User prompt
UI arka plan rengini beyaz yap
User prompt
1- UI arka planında bulunan yazıları sil 2- UI arka planını butonların arkasına gönder
User prompt
UI bölgesini bir şey ile doldur
User prompt
kenarda bulunan blok koyulmayan boşluğa da blok koyabilelim
User prompt
breaktan sonra DELETE ALL! diye buton gelsin
User prompt
envanterdeki blok sayısı sınırsız olsun
User prompt
çimenin katmanı 1 olsun
User prompt
Add a land with dirt and Grass
User prompt
çimen bloğu ekle
Code edit (1 edits merged)
Please save this source code
User prompt
Block Builder 2D
Initial prompt
Make me 2d minecraft
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Block = Container.expand(function (blockType) {
var self = Container.call(this);
this.blockType = blockType;
this.gridX = 0;
this.gridY = 0;
var blockGraphics = self.attachAsset(blockType, {
anchorX: 0.5,
anchorY: 0.5
});
// Add slight border effect
blockGraphics.alpha = 0.9;
self.setGridPosition = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = gridX * 80 + 40;
self.y = gridY * 80 + 40;
};
return self;
});
var GridHighlight = Container.expand(function () {
var self = Container.call(this);
var highlightGraphics = self.attachAsset('highlight', {
anchorX: 0.5,
anchorY: 0.5
});
highlightGraphics.alpha = 0.3;
self.visible = false;
self.showAt = function (gridX, gridY) {
self.x = gridX * 80 + 40;
self.y = gridY * 80 + 40;
self.visible = true;
};
self.hide = function () {
self.visible = false;
};
return self;
});
var InventorySlot = Container.expand(function (blockType, index) {
var self = Container.call(this);
this.blockType = blockType;
this.count = 10; // Start with 10 of each block type
var slotBackground = self.attachAsset('inventorySlot', {
anchorX: 0.5,
anchorY: 0.5
});
var blockPreview = self.attachAsset(blockType, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
var countText = new Text2(self.count.toString(), {
size: 24,
fill: 0xFFFFFF
});
countText.anchor.set(0.5, 0.5);
countText.x = 30;
countText.y = 30;
self.addChild(countText);
self.x = 150 + index * 120;
self.y = 2600;
self.updateCount = function (newCount) {
self.count = Math.max(0, newCount);
countText.setText(self.count.toString());
};
self.down = function (x, y, obj) {
if (self.count > 0) {
selectedBlockType = self.blockType;
updateSelectedIndicator();
}
};
return self;
});
var ModeButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('uiButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2('BUILD', {
size: 36,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.x = 1024;
self.y = 2500;
self.updateMode = function (isBuildMode) {
if (isBuildMode) {
buttonText.setText('BUILD');
buttonBackground.tint = 0x00AA00;
} else {
buttonText.setText('BREAK');
buttonBackground.tint = 0xAA0000;
}
};
self.down = function (x, y, obj) {
isBuildMode = !isBuildMode;
self.updateMode(isBuildMode);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Sound effects
// UI elements
// Grid-based building blocks
// Game state variables
var gameGrid = {};
var gridWidth = 25;
var gridHeight = 30;
var isBuildMode = true;
var selectedBlockType = 'stone';
// UI elements
var gridHighlight;
var inventorySlots = [];
var modeButton;
var selectedIndicator;
// Initialize grid highlight
gridHighlight = game.addChild(new GridHighlight());
// Initialize inventory
var blockTypes = ['stone', 'wood', 'dirt', 'grass'];
for (var i = 0; i < blockTypes.length; i++) {
var slot = new InventorySlot(blockTypes[i], i);
inventorySlots.push(slot);
game.addChild(slot);
}
// Initialize mode button
modeButton = game.addChild(new ModeButton());
modeButton.updateMode(isBuildMode);
