User prompt
what we have put "brick programs" should not just start one but all of them
User prompt
there should be a white cube at the bottom where can see the finished game
User prompt
there should be no levels
Code edit (1 edits merged)
Please save this source code
User prompt
BlockCode Builder
Initial prompt
Make a game that has infinite "brick programs" and can make a game with these "brick programs"
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BlockPalette = Container.expand(function (width, height) {
var self = Container.call(this);
self.paletteWidth = width || 400;
self.paletteHeight = height || 2732;
// Create background
self.background = self.addChild(LK.getAsset('codeBlock', {
anchorX: 0,
anchorY: 0,
width: self.paletteWidth,
height: self.paletteHeight,
alpha: 0.3,
tint: 0x333333
}));
// Add title
self.title = new Text2("Block Palette", {
size: 40,
fill: 0xFFFFFF
});
self.title.anchor.set(0.5, 0);
self.title.x = self.paletteWidth / 2;
self.title.y = 30;
self.addChild(self.title);
// Add blocks to palette
self.addBlockToPalette = function (type, text, x, y) {
var block = new CodeBlock(type, text);
block.x = x;
block.y = y;
// This is a template block - when dragged, it creates a new instance
block.down = function (x, y, obj) {
// Create a new block when this template is clicked
var newBlock = new CodeBlock(type, text);
newBlock.x = block.x;
newBlock.y = block.y;
// Convert to global position
var globalPos = self.parent.toGlobal({
x: block.x,
y: block.y
});
newBlock.x = globalPos.x;
newBlock.y = globalPos.y;
// Add to game's blocks array
blocks.push(newBlock);
// Add to game
game.addChild(newBlock);
// Start dragging the new block
newBlock.startDragX = newBlock.x;
newBlock.startDragY = newBlock.y;
newBlock.isDragging = true;
draggedBlock = newBlock;
};
self.addChild(block);
return block;
};
return self;
});
var Button = Container.expand(function (text, width, height, color) {
var self = Container.call(this);
self.buttonWidth = width || 200;
self.buttonHeight = height || 80;
self.buttonColor = color || 0x4287f5;
// Create button background
self.background = self.addChild(LK.getAsset('codeBlock', {
anchorX: 0.5,
anchorY: 0.5,
width: self.buttonWidth,
height: self.buttonHeight,
tint: self.buttonColor
}));
// Add text
self.label = new Text2(text, {
size: 30,
fill: 0xFFFFFF
});
self.label.anchor.set(0.5, 0.5);
self.addChild(self.label);
// Handle down event
self.down = function (x, y, obj) {
// Visual feedback
tween(self.background, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
};
// Handle up event
self.up = function (x, y, obj) {
// Reset scale
tween(self.background, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
// Call the button's action
if (self.action) {
self.action();
}
}
});
};
return self;
});
var CodeArea = Container.expand(function (width, height) {
var self = Container.call(this);
self.areaWidth = width || 1200;
self.areaHeight = height || 1500;
// Create background
self.background = self.addChild(LK.getAsset('codeBlock', {
anchorX: 0,
anchorY: 0,
width: self.areaWidth,
height: self.areaHeight,
alpha: 0.2,
tint: 0x222222
}));
// Method to check if a point is inside the code area
self.isPointInside = function (x, y) {
var globalPos = game.toLocal({
x: x,
y: y
}, self.parent);
return globalPos.x >= self.x && globalPos.x <= self.x + self.areaWidth && globalPos.y >= self.y && globalPos.y <= self.y + self.areaHeight;
};
return self;
});
var CodeBlock = Container.expand(function (type, text) {
var self = Container.call(this);
self.type = type || 'default';
self.text = text || '';
self.connections = {
top: null,
bottom: null,
left: null,
right: null
};
self.canConnect = true;
self.isExecuting = false;
// Select the correct asset based on type
var assetId = 'codeBlock';
if (self.type === 'variable') {
assetId = 'codeBlockVar';
} else if (self.type === 'loop') {
assetId = 'codeBlockLoop';
} else if (self.type === 'condition') {
assetId = 'codeBlockCondition';
} else if (self.type === 'function') {
assetId = 'codeBlockFunction';
}
// Create main block
self.blockGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Add connection points
self.connectionPoints = {};
// Top connection
self.connectionPoints.top = self.addChild(LK.getAsset('connectionPoint', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -self.blockGraphics.height / 2
}));
// Bottom connection
self.connectionPoints.bottom = self.addChild(LK.getAsset('connectionPoint', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: self.blockGraphics.height / 2
}));
// Left connection (only for condition and loop types)
if (self.type === 'condition' || self.type === 'loop') {
self.connectionPoints.left = self.addChild(LK.getAsset('connectionPoint', {
anchorX: 0.5,
anchorY: 0.5,
x: -self.blockGraphics.width / 2,
y: 0
}));
}
// Right connection (only for condition type)
if (self.type === 'condition') {
self.connectionPoints.right = self.addChild(LK.getAsset('connectionPoint', {
anchorX: 0.5,
anchorY: 0.5,
x: self.blockGraphics.width / 2,
y: 0
}));
}
// Add text label
self.label = new Text2(self.text, {
size: 24,
fill: 0xFFFFFF
});
self.label.anchor.set(0.5, 0.5);
self.addChild(self.label);
// Execution highlight (initially invisible)
self.highlight = self.addChild(LK.getAsset('executionHighlight', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
// Handle interaction events
self.down = function (x, y, obj) {
if (!programIsRunning) {
self.startDragX = self.x;
self.startDragY = self.y;
self.isDragging = true;
draggedBlock = self;
// Bring to front
if (self.parent) {
var parent = self.parent;
parent.removeChild(self);
parent.addChild(self);
