User prompt
Bloklar kısmındaki odun bloğunu kaldır
User prompt
Bloklar kısmındaki bir bloğu seçip envanterdeki bir bloğa dokunduğumuzda bloklar minecraft'taki gibi yer değiştirsin. Envantere geçen bloğu kullanalım
User prompt
Bloğu değiştirmek için minecrafttaki mekaniği kullan
User prompt
Bloklar kısmı 1 tuşa basınca aynı minecraft'taki gibi bir bölmede çıksın. Envanter 4 slot olsun. Değişen blok bloklar kısmına gitsin
User prompt
Oyuna bloklar kısmı ekle. Oraya dokunduğumuzda envanterimizde olmayan Demir, Bloğu, Odun Bloğu, Elmas Bloğunu envanterimize ekleyebilelim ve kullanabilelim
User prompt
Tüm blokları silme tuşu ekle
User prompt
çift tıklayarak bir alan belirleyebilelim. O yerdeki tüm blokları silebilelim veya bir bloktan seçilen her yere ekleyebilelim
User prompt
Oyuna bloklar katalogu ekle. Oraya farklı bloklar ekle . O blokları envantere ekleyebilelim
Code edit (1 edits merged)
Please save this source code
User prompt
BlockCraft Builder
Initial prompt
Minecraft 2
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Block = Container.expand(function (blockType) {
var self = Container.call(this);
self.blockType = blockType;
// Create the block visual based on type
var blockAsset = 'grassBlock';
if (blockType === 'stone') blockAsset = 'stoneBlock';else if (blockType === 'wood') blockAsset = 'woodBlock';else if (blockType === 'special') blockAsset = 'specialBlock';else {
// Find block in catalog
for (var categoryName in blockCatalog) {
var blocks = blockCatalog[categoryName];
for (var i = 0; i < blocks.length; i++) {
if (blocks[i].id === blockType) {
blockAsset = blocks[i].asset;
break;
}
}
}
}
var blockGraphics = self.attachAsset(blockAsset, {
anchorX: 0.5,
anchorY: 0.5
});
// Add isometric depth effect
var shadowGraphics = self.attachAsset(blockAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: 4,
y: 4,
alpha: 0.3
});
// Animate block placement
self.animatePlace = function () {
blockGraphics.scaleX = 0.1;
blockGraphics.scaleY = 0.1;
tween(blockGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.bounceOut
});
};
// Animate block removal
self.animateRemove = function () {
tween(blockGraphics, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
var CatalogSlot = Container.expand(function (blockData) {
var self = Container.call(this);
self.blockData = blockData;
// Slot background
var slotBg = self.attachAsset('inventorySlot', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.9,
scaleY: 0.9
});
// Block preview
var blockPreview = self.attachAsset(blockData.asset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
// Block name
var nameText = new Text2(blockData.name, {
size: 20,
fill: '#ffffff'
});
nameText.anchor.set(0.5, 0);
nameText.y = 45;
self.addChild(nameText);
// Add to inventory button
var addBtn = new Text2('ADD', {
size: 24,
fill: '#00ff00'
});
addBtn.anchor.set(0.5, 0);
addBtn.y = -45;
self.addChild(addBtn);
self.down = function (x, y, obj) {
addToInventory(blockData.id);
LK.getSound('selectBlock').play();
};
return self;
});
var GridSlot = Container.expand(function (gridX, gridY) {
var self = Container.call(this);
self.gridX = gridX;
self.gridY = gridY;
self.hasBlock = false;
self.blockObj = null;
// Background grid visual
var slotGraphics = self.attachAsset('gridSlot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1
});
self.placeBlock = function (blockType) {
if (self.hasBlock) return false;
self.blockObj = new Block(blockType);
self.addChild(self.blockObj);
self.hasBlock = true;
self.blockObj.animatePlace();
LK.getSound('placeBlock').play();
