User prompt
Keep the blocks instead of boneblock and if you press more it will show and the other blocks will hide
User prompt
Add boneblock
User prompt
Add a button that will show more block options
User prompt
Add Jackolanta
User prompt
Add punkin
User prompt
Add snowblock snowgrassblock and iceblock
User prompt
i added cacti
User prompt
can you make then button smaller
User prompt
I added log and leaf
User prompt
I added water and lava
User prompt
I added sand
Code edit (1 edits merged)
Please save this source code
User prompt
Block Builder World
Initial prompt
Block build. With 3 blocks that you can choose you can make a world. The three blocks are stone dirt and grass
/****
* Classes
****/
var Block = Container.expand(function (blockType) {
var self = Container.call(this);
self.blockType = blockType || 'stone';
var assetName;
if (self.blockType === 'water') {
assetName = 'Water';
} else if (self.blockType === 'lava') {
assetName = 'Lava';
} else if (self.blockType === 'log') {
assetName = 'Log';
} else if (self.blockType === 'leaf') {
assetName = 'Leaf';
} else if (self.blockType === 'cacti') {
assetName = 'cacti';
} else if (self.blockType === 'snowblock') {
assetName = 'Snowblock';
} else if (self.blockType === 'snowgrassblock') {
assetName = 'Grasssnow';
} else if (self.blockType === 'iceblock') {
assetName = 'Iceblock';
} else {
assetName = self.blockType + 'Block';
}
var blockGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var BlockButton = Container.expand(function (blockType) {
var self = Container.call(this);
self.blockType = blockType;
self.isSelected = false;
self.buttonBg = self.attachAsset('buttonBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.selectedBg = self.attachAsset('selectedButtonBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.selectedBg.visible = false;
var blockPreview = new Block(blockType);
blockPreview.scale.set(0.6);
self.addChild(blockPreview);
self.setSelected = function (selected) {
self.isSelected = selected;
self.buttonBg.visible = !selected;
self.selectedBg.visible = selected;
};
self.down = function (x, y, obj) {
selectBlockType(self.blockType);
};
return self;
});
var GridCell = Container.expand(function (gridX, gridY) {
var self = Container.call(this);
self.gridX = gridX;
self.gridY = gridY;
self.hasBlock = false;
self.block = null;
var cellBorder = self.attachAsset('gridCell', {
anchorX: 0.5,
anchorY: 0.5
});
cellBorder.alpha = 0.1;
self.placeBlock = function (blockType) {
if (!self.hasBlock) {
self.block = new Block(blockType);
self.addChild(self.block);
self.hasBlock = true;
LK.getSound('placeBlock').play();
}
};
self.removeBlock = function () {
if (self.hasBlock && self.block) {
self.removeChild(self.block);
self.block = null;
self.hasBlock = false;
LK.getSound('removeBlock').play();
}
};
self.down = function (x, y, obj) {
if (self.hasBlock) {
self.removeBlock();
} else {
self.placeBlock(selectedBlockType);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var GRID_SIZE = 120;
var GRID_COLS = 16;
var GRID_ROWS = 18;
var GRID_START_X = (2048 - GRID_COLS * GRID_SIZE) / 2;
var GRID_START_Y = 100;
var selectedBlockType = 'stone';
var grid = [];
var blockButtons = {};
// Create grid
for (var row = 0; row < GRID_ROWS; row++) {
grid[row] = [];
for (var col = 0; col < GRID_COLS; col++) {
var cell = new GridCell(col, row);
cell.x = GRID_START_X + col * GRID_SIZE + GRID_SIZE / 2;
cell.y = GRID_START_Y + row * GRID_SIZE + GRID_SIZE / 2;
grid[row][col] = cell;
game.addChild(cell);
}
}
// Create block selection buttons
var buttonContainer = new Container();
buttonContainer.x = 2048 / 2;
buttonContainer.y = 2732 - 100;
game.addChild(buttonContainer);
var blockTypes = ['stone', 'dirt', 'grass', 'sand', 'water', 'lava', 'log', 'leaf', 'cacti', 'snowblock', 'snowgrassblock', 'iceblock'];
var buttonSpacing = 140;
var totalWidth = (blockTypes.length - 1) * buttonSpacing;
var startX = -totalWidth / 2;
for (var i = 0; i < blockTypes.length; i++) {
var blockType = blockTypes[i];
var button = new BlockButton(blockType);
button.x = startX + i * buttonSpacing;
blockButtons[blockType] = button;
buttonContainer.addChild(button);
}
// Create clear button
var clearButton = new Container();
var clearBg = clearButton.attachAsset('buttonBg', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2
});
var clearText = new Text2('CLEAR', {
size: 40,
fill: 0xFFFFFF
});
clearText.anchor.set(0.5, 0.5);
clearButton.addChild(clearText);
clearButton.x = 2048 / 2;
clearButton.y = 2732 - 250;
game.addChild(clearButton);
clearButton.down = function (x, y, obj) {
clearGrid();
};
function selectBlockType(blockType) {
selectedBlockType = blockType;
for (var type in blockButtons) {
blockButtons[type].setSelected(type === blockType);
}
}
function clearGrid() {
for (var row = 0; row < GRID_ROWS; row++) {
for (var col = 0; col < GRID_COLS; col++) {
if (grid[row][col].hasBlock) {
grid[row][col].removeBlock();
}
}
}
}
;
// Initialize with stone selected
selectBlockType('stone');
game.update = function () {
// Game runs continuously for creative building
}; ===================================================================
--- original.js
+++ change.js
@@ -14,8 +14,14 @@
} else if (self.blockType === 'leaf') {
assetName = 'Leaf';
} else if (self.blockType === 'cacti') {
assetName = 'cacti';
+ } else if (self.blockType === 'snowblock') {
+ assetName = 'Snowblock';
+ } else if (self.blockType === 'snowgrassblock') {
+ assetName = 'Grasssnow';
+ } else if (self.blockType === 'iceblock') {
+ assetName = 'Iceblock';
} else {
assetName = self.blockType + 'Block';
}
var blockGraphics = self.attachAsset(assetName, {
@@ -120,9 +126,9 @@
var buttonContainer = new Container();
buttonContainer.x = 2048 / 2;
buttonContainer.y = 2732 - 100;
game.addChild(buttonContainer);
-var blockTypes = ['stone', 'dirt', 'grass', 'sand', 'water', 'lava', 'log', 'leaf', 'cacti'];
+var blockTypes = ['stone', 'dirt', 'grass', 'sand', 'water', 'lava', 'log', 'leaf', 'cacti', 'snowblock', 'snowgrassblock', 'iceblock'];
var buttonSpacing = 140;
var totalWidth = (blockTypes.length - 1) * buttonSpacing;
var startX = -totalWidth / 2;
for (var i = 0; i < blockTypes.length; i++) {