User prompt
prevent scrollbar of background3
User prompt
prevent scrollbutton of background3
User prompt
Prevent background2 from moving when dragging background1 Prevent background3 from moving when dragging background1 Prevent scrollbar from moving when dragging background1 Prevent scrollbutton from moving when dragging background1
User prompt
Prevent there components
User prompt
prevent the background2 & 3
User prompt
Prevent the text of button1 & 2
User prompt
Don't move build or button1 button2 when i drag background1 image on the screen.
User prompt
Don't move the grids by small distance then stop let it be continuously till i release background1
User prompt
Ensure only grid objects move with background1 during drag. Remove continuous movement of grids with background1 when not dragging.
User prompt
Ensure continuous grid movement with background1 until release
User prompt
Don't sync the other objects with background1 only grids can be moved with it.
User prompt
Don't move the grids by small distance then stop let it be continuously till i release background1
User prompt
Remove all grids let only top 10 then sync it with background1 image.
User prompt
Add speed property for grid asset
User prompt
Move the grids with same time i dreg background1 image.
User prompt
remove the plugin from the movements of grids andbackground1
Code edit (1 edits merged)
Please save this source code
User prompt
Let the speed of the grids andbackground1 be thesame.
User prompt
Add speed to the background
Code edit (3 edits merged)
Please save this source code
User prompt
Add speed to the grids
Code edit (1 edits merged)
Please save this source code
User prompt
Don't rest grids position to the middle of the screen
Code edit (3 edits merged)
Please save this source code
User prompt
Remove what's holding the grids from moving with background1!
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background1 = LK.getAsset('background1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, // Center horizontally y: 2732 / 2, // Center vertically speed: 5 // Add speed property for background1 }); background1.dragOffset = { x: 0, y: 0 }; // Initialize dragOffset // Add drag functionality to background1 background1.down = function (x, y, obj) { this.dragging = true; this.data = obj; var newPosition = this.parent.toLocal(obj.global); this.dragOffset.x = this.x - newPosition.x; // Calculate offset this.dragOffset.y = this.y - newPosition.y; // Calculate offset }; background1.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); var deltaX = newPosition.x + this.dragOffset.x - this.x; // Calculate deltaX var deltaY = newPosition.y + this.dragOffset.y - this.y; // Calculate deltaY this.x += deltaX; // Update position this.y += deltaY; // Update position button2Text.x -= deltaX; // Prevent button2Text from moving button2Text.y -= deltaY; // Prevent button2Text from moving button1Text.x -= deltaX; // Prevent button1Text from moving button1Text.y -= deltaY; // Prevent button1Text from moving // Sync grid movement directly with background1 game.children.forEach(function (child) { if (child !== background1 && child !== buildAsset && child !== button1Asset && child !== button2Asset && child !== background2 && child !== background3 && child !== scrollbar && child !== scrollbutton && child !== scrollbutton3 && child !== scrollbar3) { child.x += deltaX; // Move grid with the same delta as background1 child.y += deltaY; // Move grid with the same delta as background1 } }); } }; background1.up = function () { this.dragging = false; this.data = null; }; var gridSize = 200; var gridSpacing = 0.5; var gridCount = 10; var startX = 2048 / 2 - (gridSize + gridSpacing) * (gridCount - 1) / 2; var startY = 2732 / 2 - (gridSize + gridSpacing) * (gridCount - 1) / 2; for (var i = 0; i < gridCount; i++) { var grid = LK.getAsset('Grid', { anchorX: 0.5, anchorY: 0.5, x: startX + i * (gridSize + gridSpacing), y: startY, speed: 5 // Add speed property for grid }); game.addChild(grid); } game.addChildAt(background1, 0); var scrollbar = LK.getAsset('scrollbar', { anchorX: 1.0, anchorY: 0.0, x: 2048, y: 0, visible: false // Initially hidden }); game.addChild(scrollbar); var scrollbutton = LK.getAsset('scrollbutton', { anchorX: 1.0, anchorY: 0.5, x: 2048, y: 0, visible: false // Initially hidden }); game.addChild(scrollbutton); var background2 = LK.getAsset('background2', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, speed: 10, // Speed property for background2 visible: false // Initially hidden }); game.addChildAt(background2, 1); background2.children.forEach(function (child) { return child.visible = false; }); var background3 = LK.getAsset('background3', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, speed: 10, // Speed property for background3 visible: false // Initially hidden }); game.addChildAt(background3, 2); background3.children.forEach(function (child) { return child.visible = false; }); var scrollbar3 = LK.getAsset('scrollbar', { anchorX: 1.0, anchorY: 0.0, x: 2048, y: 0, visible: false // Initially hidden }); game.addChild(scrollbar3); var scrollbutton3 = LK.getAsset('scrollbutton', { anchorX: 1.0, anchorY: 0.5, x: 2048, y: 0, visible: false // Initially hidden }); game.addChild(scrollbutton3); var slotSpacing3 = 50; // Define the space between slots for background3 for (var i = 0; i < 4; i++) { var