}
}
};
self.move = function (x, y, obj) {
// Movement handled by game's move handler
};
self.up = function (x, y, obj) {
if (self.isDragging) {
self.isDragging = false;
draggedBlock = null;
// Check if we're close to another block's connection point
var connected = false;
for (var i = 0; i < blocks.length; i++) {
var otherBlock = blocks[i];
if (otherBlock !== self && otherBlock.canConnect) {
connected = self.tryConnectTo(otherBlock);
if (connected) {
break;
}
}
}
if (!connected && codeArea.isPointInside(self.x, self.y)) {
// Snap to grid if in code area
self.x = Math.round(self.x / grid.cellSize) * grid.cellSize;
self.y = Math.round(self.y / grid.cellSize) * grid.cellSize;
} else if (!connected && !codeArea.isPointInside(self.x, self.y)) {
// Return to palette area if not connected and outside code area
self.x = self.startDragX;
self.y = self.startDragY;
}
}
};
self.tryConnectTo = function (otherBlock) {
if (!otherBlock || otherBlock === self) {
return false;
}
// Check proximity to connection points
var connectionThreshold = 50;
var myPoints = self.connectionPoints;
var otherPoints = otherBlock.connectionPoints;
// Check all possible connections
for (var myPos in myPoints) {
if (!myPoints[myPos]) {
continue;
}
var myGlobalPos = self.parent.toGlobal(myPoints[myPos].position);
for (var otherPos in otherPoints) {
if (!otherPoints[otherPos]) {
continue;
}
// Skip if this connection is already occupied
if (otherBlock.connections[otherPos]) {
continue;
}
var otherGlobalPos = otherBlock.parent.toGlobal(otherPoints[otherPos].position);
var distance = Math.sqrt(Math.pow(myGlobalPos.x - otherGlobalPos.x, 2) + Math.pow(myGlobalPos.y - otherGlobalPos.y, 2));
// If close enough, connect
if (distance < connectionThreshold) {
// Connect based on valid combinations
var validConnection = false;
// Top to bottom connections
if (myPos === 'bottom' && otherPos === 'top' || myPos === 'top' && otherPos === 'bottom') {
validConnection = true;
}
// Left/right connections for condition/loop blocks
if ((self.type === 'condition' || self.type === 'loop') && otherBlock.type !== 'condition' && otherBlock.type !== 'loop') {
if (myPos === 'left' && otherPos === 'top' || myPos === 'right' && otherPos === 'top') {
validConnection = true;
}
}
if (validConnection) {
self.connectTo(otherBlock, myPos, otherPos);
return true;
}
}
}
}
return false;
};
self.connectTo = function (otherBlock, myPos, otherPos) {
// Position calculation
if (myPos === 'bottom' && otherPos === 'top') {
// Align other block below this one
otherBlock.x = self.x;
otherBlock.y = self.y + self.blockGraphics.height;
// Update connections
self.connections.bottom = otherBlock;
otherBlock.connections.top = self;
} else if (myPos === 'top' && otherPos === 'bottom') {
// Align this block below other one
self.x = otherBlock.x;
self.y = otherBlock.y + otherBlock.blockGraphics.height;
// Update connections
self.connections.top = otherBlock;
otherBlock.connections.bottom = self;
} else if (myPos === 'left' && otherPos === 'top') {
// Align other block to the left of this one
otherBlock.x = self.x - self.blockGraphics.width / 2;
otherBlock.y = self.y;
// Update connections
self.connections.left = otherBlock;
otherBlock.connections.top = self;
} else if (myPos === 'right' && otherPos === 'top') {
// Align other block to the right of this one
otherBlock.x = self.x + self.blockGraphics.width / 2;
otherBlock.y = self.y;
// Update connections
self.connections.right = otherBlock;
otherBlock.connections.top = self;
}
// Play connection sound
LK.getSound('connect').play();
};
self.execute = function (callback) {
self.isExecuting = true;
// Show execution highlight
self.highlight.alpha = 0.5;
// Play execution sound
LK.getSound('execute').play();
// Execute block action based on type
var executionTime = 800; // Default execution time
switch (self.type) {
case 'variable':
// Variable assignment
executionLog.push("Set variable: " + self.text);
break;
case 'loop':
// Loop block execution
executionLog.push("Loop: " + self.text);
// For loops, we need to execute differently
executionTime = 1000;
break;
case 'condition':
// Condition evaluation
executionLog.push("If condition: " + self.text);
break;
case 'function':
// Function call
executionLog.push("Call function: " + self.text);
break;
default:
// Default block
executionLog.push("Execute: " + self.text);
break;
}
// Update execution log display
updateExecutionLog();
// After execution, continue to next block
LK.setTimeout(function () {
self.highlight.alpha = 0;
self.isExecuting = false;
if (callback) {
callback();
}
}, executionTime);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a24
});
/****
* Game Code
****/
// Grid settings
var grid = {
cellSize: 100
};
// Game state
var currentLevel = storage.currentLevel || 1;
var highestCompletedLevel = storage.highestCompletedLevel || 0;
var programIsRunning = false;
var draggedBlock = null;
var blocks = [];
var executionLog = [];
// Function to update the execution log display
function updateExecutionLog() {
var logText = "Execution Log:\n";
for (var i = 0; i < executionLog.length; i++) {
logText += "- " + executionLog[i] + "\n";
}
executionLogText.setText(logText);
}
// Create the code area
var codeArea = new CodeArea(1200, 1500);
codeArea.x = 424; // Offset from left edge
codeArea.y = 150; // Offset from top
game.addChild(codeArea);
// Create block palette
var blockPalette = new BlockPalette(400, 2732);
blockPalette.x = 20; // Left edge
blockPalette.y = 0; // Top edge
game.addChild(blockPalette);
// Add blocks to palette
var yOffset = 100;
var blockSpacing = 120;
blockPalette.addBlockToPalette('default', "Print 'Hello World'", blockPalette.paletteWidth / 2, yOffset + blockSpacing);
blockPalette.addBlockToPalette('variable', "x = 5", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 2);
blockPalette.addBlockToPalette('variable', "y = 10", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 3);
blockPalette.addBlockToPalette('loop', "Repeat 3 times", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 4);
blockPalette.addBlockToPalette('condition', "If x > 0", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 5);
blockPalette.addBlockToPalette('function', "Calculate Sum", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 6);
blockPalette.addBlockToPalette('default', "Draw Shape", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 7);
blockPalette.addBlockToPalette('default', "Move Forward", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 8);
blockPalette.addBlockToPalette('default', "Turn Right", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 9);
blockPalette.addBlockToPalette('default', "Turn Left", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 10);
// Create level display
var levelText = new Text2("Level " + currentLevel, {
size: 50,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
levelText.x = codeArea.x + codeArea.areaWidth / 2;
levelText.y = 50;
game.addChild(levelText);
// Create challenge text
var challengeText = new Text2("Challenge: Create a program that prints 'Hello World' 3 times", {
size: 30,
fill: 0xFFFFFF,
wordWrap: true,
wordWrapWidth: 1100
});
challengeText.anchor.set(0.5, 0);
challengeText.x = codeArea.x + codeArea.areaWidth / 2;
challengeText.y = 110;
game.addChild(challengeText);
// Execution log
var executionLogText = new Text2("Execution Log:\n", {
size: 24,
fill: 0xFFFFFF,
wordWrap: true,
wordWrapWidth: 1100
});
executionLogText.anchor.set(0, 0);
executionLogText.x = codeArea.x + 50;
executionLogText.y = codeArea.y + codeArea.areaHeight + 20;
game.addChild(executionLogText);
// Create run button
var runButton = new Button("Run Program", 200, 80, 0x4CAF50);
runButton.x = codeArea.x + codeArea.areaWidth - 150;
runButton.y = codeArea.y + codeArea.areaHeight + 50;
runButton.action = function () {
if (!programIsRunning) {
runProgram();
}
};
game.addChild(runButton);
// Create reset button
var resetButton = new Button("Reset", 150, 80, 0xF44336);
resetButton.x = codeArea.x + 100;
resetButton.y = codeArea.y + codeArea.areaHeight + 50;
resetButton.action = function () {
resetProgram();
};
game.addChild(resetButton);
// Create score display
var scoreText = new Text2("Score: 0", {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
scoreText.x = 2048 - 50;
scoreText.y = 50;
game.addChild(scoreText);
// Function to find the start block (top-most block in code area)
function findStartBlock() {
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
if (codeArea.isPointInside(block.x, block.y) && !block.connections.top) {
return block;
}
}
return null;
}
// Function to run the program
function runProgram() {
// Clear execution log
executionLog = [];
updateExecutionLog();
// Find the start block
var startBlock = findStartBlock();
if (!startBlock) {
executionLog.push("No starting block found!");
updateExecutionLog();
return;
}
programIsRunning = true;
executeBlock(startBlock, function () {
programIsRunning = false;
// Check if level completed
checkLevelCompletion();
});
}
// Function to execute a block and its connected blocks
function executeBlock(block, callback) {
if (!block) {
if (callback) {
callback();
}
return;
}
block.execute(function () {
// After execution, continue to next block based on type
if (block.type === 'condition') {
// For condition, randomly go left or right branch
var randomBranch = Math.random() > 0.5 ? 'left' : 'right';
if (block.connections[randomBranch]) {
executeBlock(block.connections[randomBranch], function () {
// After branch execution, continue with bottom block if any
executeBlock(block.connections.bottom, callback);
});
} else {
// No branch, go to bottom
executeBlock(block.connections.bottom, callback);
}
} else if (block.type === 'loop') {
// For loop, execute left branch twice, then continue
if (block.connections.left) {
executeBlock(block.connections.left, function () {
// Execute loop content again
if (block.connections.left) {
executeBlock(block.connections.left, function () {
// Then continue with bottom block
executeBlock(block.connections.bottom, callback);
});
} else {
executeBlock(block.connections.bottom, callback);
}
});
} else {
// No loop content, go to bottom
executeBlock(block.connections.bottom, callback);
}
} else {
// For other blocks, just go to bottom
executeBlock(block.connections.bottom, callback);
}
});
}
// Function to reset the program
function resetProgram() {
// Clear blocks in the code area
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
if (codeArea.isPointInside(block.x, block.y)) {
block.destroy();
blocks.splice(i, 1);
}
}
// Clear execution log
executionLog = [];
updateExecutionLog();
}
// Function to check level completion
function checkLevelCompletion() {
// For the first level, check if we have the right sequence
if (currentLevel === 1) {
var correctSequence = false;
var printCount = 0;
var hasLoop = false;
// Count prints and check for loop
for (var i = 0; i < executionLog.length; i++) {
if (executionLog[i].includes("Print 'Hello World'")) {
printCount++;
}
if (executionLog[i].includes("Loop")) {
hasLoop = true;
}
}
// Level 1 is complete if we printed Hello World 3 times and used a loop
correctSequence = printCount >= 3 && hasLoop;
if (correctSequence) {
LK.getSound('complete').play();
// Level complete!
LK.setScore(LK.getScore() + 100);
scoreText.setText("Score: " + LK.getScore());
// Update level progress
currentLevel++;
highestCompletedLevel = Math.max(highestCompletedLevel, currentLevel - 1);
// Save progress
storage.currentLevel = currentLevel;
storage.highestCompletedLevel = highestCompletedLevel;
// Update level display
levelText.setText("Level " + currentLevel);
// Update challenge text
if (currentLevel === 2) {
challengeText.setText("Challenge: Create a program that uses an if condition to check if x > 0");
} else {
challengeText.setText("Challenge: Create your own working program using the available blocks");
}
// Show win screen if we're past level 3
if (currentLevel > 3) {
LK.showYouWin();
}
}
} else if (currentLevel === 2) {
// Level 2: Check if we used a condition block
var hasCondition = false;
for (var i = 0; i < executionLog.length; i++) {
if (executionLog[i].includes("If condition")) {
hasCondition = true;
break;
}
}
if (hasCondition) {
LK.getSound('complete').play();
// Level complete!
LK.setScore(LK.getScore() + 150);
scoreText.setText("Score: " + LK.getScore());
// Update level progress
currentLevel++;
highestCompletedLevel = Math.max(highestCompletedLevel, currentLevel - 1);
// Save progress
storage.currentLevel = currentLevel;
storage.highestCompletedLevel = highestCompletedLevel;
// Update level display
levelText.setText("Level " + currentLevel);
// Update challenge text
challengeText.setText("Challenge: Create a program that uses variables, loops, and functions");
}
} else if (currentLevel === 3) {
// Level 3: Check if we used variables, loops and functions
var hasVariable = false;
var hasLoop = false;
var hasFunction = false;
for (var i = 0; i < executionLog.length; i++) {
if (executionLog[i].includes("Set variable")) {
hasVariable = true;
}
if (executionLog[i].includes("Loop")) {
hasLoop = true;
}
if (executionLog[i].includes("Call function")) {
hasFunction = true;
}
}
if (hasVariable && hasLoop && hasFunction) {
LK.getSound('complete').play();
// Level complete!
LK.setScore(LK.getScore() + 200);
scoreText.setText("Score: " + LK.getScore());
// Win the game
LK.showYouWin();
}
}
}
// Handle game events
game.move = function (x, y, obj) {
if (draggedBlock && draggedBlock.isDragging) {
draggedBlock.x = x;
draggedBlock.y = y;
}
};
game.down = function (x, y, obj) {
// Default handler, individual objects have their own handlers
};
game.up = function (x, y, obj) {
// Default handler, individual objects have their own handlers
};
// Start background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,688 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var BlockPalette = Container.expand(function (width, height) {
+ var self = Container.call(this);
+ self.paletteWidth = width || 400;
+ self.paletteHeight = height || 2732;
+ // Create background
+ self.background = self.addChild(LK.getAsset('codeBlock', {
+ anchorX: 0,
+ anchorY: 0,
+ width: self.paletteWidth,
+ height: self.paletteHeight,
+ alpha: 0.3,
+ tint: 0x333333
+ }));
+ // Add title
+ self.title = new Text2("Block Palette", {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ self.title.anchor.set(0.5, 0);
+ self.title.x = self.paletteWidth / 2;
+ self.title.y = 30;
+ self.addChild(self.title);
+ // Add blocks to palette
+ self.addBlockToPalette = function (type, text, x, y) {
+ var block = new CodeBlock(type, text);
+ block.x = x;
+ block.y = y;
+ // This is a template block - when dragged, it creates a new instance
+ block.down = function (x, y, obj) {
+ // Create a new block when this template is clicked
+ var newBlock = new CodeBlock(type, text);
+ newBlock.x = block.x;
+ newBlock.y = block.y;
+ // Convert to global position
+ var globalPos = self.parent.toGlobal({
+ x: block.x,
+ y: block.y
+ });
+ newBlock.x = globalPos.x;
+ newBlock.y = globalPos.y;
+ // Add to game's blocks array
+ blocks.push(newBlock);
+ // Add to game
+ game.addChild(newBlock);
+ // Start dragging the new block
+ newBlock.startDragX = newBlock.x;
+ newBlock.startDragY = newBlock.y;
+ newBlock.isDragging = true;
+ draggedBlock = newBlock;
+ };
+ self.addChild(block);
+ return block;
+ };
+ return self;
+});
+var Button = Container.expand(function (text, width, height, color) {
+ var self = Container.call(this);
+ self.buttonWidth = width || 200;
+ self.buttonHeight = height || 80;
+ self.buttonColor = color || 0x4287f5;
+ // Create button background
+ self.background = self.addChild(LK.getAsset('codeBlock', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: self.buttonWidth,
+ height: self.buttonHeight,
+ tint: self.buttonColor
+ }));
+ // Add text
+ self.label = new Text2(text, {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ self.label.anchor.set(0.5, 0.5);
+ self.addChild(self.label);
+ // Handle down event
+ self.down = function (x, y, obj) {
+ // Visual feedback
+ tween(self.background, {
+ scaleX: 0.95,
+ scaleY: 0.95
+ }, {
+ duration: 100
+ });
+ };
+ // Handle up event
+ self.up = function (x, y, obj) {
+ // Reset scale
+ tween(self.background, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ // Call the button's action
+ if (self.action) {
+ self.action();
+ }
+ }
+ });
+ };
+ return self;
+});
+var CodeArea = Container.expand(function (width, height) {
+ var self = Container.call(this);
+ self.areaWidth = width || 1200;
+ self.areaHeight = height || 1500;
+ // Create background
+ self.background = self.addChild(LK.getAsset('codeBlock', {
+ anchorX: 0,
+ anchorY: 0,
+ width: self.areaWidth,
+ height: self.areaHeight,
+ alpha: 0.2,
+ tint: 0x222222
+ }));
+ // Method to check if a point is inside the code area
+ self.isPointInside = function (x, y) {
+ var globalPos = game.toLocal({
+ x: x,
+ y: y
+ }, self.parent);
+ return globalPos.x >= self.x && globalPos.x <= self.x + self.areaWidth && globalPos.y >= self.y && globalPos.y <= self.y + self.areaHeight;
+ };
+ return self;
+});
+var CodeBlock = Container.expand(function (type, text) {
+ var self = Container.call(this);
+ self.type = type || 'default';
+ self.text = text || '';
+ self.connections = {
+ top: null,
+ bottom: null,
+ left: null,
+ right: null
+ };
+ self.canConnect = true;
+ self.isExecuting = false;
+ // Select the correct asset based on type
+ var assetId = 'codeBlock';
+ if (self.type === 'variable') {
+ assetId = 'codeBlockVar';
+ } else if (self.type === 'loop') {
+ assetId = 'codeBlockLoop';
+ } else if (self.type === 'condition') {
+ assetId = 'codeBlockCondition';
+ } else if (self.type === 'function') {
+ assetId = 'codeBlockFunction';
+ }
+ // Create main block
+ self.blockGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add connection points
+ self.connectionPoints = {};
+ // Top connection
+ self.connectionPoints.top = self.addChild(LK.getAsset('connectionPoint', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: -self.blockGraphics.height / 2
+ }));
+ // Bottom connection
+ self.connectionPoints.bottom = self.addChild(LK.getAsset('connectionPoint', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: self.blockGraphics.height / 2
+ }));
+ // Left connection (only for condition and loop types)
+ if (self.type === 'condition' || self.type === 'loop') {
+ self.connectionPoints.left = self.addChild(LK.getAsset('connectionPoint', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -self.blockGraphics.width / 2,
+ y: 0
+ }));
+ }
+ // Right connection (only for condition type)
+ if (self.type === 'condition') {
+ self.connectionPoints.right = self.addChild(LK.getAsset('connectionPoint', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.blockGraphics.width / 2,
+ y: 0
+ }));
+ }
+ // Add text label
+ self.label = new Text2(self.text, {
+ size: 24,
+ fill: 0xFFFFFF
+ });
+ self.label.anchor.set(0.5, 0.5);
+ self.addChild(self.label);
+ // Execution highlight (initially invisible)
+ self.highlight = self.addChild(LK.getAsset('executionHighlight', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }));
+ // Handle interaction events
+ self.down = function (x, y, obj) {
+ if (!programIsRunning) {
+ self.startDragX = self.x;
+ self.startDragY = self.y;
+ self.isDragging = true;
+ draggedBlock = self;
+ // Bring to front
+ if (self.parent) {
+ var parent = self.parent;
+ parent.removeChild(self);
+ parent.addChild(self);
+ }
+ }
+ };
+ self.move = function (x, y, obj) {
+ // Movement handled by game's move handler
+ };
+ self.up = function (x, y, obj) {
+ if (self.isDragging) {
+ self.isDragging = false;
+ draggedBlock = null;
+ // Check if we're close to another block's connection point
+ var connected = false;
+ for (var i = 0; i < blocks.length; i++) {
+ var otherBlock = blocks[i];
+ if (otherBlock !== self && otherBlock.canConnect) {
+ connected = self.tryConnectTo(otherBlock);
+ if (connected) {
+ break;
+ }
+ }
+ }
+ if (!connected && codeArea.isPointInside(self.x, self.y)) {
+ // Snap to grid if in code area
+ self.x = Math.round(self.x / grid.cellSize) * grid.cellSize;
+ self.y = Math.round(self.y / grid.cellSize) * grid.cellSize;
+ } else if (!connected && !codeArea.isPointInside(self.x, self.y)) {
+ // Return to palette area if not connected and outside code area
+ self.x = self.startDragX;
+ self.y = self.startDragY;
+ }
