User prompt
make a world enter menu
User prompt
make a world for the character
User prompt
make a character
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'placeToolBtn.buttonText.style.fill = "#FFFF00";' Line Number: 468
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '14')' in or related to this line: 'if (worldData[gridY][gridX] !== null) {' Line Number: 514
User prompt
add a main menu ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Realms
Initial prompt
make a game like pixel worlds
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
worldData: undefined,
playerPosition: {
x: 1024,
y: 1600
},
inventory: {}
});
/****
* Classes
****/
var Block = Container.expand(function (type, size) {
var self = Container.call(this);
self.type = type;
self.size = size || 64;
var graphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
width: self.size,
height: self.size
});
self.down = function (x, y, obj) {
if (currentTool === 'break') {
self.breakBlock();
}
};
self.breakBlock = function () {
// Add to inventory
inventory[self.type] = (inventory[self.type] || 0) + 1;
updateInventoryDisplay();
// Play break sound
LK.getSound('break').play();
// Remove from world
var gridX = Math.floor(self.x / blockSize);
var gridY = Math.floor(self.y / blockSize);
if (worldData[gridY] && worldData[gridY][gridX]) {
worldData[gridY][gridX] = null;
self.destroy();
}
// Save world data
storage.worldData = worldData;
};
return self;
});
var Button = Container.expand(function (text, callback) {
var self = Container.call(this);
var background = self.attachAsset('buttonBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.buttonText = new Text2(text, {
size: 36,
fill: 0xFFFFFF
});
self.buttonText.anchor.set(0.5, 0.5);
self.addChild(self.buttonText);
self.callback = callback;
self.down = function (x, y, obj) {
if (self.callback) {
self.callback();
}
};
return self;
});
var InventorySlot = Container.expand(function (index, type) {
var self = Container.call(this);
self.index = index;
self.type = type;
var background = self.attachAsset('inventorySlot', {
anchorX: 0.5,
anchorY: 0.5
});
if (type) {
var blockIcon = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 60
});
}
self.countText = new Text2("0", {
size: 24,
fill: 0xFFFFFF
});
self.countText.anchor.set(1, 1);
self.countText.x = 30;
self.countText.y = 30;
self.addChild(self.countText);
self.updateCount = function (count) {
self.countText.setText(count.toString());
};
self.down = function (x, y, obj) {
selectInventorySlot(self.index);
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1,
width: 60,
height: 120
});
// Movement properties
self.speed = 5;
self.velocity = {
x: 0,
y: 0
};
self.gravity = 0.5;
self.jumping = false;
self.grounded = false;
self.move = function (direction) {
if (direction === 'left') {
self.velocity.x = -self.speed;
} else if (direction === 'right') {
self.velocity.x = self.speed;
}
};
self.stopMove = function () {
self.velocity.x = 0;
};
self.jump = function () {
if (self.grounded) {
self.velocity.y = -12;
self.grounded = false;
self.jumping = true;
}
};
self.update = function () {
// Apply gravity
if (!self.grounded) {
self.velocity.y += self.gravity;
}
// Update position
self.x += self.velocity.x;
self.y += self.velocity.y;
// Check for ground collision
var gridX = Math.floor(self.x / blockSize);
var gridY = Math.floor((self.y + 10) / blockSize);
// Simple collision check with the block below
if (worldData[gridY] && worldData[gridY][gridX] && worldData[gridY][gridX] !== 'water') {