return true;
};
self.removeBlock = function () {
if (!self.hasBlock) return false;
self.blockObj.animateRemove();
self.hasBlock = false;
self.blockObj = null;
LK.getSound('removeBlock').play();
return true;
};
self.down = function (x, y, obj) {
if (currentSelectedBlock) {
if (!self.hasBlock) {
self.placeBlock(currentSelectedBlock);
} else {
self.removeBlock();
}
}
};
return self;
});
var InventorySlot = Container.expand(function (blockType, index) {
var self = Container.call(this);
self.blockType = blockType;
self.index = index;
self.isSelected = false;
// Slot background
var slotBg = self.attachAsset('inventorySlot', {
anchorX: 0.5,
anchorY: 0.5
});
// Selected indicator
var selectedBg = self.attachAsset('inventorySelected', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Block preview
var blockAsset = 'grassBlock';
if (blockType === 'stone') blockAsset = 'stoneBlock';else if (blockType === 'wood') blockAsset = 'woodBlock';else if (blockType === 'special') blockAsset = 'specialBlock';else {
// Find block in catalog
for (var categoryName in blockCatalog) {
var blocks = blockCatalog[categoryName];
for (var i = 0; i < blocks.length; i++) {
if (blocks[i].id === blockType) {
blockAsset = blocks[i].asset;
break;
}
}
}
}
var blockPreview = self.attachAsset(blockAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7
});
self.setSelected = function (selected) {
self.isSelected = selected;
selectedBg.alpha = selected ? 1 : 0;
if (selected) {
tween(blockPreview, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 150
});
} else {
tween(blockPreview, {
scaleX: 0.7,
scaleY: 0.7
}, {
duration: 150
});
}
};
self.down = function (x, y, obj) {
selectInventorySlot(self.index);
LK.getSound('selectBlock').play();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Block assets with different colors and appearances
// Sound effects
var gridSize = 20;
var blockSize = 80;
var gridOffsetX = 1024;
var gridOffsetY = 400;
var currentSelectedBlock = 'grass';
// Game state
var gameGrid = [];
var inventorySlots = [];
// Block catalog with different categories
var blockCatalog = {
basic: [{
id: 'grass',
name: 'Grass Block',
asset: 'grassBlock'
}, {
id: 'stone',
name: 'Stone Block',
asset: 'stoneBlock'
}, {
id: 'wood',
name: 'Wood Block',
asset: 'woodBlock'
}, {
id: 'dirt',
name: 'Dirt Block',
asset: 'grassBlock'
},
// Reusing asset for now
{
id: 'sand',
name: 'Sand Block',
asset: 'stoneBlock'
} // Reusing asset for now
],
building: [{
id: 'brick',
name: 'Brick Block',
asset: 'stoneBlock'
}, {
id: 'concrete',
name: 'Concrete Block',
asset: 'stoneBlock'
}, {
id: 'glass',
name: 'Glass Block',
asset: 'specialBlock'
}, {
id: 'metal',
name: 'Metal Block',
asset: 'specialBlock'
}],
decoration: [{
id: 'flower',
name: 'Flower Block',
asset: 'grassBlock'
}, {
id: 'crystal',
name: 'Crystal Block',
asset: 'specialBlock'
}, {
id: 'gem',
name: 'Gem Block',
asset: 'specialBlock'
}, {
id: 'gold',
name: 'Gold Block',
asset: 'specialBlock'
}],
special: [{
id: 'special',
name: 'Special Block',
asset: 'specialBlock'
}, {
id: 'rainbow',
name: 'Rainbow Block',
asset: 'specialBlock'
}, {
id: 'glowing',
name: 'Glowing Block',
asset: 'specialBlock'
}, {
id: 'portal',
name: 'Portal Block',
asset: 'specialBlock'
}]
};
// Current inventory blocks (starts with basic blocks)
var inventoryBlocks = ['grass', 'stone', 'wood', 'special'];
var blockTypes = inventoryBlocks; // Keep compatibility
// Initialize grid
for (var x = 0; x < gridSize; x++) {
gameGrid[x] = [];
for (var y = 0; y < gridSize; y++) {
var slot = new GridSlot(x, y);
