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] !== undefined && worldData[gridY][gridX] !== null) {
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 Character = Container.expand(function () {
var self = Container.call(this);
// Create character sprite
var sprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0,
width: 80,
height: 100
});
// Character properties
self.direction = 1; // 1 = right, -1 = left
self.isMoving = false;
self.speed = 4;
// Animation properties
self.frameTime = 0;
self.frameRate = 8; // frames per second
// Change direction method
self.faceDirection = function (dir) {
if (dir !== self.direction) {
self.direction = dir;
sprite.scale.x = self.direction;
}
};
// Start/stop movement
self.startMoving = function (dir) {
self.isMoving = true;
self.faceDirection(dir);
};
self.stopMoving = function () {
self.isMoving = false;
};
// Update method - called every frame
self.update = function () {
// Handle movement
if (self.isMoving) {
self.x += self.speed * self.direction;
// Update animation
self.frameTime += 1 / 60;
if (self.frameTime >= 1 / self.frameRate) {
self.frameTime = 0;
// We would change animation frame here if we had sprite frames
}
}
// Keep character in bounds
if (self.x < 50) self.x = 50;
if (self.x > 2000) self.x = 2000;
};
// Interactive events
self.down = function (x, y, obj) {
console.log("Character clicked!");
};
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 MainMenu = Container.expand(function () {
var self = Container.call(this);
// Create a semi-transparent background overlay
var overlay = LK.getAsset('buttonBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048,
height: 2732,
alpha: 0.7
});
overlay.tint = 0x000000;
self.addChild(overlay);
// Game title
self.title = new Text2("Pixel Realms", {
size: 120,
fill: 0xFFFFFF
});
self.title.anchor.set(0.5, 0.5);
self.title.x = 2048 / 2;
self.title.y = 800;
self.addChild(self.title);
// Start game button
self.startButton = new Button("Start Game", function () {
self.hide();
gameStarted = true;
initializeWorld();
setupUI();
});
self.startButton.x = 2048 / 2;
self.startButton.y = 1200;
self.addChild(self.startButton);
// Add animated elements
self.show = function () {
self.visible = true;
// Reset positions for animation
self.title.y = 600;
self.title.alpha = 0;
self.startButton.y = 1300;
self.startButton.alpha = 0;
// Animate title
tween(self.title, {
y: 800,
alpha: 1
}, {
duration: 800,
easing: tween.easeOutBack
});
// Animate button with slight delay
tween(self.startButton, {
y: 1200,
alpha: 1
}, {
duration: 800,
easing: tween.easeOutBack
});
};
self.hide = function () {
// Animate out
tween(self.title, {
y: 600,
alpha: 0
}, {
duration: 500,
easing: tween.easeInBack
});
tween(self.startButton, {
y: 1300,
alpha: 0
}, {
duration: 500,
easing: tween.easeInBack,
onFinish: function onFinish() {
self.visible = false;
}
});
};
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 (gridY >= 0 && gridY < worldData.length && gridX >= 0 && gridX < worldData[gridY].length && 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 WorldGenerator = function WorldGenerator() {
// Generate a new world with more advanced terrain features
this.generate = function (width, height, blockSize) {
var data = [];
// Initialize with empty arrays
for (var y = 0; y < height; y++) {
data[y] = [];
for (var x = 0; x < width; x++) {
data[y][x] = null;
}
}
// Generate terrain using simple noise
var terrain = this.generateTerrain(width, height);
// Apply terrain to world data
for (var x = 0; x < width; x++) {
var groundHeight = Math.floor(terrain[x] * height * 0.4) + Math.floor(height * 0.5);
// Generate ground layers
for (var y = groundHeight; y < height; y++) {
if (y === groundHeight) {
data[y][x] = 'grass';
} else if (y < groundHeight + 3) {