if (self.velocity.y > 0) {
self.y = gridY * blockSize - 10;
self.velocity.y = 0;
self.grounded = true;
self.jumping = false;
}
} else {
self.grounded = false;
}
// Update camera to follow player
updateCamera();
// Save player position periodically
if (LK.ticks % 60 === 0) {
storage.playerPosition = {
x: self.x,
y: self.y
};
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Game constants
var blockSize = 64;
var worldWidth = 64;
var worldHeight = 32;
var gravity = 0.5;
// Game state
var worldData = storage.worldData || generateWorld();
var inventory = storage.inventory || {
"grass": 0,
"stone": 0,
"wood": 0,
"water": 0
};
var currentTool = 'place'; // 'place' or 'break'
var selectedBlockType = 'grass';
var selectedInventorySlot = 0;
// Game containers
var worldContainer = new Container();
var uiContainer = new Container();
var inventoryContainer = new Container();
var toolbarContainer = new Container();
game.addChild(worldContainer);
game.addChild(uiContainer);
// Create player
var player = new Player();
player.x = storage.playerPosition ? storage.playerPosition.x : 1024;
player.y = storage.playerPosition ? storage.playerPosition.y : 1600;
worldContainer.addChild(player);
// Initialize world blocks
function initializeWorld() {
// Clear any existing blocks
while (worldContainer.children.length > 1) {
// Keep player
worldContainer.removeChildAt(1);
}
// Place blocks based on worldData
for (var y = 0; y < worldData.length; y++) {
for (var x = 0; x < worldData[y].length; x++) {
if (worldData[y][x]) {
var block = new Block(worldData[y][x], blockSize);
block.x = x * blockSize + blockSize / 2;
block.y = y * blockSize + blockSize / 2;
worldContainer.addChild(block);
}
}
}
}
// Generate a new world
function generateWorld() {
var data = [];
// Initialize with empty arrays
for (var y = 0; y < worldHeight; y++) {
data[y] = [];
for (var x = 0; x < worldWidth; x++) {
data[y][x] = null;
}
}
// Generate terrain
for (var x = 0; x < worldWidth; x++) {
// Base ground height (with some randomness)
var groundHeight = Math.floor(worldHeight * 0.7) + Math.floor(Math.random() * 4) - 2;
// Generate ground layers
for (var y = groundHeight; y < worldHeight; y++) {
if (y === groundHeight) {
data[y][x] = 'grass';
} else if (y < groundHeight + 3) {
data[y][x] = 'ground';
} else {
data[y][x] = Math.random() < 0.3 ? 'stone' : 'ground';
}
}
// Add some trees
if (Math.random() < 0.1) {
var treeHeight = 3 + Math.floor(Math.random() * 2);
for (var ty = 1; ty <= treeHeight; ty++) {
if (groundHeight - ty >= 0) {
data[groundHeight - ty][x] = 'wood';
}
}
}
// Add some water pools
if (Math.random() < 0.05 && x > 0 && x < worldWidth - 2) {
var poolWidth = 2 + Math.floor(Math.random() * 3);
for (var wx = 0; wx < poolWidth && x + wx < worldWidth; wx++) {
data[groundHeight][x + wx] = 'water';
// Ensure the next iterations skip this area
if (wx > 0) x++;
}
}
}
// Save the generated world
storage.worldData = data;
return data;
}
// Setup UI
function setupUI() {
// Create inventory bar
setupInventory();
// Create tool selection buttons
setupToolbar();
// Create control buttons (left, right, jump)
setupControls();
}
function setupInventory() {
inventoryContainer = new Container();
var blockTypes = ['grass', 'stone', 'wood', 'water'];
var slotSpacing = 100;
// Create the background for selected slot
var selectedSlotBg = LK.getAsset('selectedSlot', {
anchorX: 0.5,
anchorY: 0.5
});
inventoryContainer.addChild(selectedSlotBg);
// Create inventory slots