+ }
+ };
+ self.tryConnectTo = function (otherBlock) {
+ if (!otherBlock || otherBlock === self) {
+ return false;
+ }
+ // Check proximity to connection points
+ var connectionThreshold = 50;
+ var myPoints = self.connectionPoints;
+ var otherPoints = otherBlock.connectionPoints;
+ // Check all possible connections
+ for (var myPos in myPoints) {
+ if (!myPoints[myPos]) {
+ continue;
+ }
+ var myGlobalPos = self.parent.toGlobal(myPoints[myPos].position);
+ for (var otherPos in otherPoints) {
+ if (!otherPoints[otherPos]) {
+ continue;
+ }
+ // Skip if this connection is already occupied
+ if (otherBlock.connections[otherPos]) {
+ continue;
+ }
+ var otherGlobalPos = otherBlock.parent.toGlobal(otherPoints[otherPos].position);
+ var distance = Math.sqrt(Math.pow(myGlobalPos.x - otherGlobalPos.x, 2) + Math.pow(myGlobalPos.y - otherGlobalPos.y, 2));
+ // If close enough, connect
+ if (distance < connectionThreshold) {
+ // Connect based on valid combinations
+ var validConnection = false;
+ // Top to bottom connections
+ if (myPos === 'bottom' && otherPos === 'top' || myPos === 'top' && otherPos === 'bottom') {
+ validConnection = true;
+ }
+ // Left/right connections for condition/loop blocks
+ if ((self.type === 'condition' || self.type === 'loop') && otherBlock.type !== 'condition' && otherBlock.type !== 'loop') {
+ if (myPos === 'left' && otherPos === 'top' || myPos === 'right' && otherPos === 'top') {
+ validConnection = true;
+ }
+ }
+ if (validConnection) {
+ self.connectTo(otherBlock, myPos, otherPos);
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+ };
+ self.connectTo = function (otherBlock, myPos, otherPos) {
+ // Position calculation
+ if (myPos === 'bottom' && otherPos === 'top') {
+ // Align other block below this one
+ otherBlock.x = self.x;
+ otherBlock.y = self.y + self.blockGraphics.height;
+ // Update connections
+ self.connections.bottom = otherBlock;
+ otherBlock.connections.top = self;
+ } else if (myPos === 'top' && otherPos === 'bottom') {
+ // Align this block below other one
+ self.x = otherBlock.x;
+ self.y = otherBlock.y + otherBlock.blockGraphics.height;
+ // Update connections
+ self.connections.top = otherBlock;
+ otherBlock.connections.bottom = self;
+ } else if (myPos === 'left' && otherPos === 'top') {
+ // Align other block to the left of this one
+ otherBlock.x = self.x - self.blockGraphics.width / 2;
+ otherBlock.y = self.y;
+ // Update connections
+ self.connections.left = otherBlock;
+ otherBlock.connections.top = self;
+ } else if (myPos === 'right' && otherPos === 'top') {
+ // Align other block to the right of this one
+ otherBlock.x = self.x + self.blockGraphics.width / 2;
+ otherBlock.y = self.y;
+ // Update connections
+ self.connections.right = otherBlock;
+ otherBlock.connections.top = self;
+ }
+ // Play connection sound
+ LK.getSound('connect').play();
+ };
+ self.execute = function (callback) {
+ self.isExecuting = true;
+ // Show execution highlight
+ self.highlight.alpha = 0.5;
+ // Play execution sound
+ LK.getSound('execute').play();
+ // Execute block action based on type
+ var executionTime = 800; // Default execution time
+ switch (self.type) {
+ case 'variable':
+ // Variable assignment
+ executionLog.push("Set variable: " + self.text);
+ break;
+ case 'loop':
+ // Loop block execution
+ executionLog.push("Loop: " + self.text);
+ // For loops, we need to execute differently
+ executionTime = 1000;
+ break;
+ case 'condition':
+ // Condition evaluation
+ executionLog.push("If condition: " + self.text);
+ break;
+ case 'function':
+ // Function call
+ executionLog.push("Call function: " + self.text);
+ break;
+ default:
+ // Default block
+ executionLog.push("Execute: " + self.text);
+ break;
+ }
+ // Update execution log display
+ updateExecutionLog();
+ // After execution, continue to next block
+ LK.setTimeout(function () {
+ self.highlight.alpha = 0;
+ self.isExecuting = false;
+ if (callback) {
+ callback();
+ }
+ }, executionTime);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a1a24
+});
+
+/****
+* Game Code
+****/
+// Grid settings
+var grid = {
+ cellSize: 100
+};
+// Game state
+var currentLevel = storage.currentLevel || 1;
+var highestCompletedLevel = storage.highestCompletedLevel || 0;
+var programIsRunning = false;
+var draggedBlock = null;
+var blocks = [];
+var executionLog = [];
+// Function to update the execution log display
+function updateExecutionLog() {
+ var logText = "Execution Log:\n";
+ for (var i = 0; i < executionLog.length; i++) {
+ logText += "- " + executionLog[i] + "\n";
+ }
+ executionLogText.setText(logText);