data[y][x] = 'ground';
} else {
// More stones deeper underground
var stoneChance = Math.min(0.8, 0.2 + (y - groundHeight) * 0.05);
data[y][x] = Math.random() < stoneChance ? 'stone' : 'ground';
}
}
// Generate caves
this.generateCaves(data, x, groundHeight, height);
}
// Add trees
this.addTrees(data, width, height);
// Add water bodies
this.addWater(data, width, height);
return data;
};
// Generate basic terrain height map using simple noise
this.generateTerrain = function (width, height) {
var terrain = [];
var smoothness = 8; // Higher = smoother terrain
// Start with random height
terrain[0] = Math.random();
// Generate rest using midpoint displacement-like approach
for (var x = 1; x < width; x++) {
// Get previous height with some randomness
var prevHeight = terrain[x - 1];
var randomFactor = (Math.random() - 0.5) * 2 / smoothness;
// New height with constraints
terrain[x] = Math.max(0.1, Math.min(0.9, prevHeight + randomFactor));
// Add some hills/mountains occasionally
if (Math.random() < 0.05) {
var hillHeight = 0.1 + Math.random() * 0.2;
var hillWidth = 3 + Math.floor(Math.random() * 5);
// Create a hill centered at x
for (var h = 0; h < hillWidth && x + h < width; h++) {
var offset = hillHeight * Math.sin(h / hillWidth * Math.PI);
if (x + h < width) {
terrain[x + h] = Math.max(0.1, Math.min(0.9, terrain[x + h] - offset));
}
}
// Skip ahead
x += hillWidth;
}
}
return terrain;
};
// Add random caves under the terrain
this.generateCaves = function (data, x, groundHeight, height) {
// Random caves deeper underground
if (groundHeight + 5 < height) {
for (var c = 0; c < 2; c++) {
if (Math.random() < 0.05) {
var caveY = groundHeight + 5 + Math.floor(Math.random() * (height - groundHeight - 10));
var caveSize = 1 + Math.floor(Math.random() * 3);
for (var cy = caveY; cy < caveY + caveSize && cy < height; cy++) {
if (data[cy] && data[cy][x]) {
data[cy][x] = null;
}
}
}
}
}
};
// Add trees on the surface
this.addTrees = function (data, width, height) {
for (var x = 0; x < width; x++) {
// Find the ground level
var groundY = 0;
for (var y = 0; y < height; y++) {
if (data[y] && data[y][x] === 'grass') {
groundY = y;
break;
}
}
// Add random trees (if we found ground and not at the edge)
if (groundY > 0 && x > 2 && x < width - 2 && Math.random() < 0.1) {
var treeHeight = 3 + Math.floor(Math.random() * 3);
// Tree trunk
for (var ty = 1; ty <= treeHeight; ty++) {
if (groundY - ty >= 0) {
data[groundY - ty][x] = 'wood';
}
}
// Tree top (leaves would be added here if we had them)
var treeTop = groundY - treeHeight - 1;
if (treeTop >= 0) {
for (var tx = -1; tx <= 1; tx++) {
if (x + tx >= 0 && x + tx < width) {
data[treeTop][x + tx] = 'wood';
if (treeTop - 1 >= 0 && tx === 0) {
data[treeTop - 1][x] = 'wood';
}
}
}
}
}
}
};
// Add water bodies (lakes, rivers)
this.addWater = function (data, width, height) {
// Add some water pools/lakes
var lakeAttempts = Math.floor(width / 20);
for (var l = 0; l < lakeAttempts; l++) {
var lakeX = 5 + Math.floor(Math.random() * (width - 10));
var lakeWidth = 3 + Math.floor(Math.random() * 5);
// Find ground level at lakeX
var lakeY = 0;
for (var y = 0; y < height; y++) {
if (data[y] && data[y][lakeX] === 'grass') {
lakeY = y;
break;
}
}
// Create lake
if (lakeY > 0) {
for (var wx = 0; wx < lakeWidth && lakeX + wx < width; wx++) {
if (data[lakeY] && data[lakeY][lakeX + wx]) {
data[lakeY][lakeX + wx] = 'water';
// Sometimes make deeper water
if (Math.random() < 0.5 && lakeY + 1 < height) {
data[lakeY + 1][lakeX + wx] = 'water';
}
}
}
}
}
};
return this;
};
var blockSize = 64;
var worldWidth = 64;
var worldHeight = 32;
var gravity = 0.5;
// Game state
var gameStarted = false;
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);
// Create character
var character = new Character();
character.x = 500;