for (var i = 0; i < blockTypes.length; i++) {
var slot = new InventorySlot(i, blockTypes[i]);
slot.x = i * slotSpacing;
slot.updateCount(inventory[blockTypes[i]] || 0);
inventoryContainer.addChild(slot);
}
// Position the inventory at the top center
inventoryContainer.x = 2048 / 2 - (blockTypes.length - 1) * slotSpacing / 2;
inventoryContainer.y = 100;
// Update selected slot visual
updateSelectedSlot();
LK.gui.top.addChild(inventoryContainer);
}
function setupToolbar() {
toolbarContainer = new Container();
// Place tool
var placeToolBtn = new Button("Place", function () {
currentTool = 'place';
updateToolbarSelection();
});
placeToolBtn.x = 0;
toolbarContainer.addChild(placeToolBtn);
// Break tool
var breakToolBtn = new Button("Break", function () {
currentTool = 'break';
updateToolbarSelection();
});
breakToolBtn.x = 250;
toolbarContainer.addChild(breakToolBtn);
// Position toolbar at bottom right
toolbarContainer.x = 2048 - 400;
toolbarContainer.y = 2732 - 100;
LK.gui.bottomRight.addChild(toolbarContainer);
// Update the initial tool selection
updateToolbarSelection();
}
function setupControls() {
var controlsContainer = new Container();
// Left button
var leftBtn = new Button("←", function () {
player.move('left');
});
leftBtn.x = 0;
controlsContainer.addChild(leftBtn);
// Right button
var rightBtn = new Button("→", function () {
player.move('right');
});
rightBtn.x = 250;
controlsContainer.addChild(rightBtn);
// Jump button
var jumpBtn = new Button("Jump", function () {
player.jump();
});
jumpBtn.x = 500;
controlsContainer.addChild(jumpBtn);
// Position controls at bottom left
controlsContainer.x = 200;
controlsContainer.y = 2732 - 100;
LK.gui.bottomLeft.addChild(controlsContainer);
}
function updateSelectedSlot() {
var selectedSlotBg = inventoryContainer.getChildAt(0);
var slot = inventoryContainer.getChildAt(selectedInventorySlot + 1);
if (slot) {
selectedSlotBg.x = slot.x;
selectedSlotBg.y = slot.y;
selectedBlockType = slot.type;
}
}
function updateToolbarSelection() {
var placeToolBtn = toolbarContainer.getChildAt(0);
var breakToolBtn = toolbarContainer.getChildAt(1);
if (currentTool === 'place') {
placeToolBtn.buttonText.style.fill = "#FFFF00";
breakToolBtn.buttonText.style.fill = "#FFFFFF";
} else {
placeToolBtn.buttonText.style.fill = "#FFFFFF";
breakToolBtn.buttonText.style.fill = "#FFFF00";
}
}
function selectInventorySlot(index) {
selectedInventorySlot = index;
updateSelectedSlot();
// Play select sound
LK.getSound('select').play();
}
function updateInventoryDisplay() {
for (var i = 1; i < inventoryContainer.children.length; i++) {
var slot = inventoryContainer.getChildAt(i);
slot.updateCount(inventory[slot.type] || 0);
}
}
function updateCamera() {
// Calculate how much to offset the world to center the player
var targetX = -player.x + 2048 / 2;
var targetY = -player.y + 2732 / 2;
// Add bounds to prevent seeing outside the world
targetX = Math.min(0, Math.max(targetX, -(worldWidth * blockSize - 2048)));
targetY = Math.min(0, Math.max(targetY, -(worldHeight * blockSize - 2732)));
// Smooth camera movement
worldContainer.x = targetX;
worldContainer.y = targetY;
}
function placeBlock(x, y) {
// Convert screen position to world position
var worldX = x - worldContainer.x;
var worldY = y - worldContainer.y;
// Convert world position to grid position
var gridX = Math.floor(worldX / blockSize);
var gridY = Math.floor(worldY / blockSize);
// Check if we have this block type in inventory
if (inventory[selectedBlockType] <= 0) {
