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);
// Visual effect for variable assignment
tween(self.blockGraphics, {
alpha: 0.5
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.blockGraphics, {
alpha: 1
}, {
duration: 300
});
}
});
break;
case 'loop':
// Loop block execution
executionLog.push("🔄 Loop: " + self.text);
// Visual effect for loops - make it pulse
tween(self.blockGraphics, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 400,
onFinish: function onFinish() {
tween(self.blockGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 400
});
}
});
// For loops, we need to execute differently
executionTime = 1000;
break;
case 'condition':
// Condition evaluation
executionLog.push("⚖️ If condition: " + self.text);
// Visual effect for conditions - flash slightly
tween(self.blockGraphics, {
alpha: 0.7
}, {
duration: 200,
onFinish: function onFinish() {
tween(self.blockGraphics, {
alpha: 1
}, {
duration: 200
});
}
});
break;
case 'function':
// Function call
executionLog.push("🧩 Call function: " + self.text);
// Visual effect for functions - rotate slightly
tween(self.blockGraphics, {
rotation: 0.1
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.blockGraphics, {
rotation: 0
}, {
duration: 300
});
}
});
break;
default:
// Default block
executionLog.push("▶️ Execute: " + self.text);
// Visual effect for standard blocks
tween(self.blockGraphics, {
alpha: 0.8
}, {
duration: 200,
onFinish: function onFinish() {
tween(self.blockGraphics, {
alpha: 1
}, {
duration: 200
});
}
});
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 programIsRunning = false;
var draggedBlock = null;
var blocks = [];
var executionLog = [];
var creationScore = 0; // Score based on program complexity
// 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;
// Basic blocks
blockPalette.addBlockToPalette('default', "Print 'Hello World'", blockPalette.paletteWidth / 2, yOffset + blockSpacing);
blockPalette.addBlockToPalette('default', "Display Message", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 2);
blockPalette.addBlockToPalette('default', "Play Sound", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 3);
// Variable blocks
blockPalette.addBlockToPalette('variable', "x = 5", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 4);
blockPalette.addBlockToPalette('variable', "y = 10", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 5);
blockPalette.addBlockToPalette('variable', "counter = 0", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 6);
blockPalette.addBlockToPalette('variable', "name = 'Player'", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 7);
// Loop blocks
blockPalette.addBlockToPalette('loop', "Repeat 3 times", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 8);
blockPalette.addBlockToPalette('loop', "While true", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 9);
blockPalette.addBlockToPalette('loop', "For each item", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 10);
// Condition blocks
blockPalette.addBlockToPalette('condition', "If x > 0", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 11);
blockPalette.addBlockToPalette('condition', "If x == y", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 12);
blockPalette.addBlockToPalette('condition', "If counter > 10", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 13);
// Function blocks
blockPalette.addBlockToPalette('function', "Calculate Sum", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 14);
blockPalette.addBlockToPalette('function', "Get Random Number", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 15);
blockPalette.addBlockToPalette('function', "Convert to String", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 16);
// Action blocks
blockPalette.addBlockToPalette('default', "Draw Shape", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 17);
blockPalette.addBlockToPalette('default', "Move Forward", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 18);
blockPalette.addBlockToPalette('default', "Turn Right", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 19);
blockPalette.addBlockToPalette('default', "Turn Left", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 20);
// Create program builder title
var titleText = new Text2("BlockCode Builder", {
size: 50,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = codeArea.x + codeArea.areaWidth / 2;
titleText.y = 50;
game.addChild(titleText);
// Create instructions text
var instructionsText = new Text2("Create and run your own programs by connecting blocks from the palette", {
size: 30,
fill: 0xFFFFFF,
wordWrap: true,
wordWrapWidth: 1100
});
instructionsText.anchor.set(0.5, 0);
instructionsText.x = codeArea.x + codeArea.areaWidth / 2;
instructionsText.y = 110;
game.addChild(instructionsText);
// 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("Execute Program", 220, 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("Clear Canvas", 180, 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;
// Calculate program complexity before execution
calculateProgramComplexity();
executeBlock(startBlock, function () {
programIsRunning = false;
// Reward the player for successfully running a program
LK.setScore(creationScore);
scoreText.setText("Score: " + LK.getScore());
});
}
// 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
