Code edit (7 edits merged)
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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
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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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pass the Name of th buildable to BuildableItemIcon and use it for the text
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write the name of the item under the BuildableItemIcon
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when a building is selected, display icons of the buildable items on the board
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in SelectionMarker.updatePosition add offset due to currentViewCenter
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add console logs in selectionMarker.updatePosition() and hide
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Fix Bug: 'ReferenceError: selectionMarker is not defined' in or related to this line: 'selectionMarker.hide();' Line Number: 319
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when a building is selected show the selectionCross at its center
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add a new building class called WindTrap ()
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add a new property to building to store what they can build
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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 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 }); 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(type, { size: 20, fill: '#000000', align: 'center' }); self.label.x = self.asset.x - 50; self.label.y = self.asset.y + 120; 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; }); // BuildableRepository class to store reference information about all buildables var BuildableRepository = Container.expand(function () { var self = Container.call(this); self.buildables = { 'constructionYard': { 'name': 'Construction Yard', 'buildable': ['windTrap'] }, 'windTrap': { 'name': 'Wind Trap', 'buildable': [] } // Add more buildables as needed }; self.getBuildableInfo = function (type) { return self.buildables[type]; }; 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 (itemType) { var icon = new BuildableItemIcon(itemType, 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);
===================================================================
--- original.js
+++ change.js
@@ -3,28 +3,25 @@
****/
var BuildableItemIcon = Container.expand(function (type, x, y) {
var self = Container.call(this);
self.type = type;
- self.asset = self.attachAsset(type + 'Icon', {
+ 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, {
+ self.label = new Text2(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.label.x = self.asset.x - 50;
+ self.label.y = self.asset.y + 120;
self.addChild(self.label);
return self;
});
// Initialize game elements
@@ -196,8 +193,27 @@
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;
});
+// BuildableRepository class to store reference information about all buildables
+var BuildableRepository = Container.expand(function () {
+ var self = Container.call(this);
+ self.buildables = {
+ 'constructionYard': {
+ 'name': 'Construction Yard',
+ 'buildable': ['windTrap']
+ },
+ 'windTrap': {
+ 'name': 'Wind Trap',
+ 'buildable': []
+ }
+ // Add more buildables as needed
+ };
+ self.getBuildableInfo = function (type) {
+ return self.buildables[type];
+ };
+ return self;
+});
var Player = Container.expand(function (playerId, tint) {
var self = Container.call(this);
self.playerId = playerId;
self.resources = 0;
@@ -238,10 +254,10 @@
}
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);
+ buildableItems.forEach(function (itemType) {
+ var icon = new BuildableItemIcon(itemType, iconX, iconY);
game.addChild(icon);
iconX += 100; // Increment X position for the next icon
});
}
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