return;
}
// Check if position is valid
if (gridX < 0 || gridX >= worldWidth || gridY < 0 || gridY >= worldHeight) {
return;
}
// Check if space is empty
if (worldData[gridY][gridX] !== null) {
return;
}
// Place the block
worldData[gridY][gridX] = selectedBlockType;
// Remove from inventory
inventory[selectedBlockType]--;
updateInventoryDisplay();
// Create the block visually
var block = new Block(selectedBlockType, blockSize);
block.x = gridX * blockSize + blockSize / 2;
block.y = gridY * blockSize + blockSize / 2;
worldContainer.addChild(block);
// Play place sound
LK.getSound('place').play();
// Save world data
storage.worldData = worldData;
storage.inventory = inventory;
}
// Game event handlers
game.down = function (x, y, obj) {
if (currentTool === 'place') {
placeBlock(x, y);
}
};
// Main game loop
game.update = function () {
// Update player
player.update();
// Save game data periodically
if (LK.ticks % 300 === 0) {
storage.worldData = worldData;
storage.inventory = inventory;
}
};
// Initialize the game
initializeWorld();
setupUI();
// Start background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,454 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ worldData: undefined,
+ playerPosition: {
+ x: 1024,
+ y: 1600
+ },
+ inventory: {}
+});
+
+/****
+* Classes
+****/
+var Block = Container.expand(function (type, size) {
+ var self = Container.call(this);
+ self.type = type;
+ self.size = size || 64;
+ var graphics = self.attachAsset(type, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: self.size,
+ height: self.size
+ });
+ self.down = function (x, y, obj) {
+ if (currentTool === 'break') {
+ self.breakBlock();
+ }
+ };
+ self.breakBlock = function () {
+ // Add to inventory
+ inventory[self.type] = (inventory[self.type] || 0) + 1;
+ updateInventoryDisplay();
+ // Play break sound
+ LK.getSound('break').play();
+ // Remove from world
+ var gridX = Math.floor(self.x / blockSize);
+ var gridY = Math.floor(self.y / blockSize);
+ if (worldData[gridY] && worldData[gridY][gridX]) {
+ worldData[gridY][gridX] = null;
+ self.destroy();
+ }
+ // Save world data
+ storage.worldData = worldData;
+ };
+ return self;
+});
+var Button = Container.expand(function (text, callback) {
+ var self = Container.call(this);
+ var background = self.attachAsset('buttonBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.buttonText = new Text2(text, {
+ size: 36,
+ fill: 0xFFFFFF
+ });
+ self.buttonText.anchor.set(0.5, 0.5);
+ self.addChild(self.buttonText);
+ self.callback = callback;
+ self.down = function (x, y, obj) {
+ if (self.callback) {
+ self.callback();
+ }
+ };
+ return self;
+});
+var InventorySlot = Container.expand(function (index, type) {
+ var self = Container.call(this);
+ self.index = index;
+ self.type = type;
+ var background = self.attachAsset('inventorySlot', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ if (type) {
+ var blockIcon = self.attachAsset(type, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 60,
+ height: 60
+ });
+ }
+ self.countText = new Text2("0", {
+ size: 24,
+ fill: 0xFFFFFF
+ });
+ self.countText.anchor.set(1, 1);
+ self.countText.x = 30;
+ self.countText.y = 30;
+ self.addChild(self.countText);
+ self.updateCount = function (count) {
+ self.countText.setText(count.toString());
+ };
+ self.down = function (x, y, obj) {
+ selectInventorySlot(self.index);
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 1,
+ width: 60,
+ height: 120
+ });
+ // Movement properties
