User prompt
karakterin blokların içinden geçmemesini sağla
User prompt
oyuna başladığında farklı farklı yerlerde doğalım
User prompt
blok seçme menüsü ön katmana gitsin
User prompt
dünyaya tıklayınca blok koysun haraket etmesin
User prompt
blok seçme menüsü daha büyük olsun
User prompt
blok seçme menüsü ekle
User prompt
blok seçme menüsü ekle
User prompt
kontrol etme tuşları dünyanın altında olsun
User prompt
kontrol etme tuşları siyah olsun
User prompt
karakteri ekrandaki butonlarla kontrol edelim
User prompt
oyuna karakter ekle
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(block).to({' Line Number: 244 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyuna blokları kırma ekle
Code edit (1 edits merged)
Please save this source code
User prompt
Block Builder Adventure
Initial prompt
minecraft
/**** * Classes ****/ var Block = Container.expand(function (blockType) { var self = Container.call(this); self.blockType = blockType; self.gridX = 0; self.gridY = 0; var blockGraphics = self.attachAsset(blockType, { anchorX: 0.5, anchorY: 0.5 }); // Add a subtle border effect blockGraphics.alpha = 0.9; self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridX * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_X; self.y = gridY * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_Y; }; return self; }); var GridCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1 }); self.gridX = 0; self.gridY = 0; self.isEmpty = true; self.setGridPosition = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = gridX * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_X; self.y = gridY * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_Y; }; self.highlight = function () { cellGraphics.alpha = 0.3; }; self.unhighlight = function () { cellGraphics.alpha = 0.1; }; return self; }); var ToolbarButton = Container.expand(function (blockType) { var self = Container.call(this); self.blockType = blockType; self.isSelected = false; var bgGraphics = self.attachAsset('toolbarBg', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); var blockGraphics = self.attachAsset(blockType, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); var selectedBorder = self.attachAsset('selectedBorder', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.setSelected = function (selected) { self.isSelected = selected; selectedBorder.alpha = selected ? 0.8 : 0; bgGraphics.alpha = selected ? 1.0 : 0.8; }; self.down = function (x, y, obj) { selectedBlockType = self.blockType; updateToolbarSelection(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var GRID_SIZE = 80; var GRID_WIDTH = 20; var GRID_HEIGHT = 20; var GRID_OFFSET_X = (2048 - GRID_WIDTH * GRID_SIZE) / 2; var GRID_OFFSET_Y = 200; var selectedBlockType = 'dirt'; var blockTypes = ['dirt', 'stone', 'wood', 'grass']; var inventory = { dirt: 50, stone: 30, wood: 25, grass: 20 }; var grid = []; var placedBlocks = []; var toolbarButtons = []; var pressTimer = null; var isLongPress = false; var pressStartTime = 0; // Initialize grid for (var x = 0; x < GRID_WIDTH; x++) { grid[x] = []; for (var y = 0; y < GRID_HEIGHT; y++) { grid[x][y] = null; var gridCell = new GridCell(); gridCell.setGridPosition(x, y); game.addChild(gridCell); } } // Create toolbar var toolbarY = 2732 - 120; var toolbarStartX = (2048 - blockTypes.length * 120) / 2; for (var i = 0; i < blockTypes.length; i++) { var button = new ToolbarButton(blockTypes[i]); button.x = toolbarStartX + i * 120 + 60; button.y = toolbarY; toolbarButtons.push(button); LK.gui.addChild(button); } // Create inventory display var inventoryTexts = {}; for (var i = 0; i < blockTypes.length; i++) { var blockType = blockTypes[i]; var inventoryText = new Text2(inventory[blockType].toString(), { size: 24, fill: 0xFFFFFF }); inventoryText.anchor.set(0.5, 0); inventoryText.x = toolbarStartX + i * 120 + 60; inventoryText.y = toolbarY + 60; inventoryTexts[blockType] = inventoryText; LK.gui.addChild(inventoryText); } function updateToolbarSelection() { for (var i = 0; i < toolbarButtons.length; i++) { toolbarButtons[i].setSelected(toolbarButtons[i].blockType === selectedBlockType); } } function updateInventoryDisplay() { for (var blockType in inventoryTexts) { inventoryTexts[blockType].setText(inventory[blockType].toString()); } } function getGridPosition(worldX, worldY) { var gridX = Math.floor((worldX - GRID_OFFSET_X) / GRID_SIZE); var gridY = Math.floor((worldY - GRID_OFFSET_Y) / GRID_SIZE); return { x: gridX, y: gridY }; } function isValidGridPosition(gridX, gridY) { return gridX >= 0 && gridX < GRID_WIDTH && gridY >= 0 && gridY < GRID_HEIGHT; } function placeBlock(gridX, gridY) { if (!isValidGridPosition(gridX, gridY)) return false; if (grid[gridX][gridY] !== null) return false; if (inventory[selectedBlockType] <= 0) return false; var block = new Block(selectedBlockType); block.setGridPosition(gridX, gridY); game.addChild(block); grid[gridX][gridY] = block; placedBlocks.push(block); inventory[selectedBlockType]--; updateInventoryDisplay(); LK.getSound('place').play(); return true; } function removeBlock(gridX, gridY) { if (!isValidGridPosition(gridX, gridY)) return false; if (grid[gridX][gridY] === null) return false; var block = grid[gridX][gridY]; var blockType = block.blockType; // Remove from placedBlocks array for (var i = placedBlocks.length - 1; i >= 0; i--) { if (placedBlocks[i] === block) { placedBlocks.splice(i, 1); break; } } block.destroy(); grid[gridX][gridY] = null; inventory[blockType]++; updateInventoryDisplay(); LK.getSound('remove').play(); return true; } // Initialize toolbar selection updateToolbarSelection(); updateInventoryDisplay(); game.down = function (x, y, obj) { pressStartTime = Date.now(); isLongPress = false; pressTimer = LK.setTimeout(function () { isLongPress = true; // Handle long press - remove block var gridPos = getGridPosition(x, y); if (isValidGridPosition(gridPos.x, gridPos.y)) { removeBlock(gridPos.x, gridPos.y); } }, 500); }; game.up = function (x, y, obj) { if (pressTimer) { LK.clearTimeout(pressTimer); pressTimer = null; } if (!isLongPress) { // Handle short press - place block var gridPos = getGridPosition(x, y); if (isValidGridPosition(gridPos.x, gridPos.y)) { placeBlock(gridPos.x, gridPos.y); } } }; // Add some starting blocks to demonstrate the game LK.setTimeout(function () { // Place a few example blocks placeBlock(10, 15); placeBlock(11, 15); placeBlock(12, 15); selectedBlockType = 'stone'; updateToolbarSelection(); placeBlock(10, 14); placeBlock(11, 14); placeBlock(12, 14); selectedBlockType = 'wood'; updateToolbarSelection(); placeBlock(11, 13); selectedBlockType = 'dirt'; updateToolbarSelection(); }, 500); game.update = function () { // Replenish inventory slowly over time if (LK.ticks % 600 === 0) { // Every 10 seconds for (var blockType in inventory) { if (inventory[blockType] < 50) { inventory[blockType]++; } } updateInventoryDisplay(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,252 @@