// Calculate isometric position
var isoX = (x - y) * (blockSize / 2);
var isoY = (x + y) * (blockSize / 4);
slot.x = gridOffsetX + isoX;
slot.y = gridOffsetY + isoY;
gameGrid[x][y] = slot;
game.addChild(slot);
}
}
// Create inventory UI
var inventoryContainer = new Container();
inventoryContainer.x = 1024;
inventoryContainer.y = 2500;
game.addChild(inventoryContainer);
// Create catalog UI
var catalogContainer = new Container();
catalogContainer.x = 1024;
catalogContainer.y = 2200;
game.addChild(catalogContainer);
// Catalog title
var catalogTitle = new Text2('Block Catalog', {
size: 60,
fill: '#ffffff'
});
catalogTitle.anchor.set(0.5, 0);
catalogContainer.addChild(catalogTitle);
catalogTitle.y = -50;
// Category buttons
var categoryButtons = [];
var categoryNames = Object.keys(blockCatalog);
var currentCategory = 'basic';
var catalogSlots = [];
// Create category navigation
for (var i = 0; i < categoryNames.length; i++) {
var categoryBtn = new Container();
// Button background
var btnBg = categoryBtn.attachAsset('inventorySlot', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.6
});
// Button text
var btnText = new Text2(categoryNames[i].toUpperCase(), {
size: 30,
fill: '#ffffff'
});
btnText.anchor.set(0.5, 0.5);
categoryBtn.addChild(btnText);
categoryBtn.x = (i - (categoryNames.length - 1) / 2) * 150;
categoryBtn.y = 0;
categoryBtn.categoryName = categoryNames[i];
categoryBtn.index = i;
categoryBtn.down = function (x, y, obj) {
selectCategory(this.categoryName);
};
categoryButtons.push(categoryBtn);
catalogContainer.addChild(categoryBtn);
}
// Create catalog slots container
var catalogSlotsContainer = new Container();
catalogSlotsContainer.x = 0;
catalogSlotsContainer.y = 100;
catalogContainer.addChild(catalogSlotsContainer);
// Create inventory slots
for (var i = 0; i < blockTypes.length; i++) {
var invSlot = new InventorySlot(blockTypes[i], i);
invSlot.x = (i - (blockTypes.length - 1) / 2) * 120;
invSlot.y = 0;
inventorySlots.push(invSlot);
inventoryContainer.addChild(invSlot);
}
// Initialize catalog with basic category
selectCategory('basic');
// Select first inventory slot by default
inventorySlots[0].setSelected(true);
// Title text
var titleText = new Text2('BlockCraft Builder', {
size: 80,
fill: '#ffffff'
});
titleText.anchor.set(0.5, 0);
LK.gui.top.addChild(titleText);
titleText.y = 50;
// Instructions text
var instructionsText = new Text2('Tap blocks to select, then tap grid to place/remove', {
size: 40,
fill: '#ffffff'
});
instructionsText.anchor.set(0.5, 0);
LK.gui.top.addChild(instructionsText);
instructionsText.y = 150;
// Functions
function selectCategory(categoryName) {
currentCategory = categoryName;
// Clear existing catalog slots
for (var i = 0; i < catalogSlots.length; i++) {
catalogSlots[i].destroy();
}
catalogSlots = [];
// Create new catalog slots for selected category
var blocks = blockCatalog[categoryName];
for (var i = 0; i < blocks.length; i++) {
var catalogSlot = new CatalogSlot(blocks[i]);
catalogSlot.x = (i - (blocks.length - 1) / 2) * 120;
catalogSlot.y = 0;
catalogSlots.push(catalogSlot);
catalogSlotsContainer.addChild(catalogSlot);
}
// Update category button appearances
for (var i = 0; i < categoryButtons.length; i++) {
var btn = categoryButtons[i];
var btnBg = btn.children[0]; // Background asset
btnBg.tint = btn.categoryName === categoryName ? 0xffc107 : 0x424242;
}
}
function addToInventory(blockId) {
// Check if block is already in inventory
for (var i = 0; i < inventoryBlocks.length; i++) {
if (inventoryBlocks[i] === blockId) {
