User prompt
No ves que tenemos flechas, no ves que tenemos flechas, flechas, flechas Y eso es lo que hace que camine el jugador y salte Bueno pues, borra eso
User prompt
Póngale algunos botones al juego, algunos botones al juego para que el jugador se mueva y salte.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.lastCreation = creation;' Line Number: 444 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.lastCreation = creation;' Line Number: 444 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.lastCreation = creation;' Line Number: 444
User prompt
Si se mueve tiene que despertar cuando sube el camino de pasos.
User prompt
Sólo que detente cuando camina, cuando se mueve.
User prompt
Si es jugador, que termines haciendo un rito de pasos, pasos.
User prompt
Que hablan como alguien, como todos hacen, que hay como hablar en la calle, si hay mucha gente, puede sonar ese sonido.
User prompt
Si le ponen más jugadores, los jugadores harán ruido solo una vez, porque sin jugadores no hacen nada. No escuchas nada y estás con la música.
User prompt
Tiene que aparecer un botón para borrar, o si no, si no estás en Estudio, puedes entrar otra vez a Estudio para que borres bloques.
User prompt
Tiene que ser un objeto para borrar algunos bloques cuando estás en estudio.
User prompt
Hacia cualquier dirección, cuando quieras, y caminar sobre el suelo como un NPC.
User prompt
Los otros jugadores pueden funcionar como una inteligencia artificial moviéndose hacia
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.lastCreation = creation;' Line Number: 400
User prompt
Y por lo cierto, puedes programar lo que viene siendo el código, para que así se mueva algunos y haga efecto.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.lastCreation = creation;' Line Number: 393
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'saved.blocks.forEach(function (blockData) {' Line Number: 425
User prompt
Meter jugadores, dije. Dije, meter jugadores. Dos botones que se dicen, que dicen. Meter jugadores y ya está. Tú lo puedes programarlos.
Code edit (1 edits merged)
Please save this source code
User prompt
Brunity Hub: Creative Sandbox
Initial prompt
Brunity Hub, un videojuego que puedes hacer lo que quieras, construir y jugar haciendo lo que tú quieras.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { creations: [], lastCreation: "undefined" }); /**** * Classes ****/ var BuildingBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('buildingBlock', { anchorX: 0.5, anchorY: 0.5 }); self.blockSize = 100; self.blockType = 'standard'; self.gridX = 0; self.gridY = 0; self.setColor = function (color) { blockGraphics.tint = color; }; self.setSize = function (size) { self.blockSize = size; blockGraphics.width = size; blockGraphics.height = size; }; self.setType = function (type) { self.blockType = type; }; self.setGridPosition = function (x, y) { self.gridX = x; self.gridY = y; }; self.down = function (x, y, obj) { if (currentMode === 'build') { selectedBlock = self; originalPosition = { x: self.x, y: self.y }; isDragging = true; } else if (currentMode === 'play') { // In play mode, interacting with blocks could trigger game mechanics // For simple MVP, we just acknowledge the interaction console.log("Interacted with block at", self.gridX, self.gridY); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerCharacter', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.onGround = false; self.speed = 10; self.jumpPower = 20; self.gravity = 1; self.update = function () { if (currentMode !== 'play') { return; } // Apply gravity self.velocity.y += self.gravity; // Apply velocity self.x += self.velocity.x; self.y += self.velocity.y; // Add movement effect if (self.velocity.x !== 0 || self.velocity.y !== 0) { LK.effects.flashObject(self, 0xFFFFFF, 100); } // Check collisions with blocks self.checkCollisions(); // Screen boundaries if (self.x < 40) { self.x = 40; } if (self.x > 2048 - 40) { self.x = 2048 - 40; } if (self.y > 2732 - 60) { self.y = 2732 - 60; self.velocity.y = 0; self.onGround = true; } }; self.checkCollisions = function () { self.onGround = false; for (var i = 0; i < blocks.length; i++) { var block = blocks[i]; if (self.intersects(block)) { // Determine collision side (simple version) var dx = self.x - block.x; var dy = self.y - block.y; var width = (self.width + block.width) / 2; var height = (self.height + block.height) / 2; var crossWidth = width * dy; var crossHeight = height * dx; if (Math.abs(dx) <= width && Math.abs(dy) <= height) { if (crossWidth > crossHeight) { if (crossWidth > -crossHeight) { // Bottom collision self.y = block.y + block.height / 2 + self.height / 2; self.velocity.y = 0; } else { // Left collision self.x = block.x - block.width / 2 - self.width / 2; self.velocity.x = 0; } } else { if (crossWidth > -crossHeight) { // Right collision self.x = block.x + block.width / 2 + self.width / 2; self.velocity.x = 0; } else { // Top collision self.y = block.y - block.height / 2 - self.height / 2; self.velocity.y = 0; self.onGround = true; } } } } } }; self.jump = function () { if (self.onGround && currentMode === 'play') { self.velocity.y = -self.jumpPower; self.onGround = false; } }; self.moveLeft = function () { if (currentMode === 'play') { self.velocity.x = -self.speed; } }; self.moveRight = function () { if (currentMode === 'play') { self.velocity.x = self.speed; } }; self.stopMoving = function () { self.velocity.x = 0; }; return self; }); var UIButton = Container.expand(function (iconAsset, callback) { var self = Container.call(this); var buttonGraphics = self.attachAsset(iconAsset, { anchorX: 0.5, anchorY: 0.5 }); self.active = false; self.callback = callback; self.setActive = function (active) { self.active = active; buttonGraphics.alpha = active ? 1.0 : 0.6; }; self.down = function (x, y, obj) { tween(buttonGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; self.up = function (x, y, obj) { tween(buttonGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); if (self.callback) { self.callback(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Function to start the game function startGame() { switchMode('play'); } // Function to add a new player function addPlayer() { var newPlayer = new Player(); newPlayer.x = Math.random() * 2048; newPlayer.y = Math.random() * 2732; game.addChild(newPlayer); } // Game variables var currentMode = 'build'; var gridSize = 100; var blocks = []; var isDragging = false; var selectedBlock = null; var originalPosition = { x: 0, y: 0 }; var player = null; var buildModeButton = null; var playModeButton = null; var deleteButton = null; var saveButton = null; var loadButton = null; var modeTitleText = null; var controlsText = null; var blockColorIndex = 0; var blockColors = [0x3498db, 0xe74c3c, 0xf1c40f, 0x2ecc71, 0x9b59b6, 0x1abc9c, 0xd35400, 0x34495e]; // Setup UI function setupUI() { // Mode title text modeTitleText = new Text2('BUILD MODE', { size: 60, fill: 0xFFFFFF }); modeTitleText.anchor.set(0.5, 0); LK.gui.top.addChild(modeTitleText); modeTitleText.y = 30; // Controls text controlsText = new Text2('Tap to place blocks\nDrag blocks to move them', { size: 40, fill: 0xFFFFFF }); controlsText.anchor.set(0.5, 1); LK.gui.bottom.addChild(controlsText); controlsText.y = -30; // Build mode button buildModeButton = new UIButton('buildModeIcon', function () { switchMode('build'); }); buildModeButton.x = 2048 - 200; buildModeButton.y = 80; game.addChild(buildModeButton); buildModeButton.setActive(true); // Play mode button playModeButton = new UIButton('playModeIcon', function () { switchMode('play'); }); playModeButton.x = 2048 - 120; playModeButton.y = 80; game.addChild(playModeButton); // Delete button deleteButton = new UIButton('deleteIcon', function () { if (currentMode === 'build' && selectedBlock) { var index = blocks.indexOf(selectedBlock); if (index > -1) { blocks.splice(index, 1); selectedBlock.destroy(); selectedBlock = null; LK.getSound('delete').play(); } } }); deleteButton.x = 180; deleteButton.y = 80; game.addChild(deleteButton); // Save button saveButton = new UIButton('saveIcon', saveCreation); saveButton.x = 2048 - 200; saveButton.y = 160; game.addChild(saveButton); // Load button loadButton = new UIButton('loadIcon', loadCreation); loadButton.x = 2048 - 120; loadButton.y = 160; game.addChild(loadButton); // Add Player button var addPlayerButton = new UIButton('playerCharacter', function () { addPlayer(); }); addPlayerButton.x = 2048 - 280; addPlayerButton.y = 80; game.addChild(addPlayerButton); // Start Game button var startGameButton = new UIButton('playModeIcon', function () { startGame(); }); startGameButton.x = 2048 - 360; startGameButton.y = 80; game.addChild(startGameButton); } // Create player character function createPlayer() { player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); } // Switch between build and play modes function switchMode(mode) { if (currentMode === mode) { return; } currentMode = mode; LK.getSound('switch').play(); if (mode === 'build') { modeTitleText.setText('BUILD MODE'); controlsText.setText('Tap to place blocks\nDrag blocks to move them'); buildModeButton.setActive(true); playModeButton.setActive(false); // Reset player position if (player) { player.x = 2048 / 2; player.y = 2732 / 2; player.velocity = { x: 0, y: 0 }; } } else { modeTitleText.setText('PLAY MODE'); controlsText.setText('Tap left/right side to move\nTap player to jump'); buildModeButton.setActive(false); playModeButton.setActive(true); // Deselect any selected block selectedBlock = null; isDragging = false; } } // Create a new block at the specified grid position function createBlock(gridX, gridY, color) { var x = gridX * gridSize + gridSize / 2; var y = gridY * gridSize + gridSize / 2; // Check if a block already exists at this position for (var i = 0; i < blocks.length; i++) { if (blocks[i].gridX === gridX && blocks[i].gridY === gridY) { return null; } } var block = new BuildingBlock(); block.x = x; block.y = y; block.setGridPosition(gridX, gridY); if (color !