-/****
+/****
+* Classes
+****/
+var Block = Container.expand(function (blockType) {
+ var self = Container.call(this);
+ self.blockType = blockType;
+ self.gridX = 0;
+ self.gridY = 0;
+ var blockGraphics = self.attachAsset(blockType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add a subtle border effect
+ blockGraphics.alpha = 0.9;
+ self.setGridPosition = function (gridX, gridY) {
+ self.gridX = gridX;
+ self.gridY = gridY;
+ self.x = gridX * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_X;
+ self.y = gridY * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_Y;
+ };
+ return self;
+});
+var GridCell = Container.expand(function () {
+ var self = Container.call(this);
+ var cellGraphics = self.attachAsset('gridCell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.1
+ });
+ self.gridX = 0;
+ self.gridY = 0;
+ self.isEmpty = true;
+ self.setGridPosition = function (gridX, gridY) {
+ self.gridX = gridX;
+ self.gridY = gridY;
+ self.x = gridX * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_X;
+ self.y = gridY * GRID_SIZE + GRID_SIZE / 2 + GRID_OFFSET_Y;
+ };
+ self.highlight = function () {
+ cellGraphics.alpha = 0.3;
+ };
+ self.unhighlight = function () {
+ cellGraphics.alpha = 0.1;
+ };
+ return self;
+});
+var ToolbarButton = Container.expand(function (blockType) {
+ var self = Container.call(this);
+ self.blockType = blockType;
+ self.isSelected = false;
+ var bgGraphics = self.attachAsset('toolbarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8
+ });
+ var blockGraphics = self.attachAsset(blockType, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.8,
+ scaleY: 0.8
+ });
+ var selectedBorder = self.attachAsset('selectedBorder', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ });
+ self.setSelected = function (selected) {
+ self.isSelected = selected;
+ selectedBorder.alpha = selected ? 0.8 : 0;
+ bgGraphics.alpha = selected ? 1.0 : 0.8;
+ };
+ self.down = function (x, y, obj) {
+ selectedBlockType = self.blockType;
+ updateToolbarSelection();
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+var GRID_SIZE = 80;
+var GRID_WIDTH = 20;
+var GRID_HEIGHT = 20;
+var GRID_OFFSET_X = (2048 - GRID_WIDTH * GRID_SIZE) / 2;
+var GRID_OFFSET_Y = 200;
+var selectedBlockType = 'dirt';
+var blockTypes = ['dirt', 'stone', 'wood', 'grass'];
+var inventory = {
+ dirt: 50,
+ stone: 30,
+ wood: 25,
+ grass: 20
+};
+var grid = [];
+var placedBlocks = [];
+var toolbarButtons = [];
+var pressTimer = null;
+var isLongPress = false;
+var pressStartTime = 0;
+// Initialize grid
+for (var x = 0; x < GRID_WIDTH; x++) {
+ grid[x] = [];
+ for (var y = 0; y < GRID_HEIGHT; y++) {
+ grid[x][y] = null;
+ var gridCell = new GridCell();
+ gridCell.setGridPosition(x, y);
+ game.addChild(gridCell);
+ }
+}
+// Create toolbar
+var toolbarY = 2732 - 120;
+var toolbarStartX = (2048 - blockTypes.length * 120) / 2;
+for (var i = 0; i < blockTypes.length; i++) {
+ var button = new ToolbarButton(blockTypes[i]);
+ button.x = toolbarStartX + i * 120 + 60;
+ button.y = toolbarY;
+ toolbarButtons.push(button);
+ LK.gui.addChild(button);
+}
+// Create inventory display
+var inventoryTexts = {};
+for (var i = 0; i < blockTypes.length; i++) {
+ var blockType = blockTypes[i];
+ var inventoryText = new Text2(inventory[blockType].toString(), {