slot3 = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing3 + 450) + slotSpacing3 + 200, y: 300 // Arbitrary y position }); background3.addChildAt(slot3, background3.children.length); // Add trees to the slots of background3 if (i === 0) { var tree1 = LK.getAsset('tree1', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree1); tree1.down = function (x, y, obj) { var duplicate = LK.getAsset('tree1', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var tree2 = LK.getAsset('tree2', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree2); tree2.down = function (x, y, obj) { var duplicate = LK.getAsset('tree2', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var tree3 = LK.getAsset('tree3', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree3); tree3.down = function (x, y, obj) { var duplicate = LK.getAsset('tree3', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var tree4 = LK.getAsset('tree4', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree4); tree4.down = function (x, y, obj) { var duplicate = LK.getAsset('tree4', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } // Add 4 slots below the first slots that are synced in background3 for (var i = 0; i < 4; i++) { var slot3 = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing3 + 450) + slotSpacing3 + 200, y: 900 // Increase y position to add more space }); background3.addChildAt(slot3, background3.children.length); // Add trees to the slots of background3 if (i === 0) { var tree5 = LK.getAsset('tree5', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree5); tree5.down = function (x, y, obj) { var duplicate = LK.getAsset('tree5', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var tree6 = LK.getAsset('tree6', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree6); tree6.down = function (x, y, obj) { var duplicate = LK.getAsset('tree6', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var tree7 = LK.getAsset('tree7', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree7); tree7.down = function (x, y, obj) { var duplicate = LK.getAsset('tree7', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var tree8 = LK.getAsset('tree8', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree8); tree8.down = function (x, y, obj) { var duplicate = LK.getAsset('tree8', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } // Add another 4 slots below the second 4 slots for (var i = 0; i < 4; i++) { var slot3 = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing3 + 450) + slotSpacing3 + 200, y: 1500 // Increase y position to add more space }); background3.addChildAt(slot3, background3.children.length); // Add trees to the slots of background3 if (i === 0) { var tree9 = LK.getAsset('tree9', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree9); tree9.down = function (x, y, obj) { var duplicate = LK.getAsset('tree9', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var tree10 = LK.getAsset('tree10', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree10); tree10.down = function (x, y, obj) { var duplicate = LK.getAsset('tree10', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var tree11 = LK.getAsset('tree11', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree11); tree11.down = function (x, y, obj) { var duplicate = LK.getAsset('tree11', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var tree12 = LK.getAsset('tree12', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree12); tree12.down = function (x, y, obj) { var duplicate = LK.getAsset('tree12', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } // Add another 4 slots below the third 4 slots for (var i = 0; i < 4; i++) { var slot3 = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing3 + 450) + slotSpacing3 + 200, y: 2100 // Increase y position to add more space }); background3.addChildAt(slot3, background3.children.length); // Add trees to the slots of background3 if (i === 0) { var tree13 = LK.getAsset('tree13', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree13); tree13.down = function (x, y, obj) { var duplicate = LK.getAsset('tree13', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var tree14 = LK.getAsset('tree14', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree14); tree14.down = function (x, y, obj) { var duplicate = LK.getAsset('tree14', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var tree15 = LK.getAsset('tree15', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree15); tree15.down = function (x, y, obj) { var duplicate = LK.getAsset('tree15', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var tree16 = LK.getAsset('tree16', { anchorX: 0.5, anchorY: 0.5, x: slot3.x, y: slot3.y }); background3.addChild(tree16); tree16.down = function (x, y, obj) { var duplicate = LK.getAsset('tree16', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background3 and its components background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; background3.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } scrollbutton3.down = function (x, y, obj) { this.dragging = true; this.data = obj; this.alpha = 0.5; }; scrollbutton3.up = function () { this.alpha = 1; this.dragging = false; this.data = null; }; scrollbutton3.