+ self.speed = 5;
+ self.velocity = {
+ x: 0,
+ y: 0
+ };
+ self.gravity = 0.5;
+ self.jumping = false;
+ self.grounded = false;
+ self.move = function (direction) {
+ if (direction === 'left') {
+ self.velocity.x = -self.speed;
+ } else if (direction === 'right') {
+ self.velocity.x = self.speed;
+ }
+ };
+ self.stopMove = function () {
+ self.velocity.x = 0;
+ };
+ self.jump = function () {
+ if (self.grounded) {
+ self.velocity.y = -12;
+ self.grounded = false;
+ self.jumping = true;
+ }
+ };
+ self.update = function () {
+ // Apply gravity
+ if (!self.grounded) {
+ self.velocity.y += self.gravity;
+ }
+ // Update position
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Check for ground collision
+ var gridX = Math.floor(self.x / blockSize);
+ var gridY = Math.floor((self.y + 10) / blockSize);
+ // Simple collision check with the block below
+ if (worldData[gridY] && worldData[gridY][gridX] && worldData[gridY][gridX] !== 'water') {
+ if (self.velocity.y > 0) {
+ self.y = gridY * blockSize - 10;
+ self.velocity.y = 0;
+ self.grounded = true;
+ self.jumping = false;
+ }
+ } else {
+ self.grounded = false;
+ }
+ // Update camera to follow player
+ updateCamera();
+ // Save player position periodically
+ if (LK.ticks % 60 === 0) {
+ storage.playerPosition = {
+ x: self.x,
+ y: self.y
+ };
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB // Sky blue background
+});
+
+/****
+* Game Code
+****/
+// Game constants
+var blockSize = 64;
+var worldWidth = 64;
+var worldHeight = 32;
+var gravity = 0.5;
+// Game state
+var worldData = storage.worldData || generateWorld();
+var inventory = storage.inventory || {
+ "grass": 0,
+ "stone": 0,
+ "wood": 0,
+ "water": 0
+};
+var currentTool = 'place'; // 'place' or 'break'
+var selectedBlockType = 'grass';
+var selectedInventorySlot = 0;
+// Game containers
+var worldContainer = new Container();
+var uiContainer = new Container();
+var inventoryContainer = new Container();
+var toolbarContainer = new Container();
+game.addChild(worldContainer);
+game.addChild(uiContainer);
+// Create player
+var player = new Player();
+player.x = storage.playerPosition ? storage.playerPosition.x : 1024;
+player.y = storage.playerPosition ? storage.playerPosition.y : 1600;
+worldContainer.addChild(player);
+// Initialize world blocks
+function initializeWorld() {
+ // Clear any existing blocks
+ while (worldContainer.children.length > 1) {
+ // Keep player
+ worldContainer.removeChildAt(1);
+ }
+ // Place blocks based on worldData
+ for (var y = 0; y < worldData.length; y++) {
+ for (var x = 0; x < worldData[y].length; x++) {
+ if (worldData[y][x]) {
+ var block = new Block(worldData[y][x], blockSize);
+ block.x = x * blockSize + blockSize / 2;
+ block.y = y * blockSize + blockSize / 2;
+ worldContainer.addChild(block);
+ }
+ }
+ }
+}
+// Generate a new world
+function generateWorld() {
+ var data = [];
+ // Initialize with empty arrays
+ for (var y = 0; y < worldHeight; y++) {
+ data[y] = [];
+ for (var x = 0; x < worldWidth; x++) {
+ data[y][x] = null;
+ }
+ }
+ // Generate terrain
+ for (var x = 0; x < worldWidth; x++) {
+ // Base ground height (with some randomness)
+ var groundHeight = Math.floor(worldHeight * 0.7) + Math.floor(Math.random() * 4) - 2;
+ // Generate ground layers
+ for (var y = groundHeight; y < worldHeight; y++) {
+ if (y === groundHeight) {
+ data[y][x] = 'grass';
+ } else if (y < groundHeight + 3) {
+ data[y][x] = 'ground';
+ } else {
+ data[y][x] = Math.random() < 0.3 ? 'stone' : 'ground';