+ size: 24,
+ fill: 0xFFFFFF
+ });
+ inventoryText.anchor.set(0.5, 0);
+ inventoryText.x = toolbarStartX + i * 120 + 60;
+ inventoryText.y = toolbarY + 60;
+ inventoryTexts[blockType] = inventoryText;
+ LK.gui.addChild(inventoryText);
+}
+function updateToolbarSelection() {
+ for (var i = 0; i < toolbarButtons.length; i++) {
+ toolbarButtons[i].setSelected(toolbarButtons[i].blockType === selectedBlockType);
+ }
+}
+function updateInventoryDisplay() {
+ for (var blockType in inventoryTexts) {
+ inventoryTexts[blockType].setText(inventory[blockType].toString());
+ }
+}
+function getGridPosition(worldX, worldY) {
+ var gridX = Math.floor((worldX - GRID_OFFSET_X) / GRID_SIZE);
+ var gridY = Math.floor((worldY - GRID_OFFSET_Y) / GRID_SIZE);
+ return {
+ x: gridX,
+ y: gridY
+ };
+}
+function isValidGridPosition(gridX, gridY) {
+ return gridX >= 0 && gridX < GRID_WIDTH && gridY >= 0 && gridY < GRID_HEIGHT;
+}
+function placeBlock(gridX, gridY) {
+ if (!isValidGridPosition(gridX, gridY)) return false;
+ if (grid[gridX][gridY] !== null) return false;
+ if (inventory[selectedBlockType] <= 0) return false;
+ var block = new Block(selectedBlockType);
+ block.setGridPosition(gridX, gridY);
+ game.addChild(block);
+ grid[gridX][gridY] = block;
+ placedBlocks.push(block);
+ inventory[selectedBlockType]--;
+ updateInventoryDisplay();
+ LK.getSound('place').play();
+ return true;
+}
+function removeBlock(gridX, gridY) {
+ if (!isValidGridPosition(gridX, gridY)) return false;
+ if (grid[gridX][gridY] === null) return false;
+ var block = grid[gridX][gridY];
+ var blockType = block.blockType;
+ // Remove from placedBlocks array
+ for (var i = placedBlocks.length - 1; i >= 0; i--) {
+ if (placedBlocks[i] === block) {
+ placedBlocks.splice(i, 1);
+ break;
+ }
+ }
+ block.destroy();
+ grid[gridX][gridY] = null;
+ inventory[blockType]++;
+ updateInventoryDisplay();
+ LK.getSound('remove').play();
+ return true;
+}
+// Initialize toolbar selection
+updateToolbarSelection();
+updateInventoryDisplay();
+game.down = function (x, y, obj) {
+ pressStartTime = Date.now();
+ isLongPress = false;
+ pressTimer = LK.setTimeout(function () {
+ isLongPress = true;
+ // Handle long press - remove block
+ var gridPos = getGridPosition(x, y);
+ if (isValidGridPosition(gridPos.x, gridPos.y)) {
+ removeBlock(gridPos.x, gridPos.y);
+ }
+ }, 500);
+};
+game.up = function (x, y, obj) {
+ if (pressTimer) {
+ LK.clearTimeout(pressTimer);
+ pressTimer = null;
+ }
+ if (!isLongPress) {
+ // Handle short press - place block
+ var gridPos = getGridPosition(x, y);
+ if (isValidGridPosition(gridPos.x, gridPos.y)) {
+ placeBlock(gridPos.x, gridPos.y);
+ }
+ }
+};
+// Add some starting blocks to demonstrate the game
+LK.setTimeout(function () {
+ // Place a few example blocks
+ placeBlock(10, 15);
+ placeBlock(11, 15);
+ placeBlock(12, 15);
+ selectedBlockType = 'stone';
+ updateToolbarSelection();
+ placeBlock(10, 14);
+ placeBlock(11, 14);
+ placeBlock(12, 14);
+ selectedBlockType = 'wood';
+ updateToolbarSelection();
+ placeBlock(11, 13);
+ selectedBlockType = 'dirt';
+ updateToolbarSelection();
+}, 500);
+game.update = function () {
+ // Replenish inventory slowly over time
+ if (LK.ticks % 600 === 0) {
+ // Every 10 seconds
+ for (var blockType in inventory) {
+ if (inventory[blockType] < 50) {
+ inventory[blockType]++;
+ }
+ }
+ updateInventoryDisplay();
+ }
+};
\ No newline at end of file