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); // Limit the y position of the scrollbutton to the height of the scrollbar this.y = Math.max(Math.min(newPosition.y, scrollbar3.height - this.height / 2), this.height / 2); // Calculate the ratio of the scrollbutton's position to the scrollbar's height var ratio = (this.y - this.height / 2) / (scrollbar3.height - this.height); // Move the background3 up or down based on the ratio and the speed background3.y = -ratio * (background3.height - game.height); } }; var buildAsset = LK.getAsset('Build', { anchorX: 0.5, // Center the anchor point horizontally anchorY: 0.0, // Anchor point at the top x: 150, // Position on the left side of the screen y: 400 // Position directly below the pause button }); game.addChild(buildAsset); var button1Asset = LK.getAsset('button1', { anchorX: 0.5, anchorY: 0.0, x: 400, y: 0, visible: false // Initially hidden }); game.addChild(button1Asset); var button2Asset = LK.getAsset('button2', { anchorX: 0.5, anchorY: 0.0, x: button1Asset.x + button1Asset.width + 10, y: 0, visible: false // Initially hidden }); game.addChild(button2Asset); // Add text 'House' to button1 var button1Text = new Text2('House', { size: 80, fill: 0xFFFFFF }); button1Text.anchor.set(0.5, 0.5); // Center the text on the button button1Text.x = button1Asset.x; button1Text.y = button1Asset.y + button1Asset.height / 2; button1Text.visible = false; game.addChild(button1Text); // Add text 'Tree' to button2 var button2Text = new Text2('Tree', { size: 80, fill: 0xFFFFFF }); button2Text.anchor.set(0.5, 0.5); // Center the text on the button button2Text.x = button2Asset.x; button2Text.y = button2Asset.y + button2Asset.height / 2; button2Text.visible = false; game.addChild(button2Text); // Add click event to button2 to toggle visibility of background3, its slots, and scroll components button2Asset.down = function (x, y, obj) { // Toggle visibility of background3 and its components background3.visible = !background3.visible; scrollbar3.visible = !scrollbar3.visible; scrollbutton3.visible = !scrollbutton3.visible; background3.children.forEach(function (child) { child.visible = background3.visible; }); }; // Add click event to button1 to toggle visibility of background2, its slots, and scroll components button1Asset.down = function (x, y, obj) { // Toggle visibility of background2 and its components background2.visible = !background2.visible; scrollbar.visible = !scrollbar.visible; scrollbutton.visible = !scrollbutton.visible; background2.children.forEach(function (child) { child.visible = background2.visible; }); }; // Add click event to build asset to hide background2 and background3 with their components buildAsset.down = function (x, y, obj) { button1Asset.visible = !button1Asset.visible; button1Text.visible = !button1Text.visible; button2Asset.visible = !button2Asset.visible; button2Text.visible = !button2Text.visible; background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background3.visible = false; scrollbar3.visible = false; scrollbutton3.visible = false; }; var slotSpacing = 50; // Define the space between slots for (var i = 0; i < 4; i++) { var slot = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing + 450) + slotSpacing + 200, // Position slots with space between them y: 300 // Arbitrary y position }); background2.addChildAt(slot, background2.children.length); // Add house1 to the first slot on the left if (i === 0) { var house1 = LK.getAsset('house1', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house1); house1.down = function (x, y, obj) { var duplicate = LK.getAsset('house1', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var house2 = LK.getAsset('house2', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house2); house2.down = function (x, y, obj) { var duplicate = LK.getAsset('house2', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var house3 = LK.getAsset('house3', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house3); house3.down = function (x, y, obj) { var duplicate = LK.getAsset('house3', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var house4 = LK.getAsset('house4', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house4); house4.down = function (x, y, obj) { var duplicate = LK.getAsset('house4', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } // Add 4 slots below the first line of slots that are synced in background2 for (var i = 0; i < 4; i++) { var slot = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing + 450) + slotSpacing + 200, y: 900 // Increase y position to add more space }); background2.addChildAt(slot, background2.children.length); // Add house5 to the first slot in the second line if (i === 0) { var house5 = LK.getAsset('house5', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house5); house5.down = function (x, y, obj) { var duplicate = LK.getAsset('house5', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var house6 = LK.getAsset('house6', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house6); house6.down = function (x, y, obj) { var duplicate = LK.getAsset('house6', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var house7 = LK.getAsset('house7', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house7); house7.down = function (x, y, obj) { var duplicate = LK.getAsset('house7', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var house8 = LK.getAsset('house8', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house8); house8.down = function (x, y, obj) { var duplicate = LK.getAsset('house8', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } // Add 4 slots below the second line of slots that are synced in background2 for (var i = 0; i < 4; i++) { var slot = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing + 450) + slotSpacing + 200, y: 1500 // Increase y position to add more space }); background2.addChildAt(slot, background2.children.length); // Add houses to the third line of slots if (i === 0) { var house9 = LK.getAsset('house9', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house9); house9.down = function (x, y, obj) { var duplicate = LK.getAsset('house9', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var house10 = LK.getAsset('house10', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house10); house10.down = function (x, y, obj) { var duplicate = LK.getAsset('house10', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var house11 = LK.getAsset('house11', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house11); house11.down = function (x, y, obj) { var duplicate = LK.getAsset('house11', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var house12 = LK.getAsset('house12', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house12); house12.down = function (x, y, obj) { var duplicate = LK.getAsset('house12', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } // Add 4 slots below the third line of slots that are synced in background2 for (var i = 0; i < 4; i++) { var slot = LK.getAsset('Slot', { anchorX: 0.5, anchorY: 0.5, x: i * (slotSpacing + 450) + slotSpacing + 200, y: 2100 // Increase y position to add more space }); background2.addChildAt(slot, background2.children.length); // Add houses to the fourth line of slots if (i === 0) { var house13 = LK.getAsset('house13', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house13); house13.down = function (x, y, obj) { var duplicate = LK.getAsset('house13', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 1) { var house14 = LK.getAsset('house14', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house14); house14.down = function (x, y, obj) { var duplicate = LK.getAsset('house14', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 2) { var house15 = LK.getAsset('house15', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house15); house15.down = function (x, y, obj) { var duplicate = LK.getAsset('house15', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } else if (i === 3) { var house16 = LK.getAsset('house16', { anchorX: 0.5, anchorY: 0.5, x: slot.x, y: slot.y }); background2.addChild(house16); house16.down = function (x, y, obj) { var duplicate = LK.getAsset('house16', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(duplicate); duplicate.dragging = true; duplicate.data = obj; // Hide background2 and its components background2.visible = false; scrollbar.visible = false; scrollbutton.visible = false; background2.children.forEach(function (child) { child.visible = false; }); duplicate.down = function (x, y, obj) { this.dragging = true; this.data = obj; }; duplicate.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); this.x = newPosition.x; this.y = newPosition.y; } }; duplicate.up = function () { this.dragging = false; this.data = null; }; }; } } scrollbutton.down = function (x, y, obj) { this.dragging = true; this.data = obj; this.alpha = 0.5; }; scrollbutton.up = function () { this.alpha = 1; this.dragging = false; this.data = null; }; scrollbutton.move = function (x, y, obj) { if (this.dragging) { var newPosition = this.parent.toLocal(obj.global); // Limit the y position of the scrollbutton to the height of the scrollbar this.y = Math.max(Math.min(newPosition.y, scrollbar.height - this.height / 2), this.height / 2); // Calculate the ratio of the scrollbutton's position to the scrollbar's height var ratio = (this.y - this.height / 2) / (scrollbar.height - this.height); // Move the background2 up or down based on the ratio and the speed background2.y = -ratio * (background2.height - game.height); // Removed synchronization of scrollbar with background2 movement } }; // Removed up functionality from scrollbutton;
===================================================================
--- original.js
+++ change.js
@@ -41,9 +41,9 @@
button1Text.x -= deltaX; // Prevent button1Text from moving
button1Text.y -= deltaY; // Prevent button1Text from moving
// Sync grid movement directly with background1
game.children.forEach(function (child) {
- if (child !== background1 && child !== buildAsset && child !== button1Asset && child !== button2Asset && child !== background2 && child !== background3 && child !== scrollbar && child !== scrollbutton && child !== scrollbutton3) {
+ if (child !== background1 && child !== buildAsset && child !== button1Asset && child !== button2Asset && child !== background2 && child !== background3 && child !== scrollbar && child !== scrollbutton && child !== scrollbutton3 && child !== scrollbar3) {
child.x += deltaX; // Move grid with the same delta as background1
child.y += deltaY; // Move grid with the same delta as background1
}
});
2D wreckage of wood, square, HD colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
House from the front facing the screen with big sign above it have description "SHOP", Hd colors
coin, have "AD" not "$", hd colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows