
var self = Container.call(this);
self.cells = [];
self.init = function (width, height) {
for (var x = 0; x < width; x++) {
self.cells[x] = [];
for (var y = 0; y < height; y++) {
// Initialize each cell with default terrain, height, resources
self.cells[x][y] = {
height: 0,
resources: null,
terrain: null,
asset: null,
building: null
};
}
}
};
self.initTerrain = function (width, height) {
for (var x = 0; x < width; x++) {
for (var y = 0; y < height; y++) {
// Initialize each cell with default terrain, height, resources
self.cells[x][y].terrain = globalTerrain[x][y] === 1 ? 'rock' : 'sand';
self.cells[x][y].asset = globalTerrain[x][y] === 1 ? new Rock(x, y) : new Sand(x, y);
}
}
};
self.currentViewCenter = {
x: 15,
y: 20
};
// Create a Text2 object to display the currentViewCenter coordinates
self.viewCenterText = new Text2(self.currentViewCenter.x + ', ' + self.currentViewCenter.y, {
size: 50,
fill: '#ffffff',
align: 'center'
});
// Position the text at the top center of the screen
LK.gui.top.addChild(self.viewCenterText);
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);
}
}
}
}
};
self.getNavigationMesh = function () {
// Create and return the navigation mesh for pathfinding
};
self.findPath = function (start, end) {
// Implement A* pathfinding algorithm
// Return the path from start to end
};
self.lastInputPosition = null;
self.handleInput = function (input) {
console.log("Clicked " + input.x + ',' + input.y);
self.currentViewCenter.x = input.x;
self.currentViewCenter.y = input.y;
// Clamp the view center to the map boundaries
self.currentViewCenter.x = Math.max(14, Math.min(self.currentViewCenter.x, self.cells.length - 7));
self.currentViewCenter.y = Math.max(14, Math.min(self.currentViewCenter.y, self.cells[0].length - 9));
// Update the Text2 object with the new coordinates
self.viewCenterText.setText(self.currentViewCenter.x + ', ' + self.currentViewCenter.y);
};
self.checkCollisions = function () {
// Handle collisions between units and obstacles
};
self.serialize = function () {
// Serialize map data to a file
};
self.load = function (data) {
// Load map data from a file
};
});
var Sand = Container.expand(function (x, y) {
var self = Container.call(this);
self.asset = LK.getAsset('sand', {
x: x * 100,
y: y * 100
}); // Pre-create the asset for this cell
return self.asset;
});
var Rock = Container.expand(function (x, y) {
var self = Container.call(this);
self.asset = LK.getAsset('rock', {
x: x * 100,
y: y * 100
}); // Pre-create the asset for this cell
return self.asset;
});
// Base Building class
var Building = Container.expand(function (x, y, type, name, playerId, cellW, cellH) {
var self = Container.call(this);
self.cellX = x;
self.cellY = y;
self.cellW = cellW || 1; // Default to 1x1 if not specified
self.cellH = cellH || 1; // Default to 1x1 if not specified
self.x = x * 100;
self.y = y * 100;
self.type = type;
self.playerId = playerId;
self.name = name;
self.asset = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
tint: getPlayerTint(playerId)
});
self.asset.x = self.x;
self.asset.y = self.y;
self.highlightBorder = new HighlightBorder();
self.highlightBorder.setSize(self.asset.width, self.asset.height);
self.highlightBorder.visible = false;
self.addChild(self.highlightBorder);
// Initialize building-specific properties here
// ...
self.asset.on('down', function () {
if (currentSelection && currentSelection.highlightBorder) {
currentSelection.highlightBorder.visible = false;
}
currentSelection = self;
self.highlightBorder.visible = true;
console.log("Building selected: P" + self.playerId + ' ' + self.type + " at cell " + self.cellX + "," + self.cellY);
updateActionBoard();
});
return self;
});
var ConstructionYard = Building.expand(function (x, y, playerId) {
var self = Building.call(this, x, y, 'constructionYard', 'Construction Yard', playerId, 2, 2);
// Additional properties and methods for ConstructionYard can be added here
return self;
});
var Player = Container.expand(function (playerId, tint) {
var self = Container.call(this);
self.playerId = playerId;
self.resources = 0;
self.tint = tint;
self.spice = 1000; // Initialize spice property with 1000
// Initialize player-specific properties here
// ...
return self;
});
// Command Panel class
var CommandPanel = Container.expand(function () {
var self = Container.call(this);
self.graphics = self.attachAsset('boardBackground', {
width: game.width,
height: game.height * 0.22,
color: 0x333333
});
// Set the center box position to the center of the screen
self.x = game.width / 2 - self.graphics.width / 2;
self.y = game.height - self.height + game.height * 0.01;
});
/****
* Initialize Game
****/
// Event listeners
// Instantiate and initialize the Map
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var applyCellOccupation = function applyCellOccupation(cellX, cellY) {
var building = gameMap.cells[cellX][cellY].building;
if (building) {
for (var w = 0; w < building.cellW; w++) {
for (var h = 0; h < building.cellH; h++) {
if (cellX + w < gameMap.cells.length && cellY + h < gameMap.cells[0].length) {
gameMap.cells[cellX + w][cellY + h].building = building;
}
}
}
}
};
var getPlayerTint = function getPlayerTint(id) {
return player1.playerId === id ? player1.tint : player2.tint;
};
var gameIsRunning = false;
var mapXSize = 50;
var mapYSize = 30;
var gameMap = null;
var globalTerrain = null;
var player1 = null;
var player2 = null;
var currentSelection = null;
// Gui
var player1SpiceText = null;
var currentSelectionText = null;
// Prepare the map
function prepareMap() {
globalTerrain = new Array(mapXSize).fill(0).map(function () {
return new Array(mapYSize).fill(0);
});
gameMap = new Map();
gameMap.init(mapXSize, mapYSize); // Initialize with a 20x20 grid
// Define a fixed rock ilot near the center left of the map
var rockIlot1Center = {
x: Math.floor(mapXSize * 0.15),
y: Math.floor(mapYSize * 0.5)
};
var rockIlot1Radius = 4;
for (var x = rockIlot1Center.x - rockIlot1Radius; x <= rockIlot1Center.x + rockIlot1Radius; x++) {
for (var y = rockIlot1Center.y - rockIlot1Radius; y <= rockIlot1Center.y + rockIlot1Radius; y++) {
if (x >= 0 && x < mapXSize && y >= 0 && y < mapYSize) {
globalTerrain[x][y] = 1;
}
}
}
console.log("rockIlot1Center at " + rockIlot1Center.x + ',' + rockIlot1Center.y);
gameMap.cells[rockIlot1Center.x][rockIlot1Center.y].building = new ConstructionYard(rockIlot1Center.x, rockIlot1Center.y, 1);
applyCellOccupation(rockIlot1Center.x, rockIlot1Center.y);
// Define a fixed rock ilot near the center right of the map
var rockIlot2Center = {
x: Math.floor(mapXSize * 0.85),
y: Math.floor(mapYSize * 0.5)
};
var rockIlot2Radius = 4;
for (var x = rockIlot2Center.x - rockIlot2Radius; x <= rockIlot2Center.x + rockIlot2Radius; x++) {
for (var y = rockIlot2Center.y - rockIlot2Radius; y <= rockIlot2Center.y + rockIlot2Radius; y++) {
if (x >= 0 && x < mapXSize && y >= 0 && y < mapYSize) {
globalTerrain[x][y] = 1;
}
}
}
console.log("rockIlot2Center at " + rockIlot2Center.x + ',' + rockIlot2Center.y);
gameMap.cells[rockIlot2Center.x][rockIlot2Center.y].building = new ConstructionYard(rockIlot2Center.x, rockIlot2Center.y, 2);
applyCellOccupation(rockIlot2Center.x, rockIlot2Center.y);
gameMap.initTerrain(mapXSize, mapYSize); // Initialize with a 20x20 grid
console.log('ConstructionYard1 cell :', gameMap.cells[rockIlot1Center.x][rockIlot1Center.y]);
// Add the map to the game
game.addChild(gameMap);
}
//#region Event listeners
var dragStart = null;
function handleDragStart(obj) {
dragStart = obj.event.getLocalPosition(game);
}
function handleDragMove(obj) {
if (dragStart) {
var currentPos = obj.event.getLocalPosition(game);
var deltaX = currentPos.x - dragStart.x;
var deltaY = currentPos.y - dragStart.y;
dragStart = currentPos; // Update dragStart to the current position
var inputPosition = {
x: gameMap.currentViewCenter.x - Math.round(deltaX / 100),
y: gameMap.currentViewCenter.y - Math.round(deltaY / 100)
};
gameMap.handleInput(inputPosition);
}
}
function handleDragEnd(obj) {
var currentPos = obj.event.getLocalPosition(game);
var input = {
x: currentPos.x,
y: currentPos.y
};
var cellX = Math.floor(input.x / 100) + gameMap.currentViewCenter.x - Math.ceil(game.width / 2 / 100) - 3;
var cellY = Math.floor(input.y / 100) + gameMap.currentViewCenter.y - Math.ceil(game.height / 2 / 100);
if (cellX >= 0 && cellX < gameMap.cells.length && cellY >= 0 && cellY < gameMap.cells[cellX].length) {
var cell = gameMap.cells[cellX][cellY];
if (!cell.building) {
currentSelection = null;
console.log("Nothing selected at " + cellX + ',' + cellY);
updateActionBoard();
}
}
dragStart = null;
}
game.on('down', handleDragStart);
game.on('move', handleDragMove);
game.on('up', handleDragEnd);
//#endregion Event listeners
// Global function to handle action board updates
var updateActionBoard = function updateActionBoard() {
// Update logic for the action board
// This function can be called whenever the action board needs to be updated
currentSelectionText.setText(currentSelection ? currentSelection.name : '');
};
function initGame() {
// Create players
player1 = new Player(1, 0xAAAAff);
player2 = new Player(2, 0xffAAAA);
// Prepare the map
prepareMap();
// Instantiate CommandPanel
var commandPanel = game.addChild(new CommandPanel());
// Create a Text2 object for current selection
currentSelectionText = new Text2('', {
size: 50,
fill: '#000000',
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
currentSelectionText.anchor.set(0.5, 6.8);
LK.gui.bottom.addChild(currentSelectionText);
// Create a Text2 object to display player1's spice level
player1SpiceText = new Text2(player1.spice.toString(), {
size: 50,
fill: '#000000',
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
player1SpiceText.anchor.set(1.0, 0);
// Add the spice level text to the GUI overlay
LK.gui.topRight.addChild(player1SpiceText);
gameIsRunning = true;
}
// Game tick
LK.on('tick', function () {
// Render the map each tick
if (gameIsRunning) {
gameMap.render();
}
});
// Start the game
LK.setTimeout(function () {
initGame();
}, 100);
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