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restaure alpha of all BuildableItemIcons when building id finished
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during building, reduce alpha of all BuildableItemIcons
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during building, diable all BuildableItemIcons
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the progressDisplay should be displayed on the BuildableItemIcon in the board
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during building construction, display a buildingProgress above the BuildableItemIcon
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Fix Bug: 'TypeError: window[buildableInfo.className] is not a constructor' in or related to this line: 'var building = new window[buildableInfo.className](currentSelection.cellX, currentSelection.cellY, player1.playerId);' Line Number: 285
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in enqueueBuildable add the construction of the provided type
Code edit (3 edits merged)
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like the terrain and the buildings, the selectionMarker should move when user drags the map
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in handleDragEnd, don't clear the selection if user clicks in the board
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when user clicks a buildable icon in the board, call a new enqueueBuildable() global function
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in updateActionBoard, hide BuildableItems when selection is cleared
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call displayBuildableItems inside updateActionBoard
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Fix Bug: 'ReferenceError: buildableRepository is not defined' in or related to this line: 'var buildableInfo = buildableRepository.getBuildableInfo(type);' Line Number: 28
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in BuildableItemIcon display name instead of type using the BuildableRepository
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add a BuildableRepository class to store reference information about all buildables
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.asset = self.attachAsset(type, {' Line Number: 18
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'if (LK.assets[type]) {' Line Number: 18
/****
* Classes
****/
var BuildableItemIcon = Container.expand(function (type, x, y) {
var self = Container.call(this);
self.type = type;
self.asset = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
if (!self.asset) {
console.error('Asset type ' + type + ' is not defined.');
}
self.asset.on('down', function () {
console.log('Buildable item ' + type + ' selected.');
// Add logic to handle the building of the selected item
});
self.label = new Text2(self.type, {
size: 20,
fill: '#000000',
align: 'center'
});
self.label.x = self.asset.x - self.label.width / 2;
self.label.y = self.asset.y + self.asset.height / 2 + 10;
self.addChild(self.label);
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) {
// Clamp the view center to the map boundaries
self.currentViewCenter.x = Math.max(14, Math.min(input.x, mapXSize - 7));
self.currentViewCenter.y = Math.max(14, Math.min(input.y, mapYSize - 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;
});
var SelectionMarker = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('selectionCross', {
anchorX: 0.5,
anchorY: 0.5
});
self.alpha = 0.6;
self.visible = false;
self.updatePosition = function (x, y) {
console.log('SelectionMarker updated to position:', x, y);
var viewSize = Math.ceil(Math.max(game.width, game.height) / 2 / 100);
self.x = x - (gameMap.currentViewCenter.x - 15) * 100;
self.y = y - (gameMap.currentViewCenter.y - 15) * 100;
self.visible = true;
};
self.hide = function () {
console.log('SelectionMarker hidden');
self.visible = false;
};
return self;
});
// Base Building class
var Building = Container.expand(function (x, y, type, name, playerId, cellW, cellH, buildable) {
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.buildable = buildable || []; // New property to store what the building can build
self.asset = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
tint: getPlayerTint(playerId)
});
self.asset.x = self.x;
self.asset.y = self.y;
// Initialize building-specific properties here
// ...
self.asset.on('down', function () {
currentSelection = self;
selectionMarker.updatePosition(self.x, self.y);
console.log("Building selected: P" + self.playerId + ' ' + self.type + " at cell " + self.cellX + "," + self.cellY);
displayBuildableItems();
updateActionBoard();
});
return self;
});
var ConstructionYard = Building.expand(function (x, y, playerId) {
var self = Building.call(this, x, y, 'constructionYard', 'Construction Yard', playerId, 2, 2, ['windTrap']);
// Additional properties and methods for ConstructionYard can be added here
return self;
});
var WindTrap = Building.expand(function (x, y, playerId) {
var self = Building.call(this, x, y, 'windTrap', 'Wind Trap', playerId, 2, 2);
// Additional properties and methods for WindTrap 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
****/
function displayBuildableItems() {
if (!currentSelection || !currentSelection.buildable) {
return;
}
var buildableItems = currentSelection.buildable;
var iconX = commandPanel.x + 200; // Starting X position for the first icon
var iconY = commandPanel.y + 200; // Y position for all icons
buildableItems.forEach(function (item) {
var icon = new BuildableItemIcon(item.name, iconX, iconY);
game.addChild(icon);
iconX += 100; // Increment X position for the next icon
});
}
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;
var selectionMarker = null;
// Gui
var commandPanel = null;
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]);
selectionMarker = new SelectionMarker();
// Add the map to the game
game.addChild(gameMap);
game.addChild(selectionMarker);
}
//#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;
selectionMarker.hide();
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
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