// Selected block indicator
selectedIndicator = LK.getAsset('highlight', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
selectedIndicator.alpha = 0.5;
game.addChild(selectedIndicator);
function updateSelectedIndicator() {
for (var i = 0; i < inventorySlots.length; i++) {
if (inventorySlots[i].blockType === selectedBlockType) {
selectedIndicator.x = inventorySlots[i].x;
selectedIndicator.y = inventorySlots[i].y;
break;
}
}
}
updateSelectedIndicator();
function worldToGrid(worldX, worldY) {
return {
x: Math.floor(worldX / 80),
y: Math.floor(worldY / 80)
};
}
function isValidGridPosition(gridX, gridY) {
return gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight;
}
function getGridKey(gridX, gridY) {
return gridX + ',' + gridY;
}
function hasBlockAt(gridX, gridY) {
return gameGrid[getGridKey(gridX, gridY)] !== undefined;
}
function getInventorySlot(blockType) {
for (var i = 0; i < inventorySlots.length; i++) {
if (inventorySlots[i].blockType === blockType) {
return inventorySlots[i];
}
}
return null;
}
function placeBlock(gridX, gridY, blockType) {
if (!isValidGridPosition(gridX, gridY) || hasBlockAt(gridX, gridY)) {
return false;
}
var slot = getInventorySlot(blockType);
if (!slot || slot.count <= 0) {
return false;
}
var block = new Block(blockType);
block.setGridPosition(gridX, gridY);
game.addChild(block);
gameGrid[getGridKey(gridX, gridY)] = block;
slot.updateCount(slot.count - 1);
LK.getSound('place').play();
// Place animation
block.alpha = 0;
tween(block, {
alpha: 1
}, {
duration: 200
});
return true;
}
function breakBlock(gridX, gridY) {
var gridKey = getGridKey(gridX, gridY);
var block = gameGrid[gridKey];
if (!block) {
return false;
}
var slot = getInventorySlot(block.blockType);
if (slot) {
slot.updateCount(slot.count + 1);
}
LK.getSound('break').play();
// Break animation
tween(block, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 200,
onFinish: function onFinish() {
block.destroy();
}
});
delete gameGrid[gridKey];
return true;
}
var lastHoverGridX = -1;
var lastHoverGridY = -1;
game.move = function (x, y, obj) {
// Only show highlight in build area
if (y < 2400) {
var gridPos = worldToGrid(x, y);
if (isValidGridPosition(gridPos.x, gridPos.y)) {
if (gridPos.x !== lastHoverGridX || gridPos.y !== lastHoverGridY) {
if (isBuildMode && !hasBlockAt(gridPos.x, gridPos.y)) {
gridHighlight.showAt(gridPos.x, gridPos.y);
} else if (!isBuildMode && hasBlockAt(gridPos.x, gridPos.y)) {
gridHighlight.showAt(gridPos.x, gridPos.y);
} else {
gridHighlight.hide();
}
lastHoverGridX = gridPos.x;
lastHoverGridY = gridPos.y;
}
} else {
gridHighlight.hide();
lastHoverGridX = -1;
lastHoverGridY = -1;
}
} else {
gridHighlight.hide();
lastHoverGridX = -1;
lastHoverGridY = -1;
}
};
game.down = function (x, y, obj) {
// Only allow building/breaking in the main game area
if (y < 2400) {
var gridPos = worldToGrid(x, y);
if (isValidGridPosition(gridPos.x, gridPos.y)) {
if (isBuildMode) {
placeBlock(gridPos.x, gridPos.y, selectedBlockType);
} else {
breakBlock(gridPos.x, gridPos.y);
}
}
}
};
game.update = function () {
// Update game state if needed
}; ===================================================================
--- original.js
+++ change.js
@@ -135,9 +135,9 @@
var selectedIndicator;
// Initialize grid highlight
gridHighlight = game.addChild(new GridHighlight());
// Initialize inventory
-var blockTypes = ['stone', 'wood', 'dirt'];
+var blockTypes = ['stone', 'wood', 'dirt', 'grass'];
for (var i = 0; i < blockTypes.length; i++) {
var slot = new InventorySlot(blockTypes[i], i);
inventorySlots.push(slot);
game.addChild(slot);