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Add sound for edit, and make weapon bob up and down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'handColorLabelText.y = 2600;' Line Number: 269
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'wieldedLabelText.y = 2300;' Line Number: 261
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'lengthLabelText.y = 2000;' Line Number: 253
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'patternLabelText.y = 1700;' Line Number: 245
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'handleColorLabelText.y = 1400;' Line Number: 237
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'colorLabelText.y = 1100;' Line Number: 229
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Move all button row description text positions the same amount did with buttons
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Make more room for sheer amount of buttons
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We need more room for all the buttons, start new row for hand color and reset
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Add weilded blade toggle which adds hand under handle (add hand asset) and hand color, light, medium-light, medium, medium-dark, dark.
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Make diamond tint this color #0000ff ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move reset down 80px and text (exept button and title text) 80px up
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Add pentagon with hole to shape, Diamond to color, and brown/gold handle color chooser (brown was the otiginal, now add gold. Move all buttons down exept reset and their text 80px
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Add pentagon with hole to shape, Diamond and stone to color, and brown/gold handle color chooser. Move all buttons down exept reset 80px
Code edit (1 edits merged)
Please save this source code
User prompt
Blade Forge
Initial prompt
Weapon creator! Choose a blade (round, triangle, spiked round, pentagon), choose blade color (gold, silver), handle pattern (left to right stripes, none, top to bottom stripes) and handle length (short, medium, long)
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Button = Container.expand(function (text, callback) { var self = Container.call(this); self.callback = callback; self.isSelected = false; self.buttonBg = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); self.buttonText = new Text2(text, { size: 40, fill: 0xFFFFFF }); self.buttonText.anchor.set(0.5, 0.5); self.addChild(self.buttonText); self.setSelected = function (selected) { self.isSelected = selected; if (selected) { self.buttonBg.tint = 0x888888; } else { self.buttonBg.tint = 0x444444; } }; self.down = function (x, y, obj) { LK.getSound('Edit').play(); if (self.callback) { self.callback(); } }; return self; }); var Sword = Container.expand(function () { var self = Container.call(this); // Current selections self.currentBlade = 'round'; self.currentColor = 'silver'; self.currentPattern = 'plain'; self.currentLength = 'medium'; self.currentHandleColor = 'brown'; self.isWielded = false; self.currentHandColor = 'light'; self.blade = null; self.handle = null; self.hand = null; self.patterns = []; self.updateSword = function () { // Clear existing components if (self.blade) { self.blade.destroy(); } if (self.handle) { self.handle.destroy(); } if (self.hand) { self.hand.destroy(); } for (var i = 0; i < self.patterns.length; i++) { self.patterns[i].destroy(); } self.patterns = []; // Create handle var handleAsset = self.currentLength + 'Handle'; if (self.currentLength === 'short') { handleAsset = self.currentHandleColor === 'gold' ? 'handleShortGold' : 'handleShort'; } else if (self.currentLength === 'medium') { handleAsset = self.currentHandleColor === 'gold' ? 