+ }
+ }
+ // Add some trees
+ if (Math.random() < 0.1) {
+ var treeHeight = 3 + Math.floor(Math.random() * 2);
+ for (var ty = 1; ty <= treeHeight; ty++) {
+ if (groundHeight - ty >= 0) {
+ data[groundHeight - ty][x] = 'wood';
+ }
+ }
+ }
+ // Add some water pools
+ if (Math.random() < 0.05 && x > 0 && x < worldWidth - 2) {
+ var poolWidth = 2 + Math.floor(Math.random() * 3);
+ for (var wx = 0; wx < poolWidth && x + wx < worldWidth; wx++) {
+ data[groundHeight][x + wx] = 'water';
+ // Ensure the next iterations skip this area
+ if (wx > 0) x++;
+ }
+ }
+ }
+ // Save the generated world
+ storage.worldData = data;
+ return data;
+}
+// Setup UI
+function setupUI() {
+ // Create inventory bar
+ setupInventory();
+ // Create tool selection buttons
+ setupToolbar();
+ // Create control buttons (left, right, jump)
+ setupControls();
+}
+function setupInventory() {
+ inventoryContainer = new Container();
+ var blockTypes = ['grass', 'stone', 'wood', 'water'];
+ var slotSpacing = 100;
+ // Create the background for selected slot
+ var selectedSlotBg = LK.getAsset('selectedSlot', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ inventoryContainer.addChild(selectedSlotBg);
+ // Create inventory slots
+ for (var i = 0; i < blockTypes.length; i++) {
+ var slot = new InventorySlot(i, blockTypes[i]);
+ slot.x = i * slotSpacing;
+ slot.updateCount(inventory[blockTypes[i]] || 0);
+ inventoryContainer.addChild(slot);
+ }
+ // Position the inventory at the top center
+ inventoryContainer.x = 2048 / 2 - (blockTypes.length - 1) * slotSpacing / 2;
+ inventoryContainer.y = 100;
+ // Update selected slot visual
+ updateSelectedSlot();
+ LK.gui.top.addChild(inventoryContainer);
+}
+function setupToolbar() {
+ toolbarContainer = new Container();
+ // Place tool
+ var placeToolBtn = new Button("Place", function () {
+ currentTool = 'place';
+ updateToolbarSelection();
+ });
+ placeToolBtn.x = 0;
+ toolbarContainer.addChild(placeToolBtn);
+ // Break tool
+ var breakToolBtn = new Button("Break", function () {
+ currentTool = 'break';
+ updateToolbarSelection();
+ });
+ breakToolBtn.x = 250;
+ toolbarContainer.addChild(breakToolBtn);
+ // Position toolbar at bottom right
+ toolbarContainer.x = 2048 - 400;
+ toolbarContainer.y = 2732 - 100;
+ LK.gui.bottomRight.addChild(toolbarContainer);
+ // Update the initial tool selection
+ updateToolbarSelection();
+}
+function setupControls() {
+ var controlsContainer = new Container();
+ // Left button
+ var leftBtn = new Button("←", function () {
+ player.move('left');
+ });
+ leftBtn.x = 0;
+ controlsContainer.addChild(leftBtn);
+ // Right button
+ var rightBtn = new Button("→", function () {
+ player.move('right');
+ });
+ rightBtn.x = 250;
+ controlsContainer.addChild(rightBtn);
+ // Jump button
+ var jumpBtn = new Button("Jump", function () {
+ player.jump();
+ });
+ jumpBtn.x = 500;
+ controlsContainer.addChild(jumpBtn);
+ // Position controls at bottom left
+ controlsContainer.x = 200;
+ controlsContainer.y = 2732 - 100;
+ LK.gui.bottomLeft.addChild(controlsContainer);
+}
+function updateSelectedSlot() {
+ var selectedSlotBg = inventoryContainer.getChildAt(0);
+ var slot = inventoryContainer.getChildAt(selectedInventorySlot + 1);
+ if (slot) {
+ selectedSlotBg.x = slot.x;
+ selectedSlotBg.y = slot.y;
+ selectedBlockType = slot.type;
+ }
+}
+function updateToolbarSelection() {
+ var placeToolBtn = toolbarContainer.getChildAt(0);
+ var breakToolBtn = toolbarContainer.getChildAt(1);