return; // Already in inventory
}
}
// Add to inventory (max 8 slots)
if (inventoryBlocks.length < 8) {
inventoryBlocks.push(blockId);
blockTypes = inventoryBlocks; // Update blockTypes reference
// Recreate inventory slots
for (var i = 0; i < inventorySlots.length; i++) {
inventorySlots[i].destroy();
}
inventorySlots = [];
// Create new inventory slots
for (var i = 0; i < blockTypes.length; i++) {
var invSlot = new InventorySlot(blockTypes[i], i);
invSlot.x = (i - (blockTypes.length - 1) / 2) * 120;
invSlot.y = 0;
inventorySlots.push(invSlot);
inventoryContainer.addChild(invSlot);
}
// Re-select current slot if still valid
if (inventorySlots.length > 0) {
inventorySlots[0].setSelected(true);
}
}
}
function selectInventorySlot(index) {
// Deselect all slots
for (var i = 0; i < inventorySlots.length; i++) {
inventorySlots[i].setSelected(false);
}
// Select the clicked slot
inventorySlots[index].setSelected(true);
currentSelectedBlock = blockTypes[index];
}
// Load saved game state
var savedGrid = storage.savedGrid || {};
for (var x = 0; x < gridSize; x++) {
for (var y = 0; y < gridSize; y++) {
var key = x + '_' + y;
if (savedGrid[key]) {
gameGrid[x][y].placeBlock(savedGrid[key]);
}
}
}
// Auto-save function
function saveGame() {
var saveData = {};
for (var x = 0; x < gridSize; x++) {
for (var y = 0; y < gridSize; y++) {
if (gameGrid[x][y].hasBlock) {
var key = x + '_' + y;
saveData[key] = gameGrid[x][y].blockObj.blockType;
}
}
}
storage.savedGrid = saveData;
}
// Auto-save timer
var saveTimer = 0;
game.update = function () {
saveTimer++;
// Auto-save every 3 seconds (180 ticks at 60fps)
if (saveTimer >= 180) {
saveGame();
saveTimer = 0;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,20 @@
var self = Container.call(this);
self.blockType = blockType;
// Create the block visual based on type
var blockAsset = 'grassBlock';
- if (blockType === 'stone') blockAsset = 'stoneBlock';else if (blockType === 'wood') blockAsset = 'woodBlock';else if (blockType === 'special') blockAsset = 'specialBlock';
+ if (blockType === 'stone') blockAsset = 'stoneBlock';else if (blockType === 'wood') blockAsset = 'woodBlock';else if (blockType === 'special') blockAsset = 'specialBlock';else {
+ // Find block in catalog
+ for (var categoryName in blockCatalog) {
+ var blocks = blockCatalog[categoryName];
+ for (var i = 0; i < blocks.length; i++) {
+ if (blocks[i].id === blockType) {
+ blockAsset = blocks[i].asset;
+ break;
+ }
+ }
+ }
+ }
var blockGraphics = self.attachAsset(blockAsset, {
anchorX: 0.5,
anchorY: 0.5
});
@@ -52,8 +63,47 @@
});
};
return self;
});
+var CatalogSlot = Container.expand(function (blockData) {
+ var self = Container.call(this);
+ self.blockData = blockData;
+ // Slot background
+ var slotBg = self.attachAsset('inventorySlot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.9,
+ scaleY: 0.9
+ });
+ // Block preview
+ var blockPreview = self.attachAsset(blockData.asset, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.6,
+ scaleY: 0.6
+ });
+ // Block name
+ var nameText = new Text2(blockData.name, {
+ size: 20,
+ fill: '#ffffff'
+ });
+ nameText.anchor.set(0.5, 0);
+ nameText.y = 45;
+ self.addChild(nameText);
+ // Add to inventory button
+ var addBtn = new Text2('ADD', {
+ size: 24,
+ fill: '#00ff00'
+ });
+ addBtn.anchor.set(0.5, 0);
+ addBtn.y = -45;
+ self.addChild(addBtn);
+ self.down = function (x, y, obj) {
+ addToInventory(blockData.id);
+ LK.getSound('selectBlock').play();
+ };
+ return self;
+});
var GridSlot = Container.expand(function (gridX, gridY) {
