Code edit (6 edits merged)
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'button')' in this line: 'if (obj.event.data.button === 0) {' Line Number: 79
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Fix Bug: 'ReferenceError: createBlueBlock is not defined' in this line: 'createBlueBlock(pos.x, pos.y);' Line Number: 171
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create floor using 1 on mause position
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add floor
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fix save into one key
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log for game saved and loaded
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fix save and load
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Fix Bug: 'ReferenceError: loadButton is not defined' in this line: 'if (!saveButton.getBounds().contains(pos.x, pos.y) && !loadButton.getBounds().contains(pos.x, pos.y)) {' Line Number: 139
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remove load button
Code edit (1 edits merged)
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set reset button pos to right angle
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set reset button pos to 40 40
/**** * Classes ****/ // BlueBlock class for creating blue blocks var BlueBlock = Container.expand(function () { var self = Container.call(this); var blueBlockGraphics = self.createAsset('blueBlock', 'Blue block', 0.5, 0.5); self.layer = 1; self.move = function () {}; self.update = function () {}; }); // BlackBlock class for creating black blocks var BlackBlock = Container.expand(function () { var self = Container.call(this); var blackBlockGraphics = self.createAsset('blackBlock', 'Black block', 0.5, 0.5); self.move = function () {}; self.update = function () {}; }); // SaveButton class for creating save button var SaveButton = Container.expand(function () { var self = Container.call(this); var saveButtonGraphics = self.createAsset('saveButton', 'Save button', 0.5, 0.5); saveButtonGraphics.rotation = Math.PI / 4; // Set button at 45 degrees angle self.layer = 2; self.on('rightdown', function () { self.saveGame(); }); self.saveGame = function () { if (typeof LK.localStorage !== 'undefined') { var gameState = { blueBlocks: game.children.filter(function (child) { return child instanceof BlueBlock; }).map(function (block) { return { x: block.x, y: block.y }; }), blackBlocks: game.children.filter(function (child) { return child instanceof BlackBlock; }).map(function (block) { return { x: block.x, y: block.y }; }) }; LK.localStorage.setItem('gameState', JSON.stringify(gameState)); console.log('Game state saved.'); } }; }); // Function to save the current state of blueBlocks and blackBlocks // ResetButton class for creating reset button var ResetButton = Container.expand(function () { var self = Container.call(this); var resetButtonGraphics = self.createAsset('resetButton', 'Reset button', 0.5, 0.5); self.layer = 2; self.on('down', function () { // Reset the game state blueBlocks.forEach(function (block) { block.destroy(); }); blackBlocks.forEach(function (block) { block.destroy(); }); blueBlocks = []; blackBlocks = []; // Optionally, reset other game states here }); }); // Floor class for creating the floor var Floor = Container.expand(function () { var self = Container.call(this); var floorGraphics = self.createAsset('floor', 'Floor asset', 0.5, 1); self.update = function () {}; self.interactive = true; self.on('down', function (obj) { if (obj.event.data && obj.event.data.button === 9) { var pos = obj.event.getLocalPosition(game); createFloor(pos.x, pos.y); } }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Instantiate and position the floor object var floor = game.addChild(new Floor()); floor.x = game.width / 2; floor.y = game.height - floor.height / 2; LK.on('init', function () { // Automatically load the game state when the game initializes savedBlueBlocks.forEach(function (data) { var blueBlock = game.addChild(new BlueBlock()); blueBlock.x = data.x; blueBlock.y = data.y; }); savedBlackBlocks.forEach(function (data) { var blackBlock = game.addChild(new BlackBlock()); blackBlock.x = data.x; blackBlock.y = data.y; }); var savedGameState = typeof LK.localStorage !== 'undefined' && LK.localStorage.getItem('gameState') ? JSON.parse(LK.localStorage.getItem('gameState')) : { blueBlocks: [], blackBlocks: [] }; savedGameState.blueBlocks.forEach(function (data) { var blueBlock = game.addChild(new BlueBlock()); blueBlock.x = data.x; blueBlock.y = data.y; }); savedGameState.blackBlocks.forEach(function (data) { var blackBlock = game.addChild(new BlackBlock()); blackBlock.x = data.x; blackBlock.y = data.y; }); console.log('Game state loaded.'); }); // Function to save the current state of blueBlocks and blackBlocks // Initialize important asset arrays game.saveGameState = function () { if (typeof LK.localStorage !== 'undefined') { LK.localStorage.setItem('blueBlocks', JSON.stringify(blueBlocks.map(function (block) { return { x: block.x, y: block.y }; }))); } if (typeof LK.localStorage !== 'undefined') { LK.localStorage.setItem('blackBlocks', JSON.stringify(blackBlocks.map(function (block) { return { x: block.x, y: block.y }; }))); } }; var blueBlocks = []; var blackBlocks = []; // Function to handle the creation of the floor at the mouse position function createFloor(x, y) { var floor = game.addChild(new Floor()); floor.x = x - floor.width / 2; floor.y = y - floor.height / 2; } // Function to handle the creation of blue blocks function createBlueBlock(x, y) { var blueBlock = new BlueBlock(); blueBlock.x = x; blueBlock.y = y; blueBlock.layer = 1; blueBlocks.push(blueBlock); game.addChild(blueBlock); game.saveGameState(); } // Function to handle the creation of black blocks function createBlackBlock(x, y) { var blackBlock = new BlackBlock(); blackBlock.x = x; blackBlock.y = y; blackBlock.layer = 1; blackBlocks.push(blackBlock); game.addChild(blackBlock); game.saveGameState(); } // Event listener for left click to create blue blocks game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); // Check if the position is not on the save button before creating a block if (!saveButton.getBounds().contains(pos.x, pos.y)) { createBlueBlock(pos.x, pos.y); } }); // Event listener for right up to create black blocks game.on('rightup', function (obj) { var pos = obj.event.getLocalPosition(game); // Check if the position is not on the save button before creating a block if (!saveButton.intersects(pos)) { createBlackBlock(pos.x, pos.y); } }); // Main game update loop LK.on('tick', function () { // Update all blue blocks for (var i = 0; i < blueBlocks.length; i++) { blueBlocks[i].update(); } // Update all black blocks for (var j = 0; j < blackBlocks.length; j++) { blackBlocks[j].update(); } }); // Instantiate save button var saveButton = new SaveButton(); saveButton.x = 20; saveButton.y = 20; game.addChild(saveButton); // Instantiate reset button var resetButton = new ResetButton(); resetButton.x = game.width - resetButton.width / 2 - 50; resetButton.y = 50; resetButton.layer = 2; game.addChild(resetButton); // Set up an automatic save function to trigger every 120 seconds (7200 frames at 60FPS) var autoSaveTimer = LK.setInterval(game.saveGameState, 7200);
===================================================================
--- original.js
+++ change.js
@@ -75,9 +75,9 @@
var floorGraphics = self.createAsset('floor', 'Floor asset', 0.5, 1);
self.update = function () {};
self.interactive = true;
self.on('down', function (obj) {
- if (obj.event.data && obj.event.data.button === 0) {
+ if (obj.event.data && obj.event.data.button === 9) {
var pos = obj.event.getLocalPosition(game);
createFloor(pos.x, pos.y);
}
});