'handleMediumGold' : 'handleMedium'; } else { handleAsset = self.currentHandleColor === 'gold' ? 'handleLongGold' : 'handleLong'; } self.handle = self.attachAsset(handleAsset, { anchorX: 0.5, anchorY: 0 }); self.handle.y = 100; // Create hand if wielded if (self.isWielded) { self.hand = self.attachAsset('hand', { anchorX: 0.5, anchorY: 0 }); self.hand.y = self.handle.y + self.handle.height - 20; // Apply hand color tints if (self.currentHandColor === 'light') { self.hand.tint = 0xfdbcb4; } else if (self.currentHandColor === 'medium-light') { self.hand.tint = 0xeea979; } else if (self.currentHandColor === 'medium') { self.hand.tint = 0xc68642; } else if (self.currentHandColor === 'medium-dark') { self.hand.tint = 0x8d5524; } else { self.hand.tint = 0x5c3317; } } // Add handle patterns if (self.currentPattern === 'horizontal') { var stripeCount = Math.floor(self.handle.height / 40); for (var i = 0; i < stripeCount; i++) { var stripe = self.attachAsset('horizontalStripe', { anchorX: 0.5, anchorY: 0.5 }); stripe.y = self.handle.y + i * 40 + 20; self.patterns.push(stripe); } } else if (self.currentPattern === 'vertical') { for (var j = 0; j < 6; j++) { var vStripe = self.attachAsset('verticalStripe', { anchorX: 0.5, anchorY: 0 }); vStripe.x = (j - 2.5) * 12; vStripe.y = self.handle.y; vStripe.height = self.handle.height; self.patterns.push(vStripe); } } // Create blade var bladeAsset = self.currentBlade + 'Blade'; self.blade = self.attachAsset(bladeAsset, { anchorX: 0.5, anchorY: 1 }); self.blade.y = 100; // Apply color if (self.currentColor === 'gold') { self.blade.tint = 0xFFD700; } else if (self.currentColor === 'diamond') { self.blade.tint = 0x0000ff; } else { self.blade.tint = 0xC0C0C0; } }; self.setBlade = function (blade) { self.currentBlade = blade; self.updateSword(); }; self.setColor = function (color) { self.currentColor = color; self.updateSword(); }; self.setPattern = function (pattern) { self.currentPattern = pattern; self.updateSword(); }; self.setLength = function (length) { self.currentLength = length; self.updateSword(); }; self.setHandleColor = function (handleColor) { self.currentHandleColor = handleColor; self.updateSword(); }; self.setWielded = function (wielded) { self.isWielded = wielded; self.updateSword(); }; self.setHandColor = function (handColor) { self.currentHandColor = handColor; self.updateSword(); }; // Initialize with default sword self.updateSword(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Create main sword display // Blade shapes // Handle components // Pattern overlays // UI Buttons var sword = game.addChild(new Sword()); sword.x = 1024; sword.y = 600; // UI Elements var titleText = new Text2('Blade Forge', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 1024; titleText.y = 100; game.addChild(titleText); // Button arrays for each category var bladeButtons = []; var colorButtons = []; var patternButtons = []; var lengthButtons = []; // Category labels var bladeLabelText = new Text2('Blade Shape', { size: 50, fill: 0xECF0F1 }); bladeLabelText.anchor.set(0, 0.5); bladeLabelText.x = 100; bladeLabelText.y = 800; var colorLabelText = new Text2('Blade Color', { size: 50, fill: 0xECF0F1 }); colorLabelText.anchor.set(0, 0.5); colorLabelText.x = 100; colorLabelText.y = 1100; game.addChild(colorLabelText); var handleColorLabelText = new Text2('Handle Color', { size: 50, fill: 0xECF0F1 }); handleColorLabelText.anchor.set(0, 0.5); handleColorLabelText.x = 100; handleColorLabelText.y = 1400; game.addChild(handleColorLabelText); var patternLabelText = new Text2('Handle Pattern', { size: 50, fill: 0xECF0F1 }); patternLabelText.anchor.set(0, 0.5); patternLabelText.x = 100; patternLabelText.y = 1700; game.addChild(patternLabelText); var lengthLabelText = new Text2('Handle Length', { size: 50, fill: 0xECF0F1 }); lengthLabelText.anchor.set(0, 0.5); lengthLabelText.x = 100; lengthLabelText.y = 