var self = Container.call(this);
self.gridX = gridX;
self.gridY = gridY;
@@ -110,9 +160,20 @@
alpha: 0
});
// Block preview
var blockAsset = 'grassBlock';
- if (blockType === 'stone') blockAsset = 'stoneBlock';else if (blockType === 'wood') blockAsset = 'woodBlock';else if (blockType === 'special') blockAsset = 'specialBlock';
+ if (blockType === 'stone') blockAsset = 'stoneBlock';else if (blockType === 'wood') blockAsset = 'woodBlock';else if (blockType === 'special') blockAsset = 'specialBlock';else {
+ // Find block in catalog
+ for (var categoryName in blockCatalog) {
+ var blocks = blockCatalog[categoryName];
+ for (var i = 0; i < blocks.length; i++) {
+ if (blocks[i].id === blockType) {
+ blockAsset = blocks[i].asset;
+ break;
+ }
+ }
+ }
+ }
var blockPreview = self.attachAsset(blockAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
@@ -153,19 +214,99 @@
/****
* Game Code
****/
-// Sound effects
// Block assets with different colors and appearances
+// Sound effects
var gridSize = 20;
var blockSize = 80;
var gridOffsetX = 1024;
var gridOffsetY = 400;
var currentSelectedBlock = 'grass';
// Game state
var gameGrid = [];
var inventorySlots = [];
-var blockTypes = ['grass', 'stone', 'wood', 'special'];
+// Block catalog with different categories
+var blockCatalog = {
+ basic: [{
+ id: 'grass',
+ name: 'Grass Block',
+ asset: 'grassBlock'
+ }, {
+ id: 'stone',
+ name: 'Stone Block',
+ asset: 'stoneBlock'
+ }, {
+ id: 'wood',
+ name: 'Wood Block',
+ asset: 'woodBlock'
+ }, {
+ id: 'dirt',
+ name: 'Dirt Block',
+ asset: 'grassBlock'
+ },
+ // Reusing asset for now
+ {
+ id: 'sand',
+ name: 'Sand Block',
+ asset: 'stoneBlock'
+ } // Reusing asset for now
+ ],
+ building: [{
+ id: 'brick',
+ name: 'Brick Block',
+ asset: 'stoneBlock'
+ }, {
+ id: 'concrete',
+ name: 'Concrete Block',
+ asset: 'stoneBlock'
+ }, {
+ id: 'glass',
+ name: 'Glass Block',
+ asset: 'specialBlock'
+ }, {
+ id: 'metal',
+ name: 'Metal Block',
+ asset: 'specialBlock'
+ }],
+ decoration: [{
+ id: 'flower',
+ name: 'Flower Block',
+ asset: 'grassBlock'
+ }, {
+ id: 'crystal',
+ name: 'Crystal Block',
+ asset: 'specialBlock'
+ }, {
+ id: 'gem',
+ name: 'Gem Block',
+ asset: 'specialBlock'
+ }, {
+ id: 'gold',
+ name: 'Gold Block',
+ asset: 'specialBlock'
+ }],
+ special: [{
+ id: 'special',
+ name: 'Special Block',
+ asset: 'specialBlock'
+ }, {
+ id: 'rainbow',
+ name: 'Rainbow Block',
+ asset: 'specialBlock'
+ }, {
+ id: 'glowing',
+ name: 'Glowing Block',
+ asset: 'specialBlock'
+ }, {
+ id: 'portal',
+ name: 'Portal Block',
+ asset: 'specialBlock'
+ }]
+};
+// Current inventory blocks (starts with basic blocks)
+var inventoryBlocks = ['grass', 'stone', 'wood', 'special'];
+var blockTypes = inventoryBlocks; // Keep compatibility
// Initialize grid
for (var x = 0; x < gridSize; x++) {
gameGrid[x] = [];
for (var y = 0; y < gridSize; y++) {
@@ -183,16 +324,68 @@
var inventoryContainer = new Container();
inventoryContainer.x = 1024;
inventoryContainer.y = 2500;
game.addChild(inventoryContainer);
+// Create catalog UI
+var catalogContainer = new Container();
+catalogContainer.x = 1024;
+catalogContainer.y = 2200;
+game.addChild(catalogContainer);
+// Catalog title
+var catalogTitle = new Text2('Block Catalog', {
+ size: 60,
+ fill: '#ffffff'
+});
+catalogTitle.anchor.set(0.5, 0);
+catalogContainer.addChild(catalogTitle);
+catalogTitle.y = -50;
+// Category buttons
+var categoryButtons = [];
+var categoryNames = Object.keys(blockCatalog);
+var currentCategory = 'basic';
+var catalogSlots = [];
