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