Code edit (4 edits merged)
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when the mouse is hovering the grid system creat a box
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the box to appear when the mouse is hovering the grid system centor
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the box to appear when the mouse is hovering
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set box life 1second
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Added box generation conditions: mouse hover
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Set the box to appear only when the mouse is hovering
Code edit (1 edits merged)
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set grid system full the scence
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creat box full the grid system
Code edit (1 edits merged)
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set box in grid system
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creat 200 box
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Generate 200 boxes
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Please fix the bug: 'Uncaught ReferenceError: grid is not defined' in or related to this line: 'var gridX = Math.floor(x / grid.cellSize);' Line Number: 119
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Create a box where the mouse hovers based on the grid system
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Create a grid
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house
===================================================================
--- original.js
+++ change.js
@@ -1,79 +1,120 @@
-/****
+/****
* Classes
-****/
-// Define a Decoration class for house decorations
+****/
+// Note: This is a simplified example. In a full game, you would likely have more complex logic for selecting and placing decorations, managing game state, and possibly saving/loading player progress.;
var Decoration = Container.expand(function (type) {
- var self = Container.call(this);
- var decoration = self.attachAsset(type, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Update method for decoration, if needed
- self.update = function () {
- // Update logic for the decoration
- };
+ var self = Container.call(this);
+ var decoration = self.attachAsset(type, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Update method for decoration, if needed
+ self.update = function () {
+ // Update logic for the decoration
+ };
});
+// Define a Grid class for managing the grid system
+var Grid = Container.expand(function (rows, cols, cellSize) {
+ var self = Container.call(this);
+ self.rows = rows;
+ self.cols = cols;
+ self.cellSize = cellSize;
+ self.cells = [];
+ // Initialize the grid with empty cells
+ for (var i = 0; i < rows; i++) {
+ self.cells[i] = [];
+ for (var j = 0; j < cols; j++) {
+ self.cells[i][j] = null;
+ }
+ }
+ // Method to add an item to a specific cell in the grid
+ self.addItem = function (item, row, col) {
+ if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) {
+ self.cells[row][col] = item;
+ item.x = col * self.cellSize;
+ item.y = row * self.cellSize;
+ self.addChild(item);
+ }
+ };
+ // Method to remove an item from a specific cell in the grid
+ self.removeItem = function (row, col) {
+ if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) {
+ var item = self.cells[row][col];
+ if (item) {
+ self.removeChild(item);
+ self.cells[row][col] = null;
+ }
+ }
+ };
+ // Method to get the item in a specific cell
+ self.getItem = function (row, col) {
+ if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) {
+ return self.cells[row][col];
+ }
+ return null;
+ };
+});
// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
// Define a House class for managing the dream house
var House = Container.expand(function () {
- var self = Container.call(this);
- // Initialize the house with a basic shape
- var houseBase = self.attachAsset('houseBase', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 2
- });
- // Placeholder for decorations
- self.decorations = [];
- // Add decoration to the house
- self.addDecoration = function (decorationType) {
- var decoration = self.attachAsset(decorationType, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.decorations.push(decoration);
- };
- // Update method for house, if needed in the future
- self.update = function () {
- // Update logic for the house
- };
+ var self = Container.call(this);
+ // Initialize the house with a basic shape
+ var houseBase = self.attachAsset('houseBase', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
+ });
+ // Placeholder for decorations
+ self.decorations = [];
+ // Add decoration to the house
+ self.addDecoration = function (decorationType) {
+ var decoration = self.attachAsset(decorationType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.decorations.push(decoration);
+ };
+ // Update method for house, if needed in the future
+ self.update = function () {
+ // Update logic for the house
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Light blue background to simulate sky
+ backgroundColor: 0x87CEEB // Light blue background to simulate sky
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize the dream house
var dreamHouse = game.addChild(new House());
dreamHouse.x = game.width / 2;
dreamHouse.y = game.height / 2;
// Sample decorations
var decorationTypes = ['tree', 'flower', 'fence'];
// Function to add random decoration
function addRandomDecoration() {
- var randomDecorationType = decorationTypes[Math.floor(Math.random() * decorationTypes.length)];
- dreamHouse.addDecoration(randomDecorationType);
+ var randomDecorationType = decorationTypes[Math.floor(Math.random() * decorationTypes.length)];
+ dreamHouse.addDecoration(randomDecorationType);
}
// Add a simple GUI button for adding decorations
var addButton = LK.gui.bottom.addChild(new Text2('Add Decoration', {
- size: 50,
- fill: "#ffffff"
+ size: 50,
+ fill: "#ffffff"
}));
addButton.anchor.set(0.5, 1); // Center at bottom
addButton.y = -20; // Slightly above the bottom edge
// Handle touch on the add button
addButton.down = function (x, y, obj) {
- addRandomDecoration();
+ addRandomDecoration();
};
// Update the game state
game.update = function () {
- // This could include logic for automatically adding decorations or other game mechanics
+ // This could include logic for automatically adding decorations or other game mechanics
};
// Note: This is a simplified example. In a full game, you would likely have more complex logic for selecting and placing decorations, managing game state, and possibly saving/loading player progress.
\ No newline at end of file
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