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)
Please save this source code
User prompt
set grid system full the scence
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creat box full the grid system
Code edit (1 edits merged)
Please save this source code
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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
User prompt
Create a box where the mouse hovers based on the grid system
User prompt
Create a grid
Initial prompt
house
===================================================================
--- original.js
+++ change.js
@@ -1,8 +1,19 @@
/****
* Classes
****/
-// 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.;
+// Define a Box class for the boxes
+var Box = Container.expand(function () {
+ var self = Container.call(this);
+ var box = self.attachAsset('box', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Update method for box, if needed
+ self.update = function () {
+ // Update logic for the box
+ };
+});
var Decoration = Container.expand(function (type) {
var self = Container.call(this);
var decoration = self.attachAsset(type, {
anchorX: 0.5,
@@ -12,49 +23,8 @@
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);
@@ -94,12 +64,8 @@
// Initialize the dream house
var dreamHouse = game.addChild(new House());
dreamHouse.x = game.width / 2;
dreamHouse.y = game.height / 2;
-// Initialize the grid
-var grid = game.addChild(new Grid(10, 10, 100)); // 10x10 grid with cell size of 100
-grid.x = game.width / 2;
-grid.y = game.height / 2;
// Sample decorations
var decorationTypes = ['tree', 'flower', 'fence'];
// Function to add random decoration
function addRandomDecoration() {
@@ -112,16 +78,19 @@
fill: "#ffffff"
}));
addButton.anchor.set(0.5, 1); // Center at bottom
addButton.y = -20; // Slightly above the bottom edge
-// Handle touch on the game screen
-game.down = function (x, y, obj) {
- var gridX = Math.floor(x / grid.cellSize);
- var gridY = Math.floor(y / grid.cellSize);
- var decoration = new Decoration('houseBase');
- grid.addItem(decoration, gridY, gridX);
+// Handle touch on the add button
+addButton.down = function (x, y, obj) {
+ addRandomDecoration();
};
// Update the game state
game.update = function () {
// This could include logic for automatically adding decorations or other game mechanics
+ if (game.ticks % 30 == 0 && game.children.length < 200) {
+ var newBox = new Box();
+ newBox.x = Math.random() * game.width;
+ newBox.y = Math.random() * game.height;
+ game.addChild(newBox);
+ }
};
// 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
house,low geometry style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
realy
rabbit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
butterfly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.