+}
+// Create the code area
+var codeArea = new CodeArea(1200, 1500);
+codeArea.x = 424; // Offset from left edge
+codeArea.y = 150; // Offset from top
+game.addChild(codeArea);
+// Create block palette
+var blockPalette = new BlockPalette(400, 2732);
+blockPalette.x = 20; // Left edge
+blockPalette.y = 0; // Top edge
+game.addChild(blockPalette);
+// Add blocks to palette
+var yOffset = 100;
+var blockSpacing = 120;
+blockPalette.addBlockToPalette('default', "Print 'Hello World'", blockPalette.paletteWidth / 2, yOffset + blockSpacing);
+blockPalette.addBlockToPalette('variable', "x = 5", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 2);
+blockPalette.addBlockToPalette('variable', "y = 10", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 3);
+blockPalette.addBlockToPalette('loop', "Repeat 3 times", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 4);
+blockPalette.addBlockToPalette('condition', "If x > 0", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 5);
+blockPalette.addBlockToPalette('function', "Calculate Sum", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 6);
+blockPalette.addBlockToPalette('default', "Draw Shape", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 7);
+blockPalette.addBlockToPalette('default', "Move Forward", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 8);
+blockPalette.addBlockToPalette('default', "Turn Right", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 9);
+blockPalette.addBlockToPalette('default', "Turn Left", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 10);
+// Create level display
+var levelText = new Text2("Level " + currentLevel, {
+ size: 50,
+ fill: 0xFFFFFF
+});
+levelText.anchor.set(0.5, 0);
+levelText.x = codeArea.x + codeArea.areaWidth / 2;
+levelText.y = 50;
+game.addChild(levelText);
+// Create challenge text
+var challengeText = new Text2("Challenge: Create a program that prints 'Hello World' 3 times", {
+ size: 30,
+ fill: 0xFFFFFF,
+ wordWrap: true,
+ wordWrapWidth: 1100
+});
+challengeText.anchor.set(0.5, 0);
+challengeText.x = codeArea.x + codeArea.areaWidth / 2;
+challengeText.y = 110;
+game.addChild(challengeText);
+// Execution log
+var executionLogText = new Text2("Execution Log:\n", {
+ size: 24,
+ fill: 0xFFFFFF,
+ wordWrap: true,
+ wordWrapWidth: 1100
+});
+executionLogText.anchor.set(0, 0);
+executionLogText.x = codeArea.x + 50;
+executionLogText.y = codeArea.y + codeArea.areaHeight + 20;
+game.addChild(executionLogText);
+// Create run button
+var runButton = new Button("Run Program", 200, 80, 0x4CAF50);
+runButton.x = codeArea.x + codeArea.areaWidth - 150;
+runButton.y = codeArea.y + codeArea.areaHeight + 50;
+runButton.action = function () {
+ if (!programIsRunning) {
+ runProgram();
+ }
+};
+game.addChild(runButton);
+// Create reset button
+var resetButton = new Button("Reset", 150, 80, 0xF44336);
+resetButton.x = codeArea.x + 100;
+resetButton.y = codeArea.y + codeArea.areaHeight + 50;
+resetButton.action = function () {
+ resetProgram();
+};
+game.addChild(resetButton);
+// Create score display
+var scoreText = new Text2("Score: 0", {
+ size: 40,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(1, 0);
+scoreText.x = 2048 - 50;
+scoreText.y = 50;
+game.addChild(scoreText);
+// Function to find the start block (top-most block in code area)
+function findStartBlock() {
+ for (var i = 0; i < blocks.length; i++) {
+ var block = blocks[i];
+ if (codeArea.isPointInside(block.x, block.y) && !block.connections.top) {
+ return block;
+ }
+ }
+ return null;
+}
+// Function to run the program
+function runProgram() {
+ // Clear execution log
+ executionLog = [];
+ updateExecutionLog();
+ // Find the start block
+ var startBlock = findStartBlock();
+ if (!startBlock) {
+ executionLog.push("No starting block found!");
+ updateExecutionLog();
+ return;
+ }
+ programIsRunning = true;
+ executeBlock(startBlock, function () {
+ programIsRunning = false;
+ // Check if level completed
+ checkLevelCompletion();
+ });
+}
+// Function to execute a block and its connected blocks
+function executeBlock(block, callback) {
+ if (!block) {
+ if (callback) {
+ callback();
+ }
+ return;
+ }
+ block.execute(function () {
+ // After execution, continue to next block based on type
+ if (block.type === 'condition') {
+ // For condition, randomly go left or right branch
+ var randomBranch = Math.random() > 0.5 ? 'left' : 'right';
+ if (block.connections[randomBranch]) {
+ executeBlock(block.connections[randomBranch], function () {
+ // After branch execution, continue with bottom block if any