+// Create category navigation
+for (var i = 0; i < categoryNames.length; i++) {
+ var categoryBtn = new Container();
+ // Button background
+ var btnBg = categoryBtn.attachAsset('inventorySlot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.8,
+ scaleY: 0.6
+ });
+ // Button text
+ var btnText = new Text2(categoryNames[i].toUpperCase(), {
+ size: 30,
+ fill: '#ffffff'
+ });
+ btnText.anchor.set(0.5, 0.5);
+ categoryBtn.addChild(btnText);
+ categoryBtn.x = (i - (categoryNames.length - 1) / 2) * 150;
+ categoryBtn.y = 0;
+ categoryBtn.categoryName = categoryNames[i];
+ categoryBtn.index = i;
+ categoryBtn.down = function (x, y, obj) {
+ selectCategory(this.categoryName);
+ };
+ categoryButtons.push(categoryBtn);
+ catalogContainer.addChild(categoryBtn);
+}
+// Create catalog slots container
+var catalogSlotsContainer = new Container();
+catalogSlotsContainer.x = 0;
+catalogSlotsContainer.y = 100;
+catalogContainer.addChild(catalogSlotsContainer);
// Create inventory slots
for (var i = 0; i < blockTypes.length; i++) {
var invSlot = new InventorySlot(blockTypes[i], i);
invSlot.x = (i - (blockTypes.length - 1) / 2) * 120;
invSlot.y = 0;
inventorySlots.push(invSlot);
inventoryContainer.addChild(invSlot);
}
+// Initialize catalog with basic category
+selectCategory('basic');
// Select first inventory slot by default
inventorySlots[0].setSelected(true);
// Title text
var titleText = new Text2('BlockCraft Builder', {
@@ -210,8 +403,61 @@
instructionsText.anchor.set(0.5, 0);
LK.gui.top.addChild(instructionsText);
instructionsText.y = 150;
// Functions
+function selectCategory(categoryName) {
+ currentCategory = categoryName;
+ // Clear existing catalog slots
+ for (var i = 0; i < catalogSlots.length; i++) {
+ catalogSlots[i].destroy();
+ }
+ catalogSlots = [];
+ // Create new catalog slots for selected category
+ var blocks = blockCatalog[categoryName];
+ for (var i = 0; i < blocks.length; i++) {
+ var catalogSlot = new CatalogSlot(blocks[i]);
+ catalogSlot.x = (i - (blocks.length - 1) / 2) * 120;
+ catalogSlot.y = 0;
+ catalogSlots.push(catalogSlot);
+ catalogSlotsContainer.addChild(catalogSlot);
+ }
+ // Update category button appearances
+ for (var i = 0; i < categoryButtons.length; i++) {
+ var btn = categoryButtons[i];
+ var btnBg = btn.children[0]; // Background asset
+ btnBg.tint = btn.categoryName === categoryName ? 0xffc107 : 0x424242;
+ }
+}
+function addToInventory(blockId) {
+ // Check if block is already in inventory
+ for (var i = 0; i < inventoryBlocks.length; i++) {
+ if (inventoryBlocks[i] === blockId) {
+ return; // Already in inventory
+ }
+ }
+ // Add to inventory (max 8 slots)
+ if (inventoryBlocks.length < 8) {
+ inventoryBlocks.push(blockId);
+ blockTypes = inventoryBlocks; // Update blockTypes reference
+ // Recreate inventory slots
+ for (var i = 0; i < inventorySlots.length; i++) {
+ inventorySlots[i].destroy();
+ }
+ inventorySlots = [];
+ // Create new inventory slots
+ for (var i = 0; i < blockTypes.length; i++) {
+ var invSlot = new InventorySlot(blockTypes[i], i);
+ invSlot.x = (i - (blockTypes.length - 1) / 2) * 120;
+ invSlot.y = 0;
+ inventorySlots.push(invSlot);
+ inventoryContainer.addChild(invSlot);
+ }
+ // Re-select current slot if still valid
+ if (inventorySlots.length > 0) {
+ inventorySlots[0].setSelected(true);
+ }
+ }
+}
function selectInventorySlot(index) {
// Deselect all slots
for (var i = 0; i < inventorySlots.length; i++) {
inventorySlots[i].setSelected(false);
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