== undefined) { block.setColor(color); } else { block.setColor(blockColors[blockColorIndex]); blockColorIndex = (blockColorIndex + 1) % blockColors.length; } blocks.push(block); game.addChild(block); LK.getSound('place').play(); return block; } // Save the current creation to storage function saveCreation() { var blockData = blocks.map(function (block) { return { x: block.gridX, y: block.gridY, color: block.children[0].tint }; }); var creation = { name: "Creation " + (storage.creations.length + 1), blocks: blockData, date: Date.now() }; if (!storage.lastCreation) { storage.lastCreation = {}; } storage.lastCreation = creation; storage.creations.push(creation); // Show saved message var savedText = new Text2('Creation Saved!', { size: 60, fill: 0xFFFFFF }); savedText.anchor.set(0.5, 0.5); savedText.x = 2048 / 2; savedText.y = 2732 / 2; game.addChild(savedText); tween(savedText, { alpha: 0 }, { duration: 1500, onFinish: function onFinish() { savedText.destroy(); } }); } // Load a creation from storage function loadCreation() { if (!storage.lastCreation) { return; } // Clear existing blocks for (var i = blocks.length - 1; i >= 0; i--) { blocks[i].destroy(); } blocks = []; // Load saved blocks var saved = storage.lastCreation; if (saved.blocks && Array.isArray(saved.blocks)) { saved.blocks.forEach(function (blockData) { createBlock(blockData.x, blockData.y, blockData.color); }); } // Show loaded message var loadedText = new Text2('Creation Loaded!', { size: 60, fill: 0xFFFFFF }); loadedText.anchor.set(0.5, 0.5); loadedText.x = 2048 / 2; loadedText.y = 2732 / 2; game.addChild(loadedText); tween(loadedText, { alpha: 0 }, { duration: 1500, onFinish: function onFinish() { loadedText.destroy(); } }); } // Convert screen position to grid position function screenToGrid(x, y) { return { x: Math.floor(x / gridSize), y: Math.floor(y / gridSize) }; } // Initialize game function initGame() { setupUI(); createPlayer(); // Create ground for (var i = 0; i < 10; i++) { var ground = new BuildingBlock(); ground.x = i * 200 + 100; ground.y = 2732 - 50; ground.setGridPosition(i, Math.floor(2732 / gridSize) - 1); ground.children[0].width = 200; ground.children[0].height = 50; ground.children[0].tint = 0x27ae60; blocks.push(ground); game.addChild(ground); } // Start background music LK.playMusic('bgmusic'); } // Handle game input game.down = function (x, y, obj) { if (currentMode === 'build' && !isDragging && !selectedBlock) { var gridPos = screenToGrid(x, y); // Don't create blocks too high (leave space for UI) if (gridPos.y > 2) { createBlock(gridPos.x, gridPos.y); } } else if (currentMode === 'play') { // Control the player in play mode if (x < 2048 / 2) { player.moveLeft(); } else { player.moveRight(); } // Jump if clicked on player if (obj === player) { player.jump(); } } }; game.up = function (x, y, obj) { if (currentMode === 'build' && isDragging) { isDragging = false; if (selectedBlock) { // Snap to grid var gridPos = screenToGrid(selectedBlock.x, selectedBlock.y); // Check if position is occupied var isOccupied = false; for (var i = 0; i < blocks.length; i++) { if (blocks[i] !== selectedBlock && blocks[i].gridX === gridPos.x && blocks[i].gridY === gridPos.y) { isOccupied = true; break; } } if (isOccupied || gridPos.y <= 2) { // Return to original position selectedBlock.x = originalPosition.x; selectedBlock.y = originalPosition.y; } else { // Set to new grid position selectedBlock.x = gridPos.x * gridSize + gridSize / 2; selectedBlock.y = gridPos.y * gridSize + gridSize / 2; selectedBlock.setGridPosition(gridPos.x, gridPos.y); } selectedBlock = null; } } else if (currentMode === 'play') { player.stopMoving(); } }; game.move = function (x, y, obj) { if (currentMode === 'build' && isDragging && selectedBlock) { selectedBlock.x = x; selectedBlock.y = y; } }; game.update = function () { // Update game state if (player) { player.update(); } }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -73,8 +73,12 @@
self.velocity.y += self.gravity;
// Apply velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
+ // Add movement effect
+ if (self.velocity.x !== 0 || self.velocity.y !== 0) {
+ LK.effects.flashObject(self, 0xFFFFFF, 100);
+ }
// Check collisions with blocks
self.checkCollisions();
// Screen boundaries
if (self.x < 40) {