var blocksRemoved = 0;
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);
blocksRemoved++;
}
}
// Clear execution log
executionLog = [];
executionLog.push("Program reset. " + blocksRemoved + " blocks removed.");
updateExecutionLog();
// Reset score
creationScore = 0;
}
// Function to calculate program complexity and score
function calculateProgramComplexity() {
// Reset score for this program
creationScore = 0;
// Count total blocks in the program
var programBlocks = 0;
var variableCount = 0;
var loopCount = 0;
var conditionCount = 0;
var functionCount = 0;
var defaultBlockCount = 0;
// Count different types of blocks in the code area
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
if (codeArea.isPointInside(block.x, block.y)) {
programBlocks++;
switch (block.type) {
case 'variable':
variableCount++;
break;
case 'loop':
loopCount++;
break;
case 'condition':
conditionCount++;
break;
case 'function':
functionCount++;
break;
default:
defaultBlockCount++;
break;
}
}
}
// Base score for having a program
if (programBlocks > 0) {
creationScore += 10;
}
// Award points for program complexity
creationScore += variableCount * 15;
creationScore += loopCount * 25;
creationScore += conditionCount * 20;
creationScore += functionCount * 20;
creationScore += defaultBlockCount * 10;
// Bonus for more complex programs
if (programBlocks >= 5) {
creationScore += 50;
}
if (variableCount > 0 && loopCount > 0 && conditionCount > 0) {
creationScore += 100; // Bonus for using all major programming concepts
}
// Play success sound if we have a reasonably complex program
if (programBlocks >= 3 && (loopCount > 0 || conditionCount > 0)) {
LK.getSound('complete').play();
}
}
// 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
@@ -343,27 +343,94 @@
var executionTime = 800; // Default execution time
switch (self.type) {
case 'variable':
// Variable assignment
- executionLog.push("Set variable: " + self.text);
+ executionLog.push("➡️ Set variable: " + self.text);
+ // Visual effect for variable assignment
+ tween(self.blockGraphics, {
+ alpha: 0.5
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(self.blockGraphics, {
+ alpha: 1
+ }, {
+ duration: 300
+ });
+ }
+ });
break;
case 'loop':
// Loop block execution
- executionLog.push("Loop: " + self.text);
+ executionLog.push("🔄 Loop: " + self.text);
+ // Visual effect for loops - make it pulse
+ tween(self.blockGraphics, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 400,
+ onFinish: function onFinish() {
+ tween(self.blockGraphics, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 400
+ });
+ }
+ });
// For loops, we need to execute differently
executionTime = 1000;
break;
case 'condition':
// Condition evaluation
- executionLog.push("If condition: " + self.text);
+ executionLog.push("⚖️ If condition: " + self.text);
+ // Visual effect for conditions - flash slightly
+ tween(self.blockGraphics, {
+ alpha: 0.7
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(self.blockGraphics, {
+ alpha: 1
+ }, {
+ duration: 200
+ });
+ }
+ });
break;
case 'function':
// Function call
- executionLog.push("Call function: " + self.text);
+ executionLog.push("🧩 Call function: " + self.text);
+ // Visual effect for functions - rotate slightly
+ tween(self.blockGraphics, {
+ rotation: 0.1
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(self.blockGraphics, {
+ rotation: 0
+ }, {
+ duration: 300
+ });
+ }
+ });
break;
default:
// Default block
- executionLog.push("Execute: " + self.text);
+ executionLog.push("▶️ Execute: " + self.text);
+ // Visual effect for standard blocks
+ tween(self.blockGraphics, {
+ alpha: 0.8
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(self.blockGraphics, {
+ alpha: 1
+ }, {
+ duration: 200
+ });
+ }
+ });
break;
}
// Update execution log display
updateExecutionLog();
@@ -393,14 +460,13 @@
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 = [];
+var creationScore = 0; // Score based on program complexity
// Function to update the execution log display
function updateExecutionLog() {
var logText = "Execution Log:\n";
for (var i = 0; i < executionLog.length; i++) {
@@ -420,38 +486,54 @@
game.addChild(blockPalette);
// Add blocks to palette
var yOffset = 100;
var blockSpacing = 120;
+// Basic blocks
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, {
+blockPalette.addBlockToPalette('default', "Display Message", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 2);
+blockPalette.addBlockToPalette('default', "Play Sound", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 3);
+// Variable blocks
+blockPalette.addBlockToPalette('variable', "x = 5", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 4);
+blockPalette.addBlockToPalette('variable', "y = 10", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 5);
+blockPalette.addBlockToPalette('variable', "counter = 0", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 6);
+blockPalette.addBlockToPalette('variable', "name = 'Player'", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 7);
+// Loop blocks
+blockPalette.addBlockToPalette('loop', "Repeat 3 times", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 8);
+blockPalette.addBlockToPalette('loop', "While true", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 9);
+blockPalette.addBlockToPalette('loop', "For each item", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 10);
