User prompt
set save button pos to left angle
User prompt
set reste button pos to 50 50
User prompt
move reset button to /8 /8
User prompt
move reset button to /4 /4
User prompt
create reset button on 100 100
User prompt
console
User prompt
set pos of load button to 20 20
User prompt
set pos for load button to 50 50
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'getLocalPosition')' in this line: 'var pos = obj.event.data.getLocalPosition(game);' Line Number: 155
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'global')' in this line: 'var pos = obj.event.data.global;' Line Number: 163
User prompt
where click pos
User prompt
set load button pos to 90 40
User prompt
set load button pos to 10 1
User prompt
auto load after game start
User prompt
auto save after 120 seconds
User prompt
auto save and load
User prompt
del s for save
User prompt
blue blocks created using left click
User prompt
fix blue block
User prompt
cords
User prompt
save button pos 50 90
User prompt
save button pos 50 50
User prompt
fix load
User prompt
fix blue blocks
User prompt
save game using save button
/**** * 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') { LK.localStorage.setItem('blueBlocks', JSON.stringify(blueBlocks.map(function (block) { return { x: block.x, y: block.y }; }))); LK.localStorage.setItem('blackBlocks', JSON.stringify(blackBlocks.map(function (block) { return { x: block.x, y: block.y }; }))); } }; }); // Function to save the current state of blueBlocks and blackBlocks // LoadButton class for creating load button var LoadButton = Container.expand(function () { var self = Container.call(this); var loadButtonGraphics = self.createAsset('loadButton', 'Load button', 0.5, 0.5); loadButtonGraphics.rotation = Math.PI / 4; // Set button at 45 degrees angle self.layer = 2; self.on('down', function () { // Load the saved state of blueBlocks and blackBlocks var savedBlueBlocks = typeof LK.localStorage !== 'undefined' && LK.localStorage.getItem('blueBlocks') ? JSON.parse(LK.localStorage.getItem('blueBlocks')) : []; var savedBlackBlocks = typeof LK.localStorage !== 'undefined' && LK.localStorage.getItem('blackBlocks') ? JSON.parse(LK.localStorage.getItem('blackBlocks')) : []; // Clear the current blocks from the game blueBlocks.forEach(function (block) { block.destroy(); }); blackBlocks.forEach(function (block) { block.destroy(); }); blueBlocks = []; blackBlocks = []; // Create new blocks from the saved state savedBlueBlocks.forEach(function (data) { var blueBlock = new BlueBlock(); blueBlock.x = data.x; blueBlock.y = data.y; blueBlocks.push(blueBlock); game.addChild(blueBlock); }); savedBlackBlocks.forEach(function (data) { var blackBlock = new BlackBlock(); blackBlock.x = data.x; blackBlock.y = data.y; blackBlocks.push(blackBlock); game.addChild(blackBlock); }); }); }); // 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 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ LK.on('init', function () { // Automatically load the game state when the game initializes var savedBlueBlocks = typeof LK.localStorage !== 'undefined' && LK.localStorage.getItem('blueBlocks') ? JSON.parse(LK.localStorage.getItem('blueBlocks')) : []; var savedBlackBlocks = typeof LK.localStorage !== 'undefined' && LK.localStorage.getItem('blackBlocks') ? JSON.parse(LK.localStorage.getItem('blackBlocks')) : []; savedBlueBlocks.forEach(function (data) { var blueBlock = new BlueBlock(); blueBlock.x = data.x; blueBlock.y = data.y; blueBlocks.push(blueBlock); game.addChild(blueBlock); }); savedBlackBlocks.forEach(function (data) { var blackBlock = new BlackBlock(); blackBlock.x = data.x; blackBlock.y = data.y; blackBlocks.push(blackBlock); game.addChild(blackBlock); }); }); // 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 blue blocks function createBlueBlock(x, y) { var blueBlock = game.addChild(new BlueBlock()); blueBlock.x = x; blueBlock.y = y; blueBlock.layer = 1; blueBlocks.push(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) && !loadButton.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 and load buttons var saveButton = new SaveButton(); saveButton.x = 20; saveButton.y = 20; game.addChild(saveButton); var loadButton = new LoadButton(); loadButton.x = 20; loadButton.y = 20; loadButton.layer = 2; game.addChild(loadButton); // Instantiate reset button var resetButton = new ResetButton(); resetButton.x = 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
@@ -195,10 +195,10 @@
blackBlocks[j].update();
}
}); // Instantiate save and load buttons
var saveButton = new SaveButton();
-saveButton.x = 50;
-saveButton.y = 90;
+saveButton.x = 20;
+saveButton.y = 20;
game.addChild(saveButton);
var loadButton = new LoadButton();
loadButton.x = 20;
loadButton.y = 20;