2000; game.addChild(lengthLabelText); var wieldedLabelText = new Text2('Wielded', { size: 50, fill: 0xECF0F1 }); wieldedLabelText.anchor.set(0, 0.5); wieldedLabelText.x = 100; wieldedLabelText.y = 2300; game.addChild(wieldedLabelText); var handColorLabelText = new Text2('Hand Color', { size: 50, fill: 0xECF0F1 }); handColorLabelText.anchor.set(0, 0.5); handColorLabelText.x = 100; handColorLabelText.y = 2600; game.addChild(handColorLabelText); game.addChild(bladeLabelText); var patternLabelText = new Text2('Handle Pattern', { size: 50, fill: 0xECF0F1 }); patternLabelText.anchor.set(0, 0.5); patternLabelText.x = 100; game.addChild(patternLabelText); var lengthLabelText = new Text2('Handle Length', { size: 50, fill: 0xECF0F1 }); lengthLabelText.anchor.set(0, 0.5); lengthLabelText.x = 100; game.addChild(lengthLabelText); var wieldedLabelText = new Text2('Wielded', { size: 50, fill: 0xECF0F1 }); wieldedLabelText.anchor.set(0, 0.5); wieldedLabelText.x = 100; game.addChild(wieldedLabelText); var handColorLabelText = new Text2('Hand Color', { size: 50, fill: 0xECF0F1 }); handColorLabelText.anchor.set(0, 0.5); handColorLabelText.x = 100; game.addChild(handColorLabelText); // Create blade shape buttons var bladeOptions = ['Round', 'Triangle', 'Spiked', 'Pentagon', 'Pentagon Hole']; var bladeValues = ['round', 'triangle', 'spikedRound', 'pentagon', 'pentagonHole']; for (var i = 0; i < bladeOptions.length; i++) { var bladeBtn = game.addChild(new Button(bladeOptions[i], function (value) { return function () { sword.setBlade(value); updateButtonSelection(bladeButtons, bladeBtn); }; }(bladeValues[i]))); bladeBtn.x = 400 + i * 250; bladeBtn.y = 880; bladeButtons.push(bladeBtn); } // Create color buttons var colorOptions = ['Silver', 'Gold', 'Diamond']; var colorValues = ['silver', 'gold', 'diamond']; for (var j = 0; j < colorOptions.length; j++) { var colorBtn = game.addChild(new Button(colorOptions[j], function (value) { return function () { sword.setColor(value); updateButtonSelection(colorButtons, colorBtn); }; }(colorValues[j]))); colorBtn.x = 400 + j * 250; colorBtn.y = 1180; colorButtons.push(colorBtn); } // Create handle color buttons var handleColorButtons = []; var handleColorOptions = ['Brown', 'Gold']; var handleColorValues = ['brown', 'gold']; for (var m = 0; m < handleColorOptions.length; m++) { var handleColorBtn = game.addChild(new Button(handleColorOptions[m], function (value) { return function () { sword.setHandleColor(value); updateButtonSelection(handleColorButtons, handleColorBtn); }; }(handleColorValues[m]))); handleColorBtn.x = 400 + m * 250; handleColorBtn.y = 1480; handleColorButtons.push(handleColorBtn); } // Create pattern buttons var patternOptions = ['Plain', 'Horizontal', 'Vertical']; var patternValues = ['plain', 'horizontal', 'vertical']; for (var k = 0; k < patternOptions.length; k++) { var patternBtn = game.addChild(new Button(patternOptions[k], function (value) { return function () { sword.setPattern(value); updateButtonSelection(patternButtons, patternBtn); }; }(patternValues[k]))); patternBtn.x = 400 + k * 250; patternBtn.y = 1780; patternButtons.push(patternBtn); } // Create length buttons var lengthOptions = ['Short', 'Medium', 'Long']; var lengthValues = ['short', 'medium', 'long']; for (var l = 0; l < lengthOptions.length; l++) { var lengthBtn = game.addChild(new Button(lengthOptions[l], function (value) { return function () { sword.setLength(value); updateButtonSelection(lengthButtons, lengthBtn); }; }(lengthValues[l]))); lengthBtn.x = 400 + l * 250; lengthBtn.y = 2080; lengthButtons.push(lengthBtn); } // Reset button // Create wielded toggle buttons var wieldedButtons = []; var wieldedOptions = ['No', 'Yes']; var wieldedValues = [false, true]; for (var n = 0; n < wieldedOptions.length; n++) { var wieldedBtn = game.addChild(new Button(wieldedOptions[n], function (value) { return function () { sword.setWielded(value); updateButtonSelection(wieldedButtons, wieldedBtn); }; }(wieldedValues[n]))); wieldedBtn.x = 400 + n * 250; wieldedBtn.y = 2380; wieldedButtons.push(wieldedBtn); } // Create hand color buttons var handColorButtons = []; var handColorOptions = ['Light', 'Med-Light', 'Medium', 'Med-Dark', 'Dark']; var handColorValues = ['light', 'medium-light', 'medium', 'medium-dark', 'dark']; for (var o = 0; o < handColorOptions.length; o++) { var handColorBtn = game.addChild(new Button(handColorOptions[o], function (value) { return function () { sword.setHandColor(value); updateButtonSelection(handColorButtons, handColorBtn); }; }(handColorValues[o]))); handColorBtn.x = 400 + o * 250; handColorBtn.y = 2680; handColorButtons.push(handColorBtn); } var resetBtn = game.addChild(new Button('Reset', function () { sword.setBlade('round'); sword.setColor('silver'); sword.setPattern('plain'); sword.setLength('medium'); sword.setHandleColor('brown'); sword.setWielded(false); sword.setHandColor('light'); // Reset button selections updateButtonSelection(bladeButtons, bladeButtons[0]); updateButtonSelection(colorButtons, colorButtons[0]); updateButtonSelection(handleColorButtons, handleColorButtons[0]); updateButtonSelection(patternButtons, patternButtons[0]); updateButtonSelection(lengthButtons, lengthButtons[1]); updateButtonSelection(wieldedButtons, wieldedButtons[0]); updateButtonSelection(handColorButtons, handColorButtons[0]); })); resetBtn.x = 1024; resetBtn.y = 2980; // Helper function to update button selections function updateButtonSelection(buttonArray, selectedButton) { for (var i = 0; i < buttonArray.length; i++) { buttonArray[i].setSelected(false); } selectedButton.setSelected(true); } // Initialize default selections updateButtonSelection(bladeButtons, bladeButtons[0]); updateButtonSelection(colorButtons, colorButtons[0]); updateButtonSelection(handleColorButtons, handleColorButtons[0]); updateButtonSelection(patternButtons, patternButtons[0]); updateButtonSelection(lengthButtons, lengthButtons[1]); updateButtonSelection(wieldedButtons, wieldedButtons[0]); updateButtonSelection(handColorButtons, handColorButtons[0]); // Start sword bobbing animation function startSwordBobbing() { tween(sword, { y: sword.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(sword, { y: sword.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: startSwordBobbing }); } }); } startSwordBobbing(); game.update = function () { // Game tick logic if needed };
===================================================================
--- original.js
+++ change.js
@@ -1,5 +1,10 @@
/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
* Classes
****/
var Button = Container.expand(function (text, callback) {
var self = Container.call(this);
@@ -23,8 +28,9 @@
self.buttonBg.tint = 0x444444;
}
};
self.down = function (x, y, obj) {
+ LK.getSound('Edit').play();
if (self.callback) {
self.callback();
}
};
@@ -174,13 +180,13 @@
/****
* Game Code
****/
-// UI Buttons
-// Pattern overlays
-// Handle components
-// Blade shapes
// Create main sword display
+// Blade shapes
+// Handle components
+// Pattern overlays
+// UI Buttons
var sword = game.addChild(new Sword());
sword.x = 1024;
sword.y = 600;
// UI Elements
@@ -417,7 +423,26 @@
updateButtonSelection(patternButtons, patternButtons[0]);
updateButtonSelection(lengthButtons, lengthButtons[1]);
updateButtonSelection(wieldedButtons, wieldedButtons[0]);
updateButtonSelection(handColorButtons, handColorButtons[0]);
+// Start sword bobbing animation
+function startSwordBobbing() {
+ tween(sword, {
+ y: sword.y - 20
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(sword, {
+ y: sword.y + 20
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: startSwordBobbing
+ });
+ }
+ });
+}
+startSwordBobbing();
game.update = function () {
// Game tick logic if needed
};
\ No newline at end of file