+// Condition blocks
+blockPalette.addBlockToPalette('condition', "If x > 0", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 11);
+blockPalette.addBlockToPalette('condition', "If x == y", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 12);
+blockPalette.addBlockToPalette('condition', "If counter > 10", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 13);
+// Function blocks
+blockPalette.addBlockToPalette('function', "Calculate Sum", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 14);
+blockPalette.addBlockToPalette('function', "Get Random Number", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 15);
+blockPalette.addBlockToPalette('function', "Convert to String", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 16);
+// Action blocks
+blockPalette.addBlockToPalette('default', "Draw Shape", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 17);
+blockPalette.addBlockToPalette('default', "Move Forward", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 18);
+blockPalette.addBlockToPalette('default', "Turn Right", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 19);
+blockPalette.addBlockToPalette('default', "Turn Left", blockPalette.paletteWidth / 2, yOffset + blockSpacing * 20);
+// Create program builder title
+var titleText = new Text2("BlockCode Builder", {
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", {
+titleText.anchor.set(0.5, 0);
+titleText.x = codeArea.x + codeArea.areaWidth / 2;
+titleText.y = 50;
+game.addChild(titleText);
+// Create instructions text
+var instructionsText = new Text2("Create and run your own programs by connecting blocks from the palette", {
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);
+instructionsText.anchor.set(0.5, 0);
+instructionsText.x = codeArea.x + codeArea.areaWidth / 2;
+instructionsText.y = 110;
+game.addChild(instructionsText);
// Execution log
var executionLogText = new Text2("Execution Log:\n", {
size: 24,
fill: 0xFFFFFF,
@@ -462,9 +544,9 @@
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);
+var runButton = new Button("Execute Program", 220, 80, 0x4CAF50);
runButton.x = codeArea.x + codeArea.areaWidth - 150;
runButton.y = codeArea.y + codeArea.areaHeight + 50;
runButton.action = function () {
if (!programIsRunning) {
@@ -472,9 +554,9 @@
}
};
game.addChild(runButton);
// Create reset button
-var resetButton = new Button("Reset", 150, 80, 0xF44336);
+var resetButton = new Button("Clear Canvas", 180, 80, 0xF44336);
resetButton.x = codeArea.x + 100;
resetButton.y = codeArea.y + codeArea.areaHeight + 50;
resetButton.action = function () {
resetProgram();
@@ -511,12 +593,15 @@
updateExecutionLog();
return;
}
programIsRunning = true;
+ // Calculate program complexity before execution
+ calculateProgramComplexity();
executeBlock(startBlock, function () {
programIsRunning = false;
- // Check if level completed
- checkLevelCompletion();
+ // Reward the player for successfully running a program
+ LK.setScore(creationScore);
+ scoreText.setText("Score: " + LK.getScore());
});
}
// Function to execute a block and its connected blocks
function executeBlock(block, callback) {
@@ -566,111 +651,80 @@
}
// Function to reset the program
function resetProgram() {
// Clear blocks in the code area
+ var blocksRemoved = 0;
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);
+ blocksRemoved++;
}
}
// Clear execution log
executionLog = [];
+ executionLog.push("Program reset. " + blocksRemoved + " blocks removed.");
updateExecutionLog();
+ // Reset score
+ creationScore = 0;
}
-// 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++;
+// Function to calculate program complexity and score
+function calculateProgramComplexity() {
+ // Reset score for this program
+ creationScore = 0;
+ // Count total blocks in the program
+ var programBlocks = 0;
+ var variableCount = 0;
+ var loopCount = 0;
+ var conditionCount = 0;
+ var functionCount = 0;
+ var defaultBlockCount = 0;
+ // Count different types of blocks in the code area
+ for (var i = 0; i < blocks.length; i++) {
+ var block = blocks[i];
+ if (codeArea.isPointInside(block.x, block.y)) {
+ programBlocks++;
+ switch (block.type) {
+ case 'variable':
+ variableCount++;
+ break;
+ case 'loop':
+ loopCount++;
+ break;
+ case 'condition':
+ conditionCount++;
+ break;
+ case 'function':
+ functionCount++;
+ break;
+ default:
+ defaultBlockCount++;
+ break;
}
- 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();
- }
}
+ // Base score for having a program
+ if (programBlocks > 0) {
+ creationScore += 10;
+ }
+ // Award points for program complexity
+ creationScore += variableCount * 15;
+ creationScore += loopCount * 25;
+ creationScore += conditionCount * 20;
+ creationScore += functionCount * 20;
+ creationScore += defaultBlockCount * 10;
+ // Bonus for more complex programs
+ if (programBlocks >= 5) {
+ creationScore += 50;
+ }
+ if (variableCount > 0 && loopCount > 0 && conditionCount > 0) {
+ creationScore += 100; // Bonus for using all major programming concepts
+ }
+ // Play success sound if we have a reasonably complex program
+ if (programBlocks >= 3 && (loopCount > 0 || conditionCount > 0)) {
+ LK.getSound('complete').play();
+ }
}
// Handle game events
game.move = function (x, y, obj) {
if (draggedBlock && draggedBlock.isDragging) {