+ executeBlock(block.connections.bottom, callback);
+ });
+ } else {
+ // No branch, go to bottom
+ executeBlock(block.connections.bottom, callback);
+ }
+ } else if (block.type === 'loop') {
+ // For loop, execute left branch twice, then continue
+ if (block.connections.left) {
+ executeBlock(block.connections.left, function () {
+ // Execute loop content again
+ if (block.connections.left) {
+ executeBlock(block.connections.left, function () {
+ // Then continue with bottom block
+ executeBlock(block.connections.bottom, callback);
+ });
+ } else {
+ executeBlock(block.connections.bottom, callback);
+ }
+ });
+ } else {
+ // No loop content, go to bottom
+ executeBlock(block.connections.bottom, callback);
+ }
+ } else {
+ // For other blocks, just go to bottom
+ executeBlock(block.connections.bottom, callback);
+ }
+ });
+}
+// Function to reset the program
+function resetProgram() {
+ // Clear blocks in the code area
+ for (var i = blocks.length - 1; i >= 0; i--) {
+ var block = blocks[i];
+ if (codeArea.isPointInside(block.x, block.y)) {
+ block.destroy();
+ blocks.splice(i, 1);
+ }
+ }
+ // Clear execution log
+ executionLog = [];
+ updateExecutionLog();
+}
+// Function to check level completion
+function checkLevelCompletion() {
+ // For the first level, check if we have the right sequence
+ if (currentLevel === 1) {
+ var correctSequence = false;
+ var printCount = 0;
+ var hasLoop = false;
+ // Count prints and check for loop
+ for (var i = 0; i < executionLog.length; i++) {
+ if (executionLog[i].includes("Print 'Hello World'")) {
+ printCount++;
+ }
+ if (executionLog[i].includes("Loop")) {
+ hasLoop = true;
+ }
+ }
+ // Level 1 is complete if we printed Hello World 3 times and used a loop
+ correctSequence = printCount >= 3 && hasLoop;
+ if (correctSequence) {
+ LK.getSound('complete').play();
+ // Level complete!
+ LK.setScore(LK.getScore() + 100);
+ scoreText.setText("Score: " + LK.getScore());
+ // Update level progress
+ currentLevel++;
+ highestCompletedLevel = Math.max(highestCompletedLevel, currentLevel - 1);
+ // Save progress
+ storage.currentLevel = currentLevel;
+ storage.highestCompletedLevel = highestCompletedLevel;
+ // Update level display
+ levelText.setText("Level " + currentLevel);
+ // Update challenge text
+ if (currentLevel === 2) {
+ challengeText.setText("Challenge: Create a program that uses an if condition to check if x > 0");
+ } else {
+ challengeText.setText("Challenge: Create your own working program using the available blocks");
+ }
+ // Show win screen if we're past level 3
+ if (currentLevel > 3) {
+ LK.showYouWin();
+ }
+ }
+ } else if (currentLevel === 2) {
+ // Level 2: Check if we used a condition block
+ var hasCondition = false;
+ for (var i = 0; i < executionLog.length; i++) {
+ if (executionLog[i].includes("If condition")) {
+ hasCondition = true;
+ break;
+ }
+ }
+ if (hasCondition) {
+ LK.getSound('complete').play();
+ // Level complete!
+ LK.setScore(LK.getScore() + 150);
+ scoreText.setText("Score: " + LK.getScore());
+ // Update level progress
+ currentLevel++;
+ highestCompletedLevel = Math.max(highestCompletedLevel, currentLevel - 1);
+ // Save progress
+ storage.currentLevel = currentLevel;
+ storage.highestCompletedLevel = highestCompletedLevel;
+ // Update level display
+ levelText.setText("Level " + currentLevel);
+ // Update challenge text
+ challengeText.setText("Challenge: Create a program that uses variables, loops, and functions");
+ }
+ } else if (currentLevel === 3) {
+ // Level 3: Check if we used variables, loops and functions
+ var hasVariable = false;
+ var hasLoop = false;
+ var hasFunction = false;
+ for (var i = 0; i < executionLog.length; i++) {
+ if (executionLog[i].includes("Set variable")) {
+ hasVariable = true;
+ }
+ if (executionLog[i].includes("Loop")) {
+ hasLoop = true;
+ }
+ if (executionLog[i].includes("Call function")) {
+ hasFunction = true;
+ }
+ }
+ if (hasVariable && hasLoop && hasFunction) {
+ LK.getSound('complete').play();
+ // Level complete!
+ LK.setScore(LK.getScore() + 200);
+ scoreText.setText("Score: " + LK.getScore());
+ // Win the game
+ LK.showYouWin();
+ }
+ }
+}
+// Handle game events
+game.move = function (x, y, obj) {
+ if (draggedBlock && draggedBlock.isDragging) {
+ draggedBlock.x = x;
+ draggedBlock.y = y;
+ }
+};
+game.down = function (x, y, obj) {
+ // Default handler, individual objects have their own handlers
+};
+game.up = function (x, y, obj) {
+ // Default handler, individual objects have their own handlers
+};
+// Start background music
+LK.playMusic('bgmusic');
\ No newline at end of file