+ if (currentTool === 'place') {
+ placeToolBtn.buttonText.style.fill = "#FFFF00";
+ breakToolBtn.buttonText.style.fill = "#FFFFFF";
+ } else {
+ placeToolBtn.buttonText.style.fill = "#FFFFFF";
+ breakToolBtn.buttonText.style.fill = "#FFFF00";
+ }
+}
+function selectInventorySlot(index) {
+ selectedInventorySlot = index;
+ updateSelectedSlot();
+ // Play select sound
+ LK.getSound('select').play();
+}
+function updateInventoryDisplay() {
+ for (var i = 1; i < inventoryContainer.children.length; i++) {
+ var slot = inventoryContainer.getChildAt(i);
+ slot.updateCount(inventory[slot.type] || 0);
+ }
+}
+function updateCamera() {
+ // Calculate how much to offset the world to center the player
+ var targetX = -player.x + 2048 / 2;
+ var targetY = -player.y + 2732 / 2;
+ // Add bounds to prevent seeing outside the world
+ targetX = Math.min(0, Math.max(targetX, -(worldWidth * blockSize - 2048)));
+ targetY = Math.min(0, Math.max(targetY, -(worldHeight * blockSize - 2732)));
+ // Smooth camera movement
+ worldContainer.x = targetX;
+ worldContainer.y = targetY;
+}
+function placeBlock(x, y) {
+ // Convert screen position to world position
+ var worldX = x - worldContainer.x;
+ var worldY = y - worldContainer.y;
+ // Convert world position to grid position
+ var gridX = Math.floor(worldX / blockSize);
+ var gridY = Math.floor(worldY / blockSize);
+ // Check if we have this block type in inventory
+ if (inventory[selectedBlockType] <= 0) {
+ return;
+ }
+ // Check if position is valid
+ if (gridX < 0 || gridX >= worldWidth || gridY < 0 || gridY >= worldHeight) {
+ return;
+ }
+ // Check if space is empty
+ if (worldData[gridY][gridX] !== null) {
+ return;
+ }
+ // Place the block
+ worldData[gridY][gridX] = selectedBlockType;
+ // Remove from inventory
+ inventory[selectedBlockType]--;
+ updateInventoryDisplay();
+ // Create the block visually
+ var block = new Block(selectedBlockType, blockSize);
+ block.x = gridX * blockSize + blockSize / 2;
+ block.y = gridY * blockSize + blockSize / 2;
+ worldContainer.addChild(block);
+ // Play place sound
+ LK.getSound('place').play();
+ // Save world data
+ storage.worldData = worldData;
+ storage.inventory = inventory;
+}
+// Game event handlers
+game.down = function (x, y, obj) {
+ if (currentTool === 'place') {
+ placeBlock(x, y);
+ }
+};
+// Main game loop
+game.update = function () {
+ // Update player
+ player.update();
+ // Save game data periodically
+ if (LK.ticks % 300 === 0) {
+ storage.worldData = worldData;
+ storage.inventory = inventory;
+ }
+};
+// Initialize the game
+initializeWorld();
+setupUI();
+// Start background music
+LK.playMusic('bgmusic');
\ No newline at end of file
the character has a red hair, green t shirt and blue pant. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
wooden. In-Game asset. 2d. High contrast. No shadows
rock. In-Game asset. 2d. High contrast. No shadows
grasses. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dirt. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make the down side is square
bedrock. In-Game asset. 2d. High contrast. No shadows
left button. In-Game asset. 2d. High contrast. No shadows
right button. In-Game asset. 2d. High contrast. No shadows
up button. In-Game asset. 2d. High contrast. No shadows
sun. In-Game asset. 2d. High contrast. No shadows
moon. In-Game asset. 2d. High contrast. No shadows
cloud. In-Game asset. 2d. High contrast. No shadows
make a butterfly (horizontal). In-Game asset. 2d. High contrast. No shadows