character.y = 1500;
worldContainer.addChild(character);
// 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 worldGen = new WorldGenerator();
var data = worldGen.generate(worldWidth, worldHeight, blockSize);
// 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: 0xFFFF00
};
breakToolBtn.buttonText.style = {
fill: 0xFFFFFF
};
} else {
placeToolBtn.buttonText.style = {
fill: 0xFFFFFF
};
breakToolBtn.buttonText.style = {
fill: 0xFFFF00
};
}
}
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] || worldData[gridY][gridX] !== null) {
return;
}
// Don't allow placing blocks where the player is standing
var playerGridX = Math.floor(player.x / blockSize);
var playerGridY = Math.floor(player.y / blockSize);
var playerGridYBottom = Math.floor((player.y - 60) / blockSize); // Check player's head position too
if (gridX === playerGridX && (gridY === playerGridY || gridY === playerGridYBottom)) {
return; // Can't place block where player is standing
}
// 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);
}
// If we click on character, make it change direction
if (obj && obj.parent === character) {
character.faceDirection(character.direction * -1);
character.startMoving(character.direction);
}
};
// Main game loop
game.update = function () {
// Only update game elements if the game has started
if (gameStarted) {
// Update player
player.update();
// Update character
character.update();
// Simple AI: Make character move back and forth
if (LK.ticks % 120 === 0) {
// Change direction every 2 seconds
character.startMoving(character.direction * -1);
}
// Save game data periodically
if (LK.ticks % 300 === 0) {
storage.worldData = worldData;
storage.inventory = inventory;
}
}
};
// Create and show main menu
var mainMenu = new MainMenu();
mainMenu.x = 0;
mainMenu.y = 0;
game.addChild(mainMenu);
mainMenu.show();
// Start background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -37,9 +37,9 @@
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]) {
+ if (worldData[gridY] && worldData[gridY][gridX] !== undefined && worldData[gridY][gridX] !== null) {
worldData[gridY][gridX] = null;
self.destroy();
}
// Save world data
@@ -275,9 +275,9 @@
// 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 (gridY >= 0 && gridY < worldData.length && gridX >= 0 && gridX < worldData[gridY].length && worldData[gridY][gridX] && worldData[gridY][gridX] !== 'water') {
if (self.velocity.y > 0) {
self.y = gridY * blockSize - 10;
self.velocity.y = 0;
self.grounded = true;
@@ -309,8 +309,158 @@
/****
* Game Code
****/
// Game constants
+var WorldGenerator = function WorldGenerator() {
+ // Generate a new world with more advanced terrain features
+ this.generate = function (width, height, blockSize) {
+ var data = [];
+ // Initialize with empty arrays
+ for (var y = 0; y < height; y++) {
+ data[y] = [];
+ for (var x = 0; x < width; x++) {
+ data[y][x] = null;
+ }
+ }
+ // Generate terrain using simple noise
+ var terrain = this.generateTerrain(width, height);
+ // Apply terrain to world data
+ for (var x = 0; x < width; x++) {
+ var groundHeight = Math.floor(terrain[x] * height * 0.4) + Math.floor(height * 0.5);
+ // Generate ground layers
+ for (var y = groundHeight; y < height; y++) {
+ if (y === groundHeight) {
+ data[y][x] = 'grass';
+ } else if (y < groundHeight + 3) {
+ data[y][x] = 'ground';
+ } else {
+ // More stones deeper underground
+ var stoneChance = Math.min(0.8, 0.2 + (y - groundHeight) * 0.05);
+ data[y][x] = Math.random() < stoneChance ? 'stone' : 'ground';
+ }
+ }
+ // Generate caves
+ this.generateCaves(data, x, groundHeight, height);
+ }
+ // Add trees
+ this.addTrees(data, width, height);
+ // Add water bodies
+ this.addWater(data, width, height);
+ return data;
+ };
+ // Generate basic terrain height map using simple noise
+ this.generateTerrain = function (width, height) {
+ var terrain = [];
+ var smoothness = 8; // Higher = smoother terrain
+ // Start with random height
+ terrain[0] = Math.random();
+ // Generate rest using midpoint displacement-like approach
+ for (var x = 1; x < width; x++) {
+ // Get previous height with some randomness
+ var prevHeight = terrain[x - 1];
+ var randomFactor = (Math.random() - 0.5) * 2 / smoothness;
+ // New height with constraints
+ terrain[x] = Math.max(0.1, Math.min(0.9, prevHeight + randomFactor));
+ // Add some hills/mountains occasionally
+ if (Math.random() < 0.05) {
+ var hillHeight = 0.1 + Math.random() * 0.2;
+ var hillWidth = 3 + Math.floor(Math.random() * 5);
+ // Create a hill centered at x
+ for (var h = 0; h < hillWidth && x + h < width; h++) {
+ var offset = hillHeight * Math.sin(h / hillWidth * Math.PI);
+ if (x + h < width) {
+ terrain[x + h] = Math.max(0.1, Math.min(0.9, terrain[x + h] - offset));
+ }
+ }
+ // Skip ahead
+ x += hillWidth;
+ }
+ }
+ return terrain;
+ };
+ // Add random caves under the terrain
+ this.generateCaves = function (data, x, groundHeight, height) {
+ // Random caves deeper underground
+ if (groundHeight + 5 < height) {
+ for (var c = 0; c < 2; c++) {
+ if (Math.random() < 0.05) {
+ var caveY = groundHeight + 5 + Math.floor(Math.random() * (height - groundHeight - 10));
+ var caveSize = 1 + Math.floor(Math.random() * 3);
+ for (var cy = caveY; cy < caveY + caveSize && cy < height; cy++) {
+ if (data[cy] && data[cy][x]) {
+ data[cy][x] = null;
+ }
+ }
+ }
+ }
+ }
+ };
+ // Add trees on the surface
+ this.addTrees = function (data, width, height) {
+ for (var x = 0; x < width; x++) {
+ // Find the ground level
+ var groundY = 0;
+ for (var y = 0; y < height; y++) {
+ if (data[y] && data[y][x] === 'grass') {
+ groundY = y;
+ break;
+ }
+ }
+ // Add random trees (if we found ground and not at the edge)
+ if (groundY > 0 && x > 2 && x < width - 2 && Math.random() < 0.1) {
+ var treeHeight = 3 + Math.floor(Math.random() * 3);
+ // Tree trunk
+ for (var ty = 1; ty <= treeHeight; ty++) {
+ if (groundY - ty >= 0) {
+ data[groundY - ty][x] = 'wood';
+ }
+ }
+ // Tree top (leaves would be added here if we had them)
+ var treeTop = groundY - treeHeight - 1;
+ if (treeTop >= 0) {
+ for (var tx = -1; tx <= 1; tx++) {
+ if (x + tx >= 0 && x + tx < width) {
+ data[treeTop][x + tx] = 'wood';
+ if (treeTop - 1 >= 0 && tx === 0) {
+ data[treeTop - 1][x] = 'wood';
+ }
+ }
+ }
+ }
+ }
+ }
+ };
+ // Add water bodies (lakes, rivers)
+ this.addWater = function (data, width, height) {
+ // Add some water pools/lakes
+ var lakeAttempts = Math.floor(width / 20);
+ for (var l = 0; l < lakeAttempts; l++) {
+ var lakeX = 5 + Math.floor(Math.random() * (width - 10));
+ var lakeWidth = 3 + Math.floor(Math.random() * 5);
+ // Find ground level at lakeX
+ var lakeY = 0;
+ for (var y = 0; y < height; y++) {
+ if (data[y] && data[y][lakeX] === 'grass') {
+ lakeY = y;
+ break;
+ }
+ }
+ // Create lake
+ if (lakeY > 0) {
+ for (var wx = 0; wx < lakeWidth && lakeX + wx < width; wx++) {
+ if (data[lakeY] && data[lakeY][lakeX + wx]) {
+ data[lakeY][lakeX + wx] = 'water';
+ // Sometimes make deeper water
+ if (Math.random() < 0.5 && lakeY + 1 < height) {
+ data[lakeY + 1][lakeX + wx] = 'water';
+ }
+ }
+ }
+ }
+ }
+ };
+ return this;
+};
var blockSize = 64;
var worldWidth = 64;
var worldHeight = 32;
var gravity = 0.5;
@@ -363,49 +513,10 @@
}
}
// 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++;
- }
- }
- }
+ var worldGen = new WorldGenerator();
+ var data = worldGen.generate(worldWidth, worldHeight, blockSize);
// Save the generated world
storage.worldData = data;
return data;
}
@@ -502,21 +613,21 @@
function updateToolbarSelection() {
var placeToolBtn = toolbarContainer.getChildAt(0);
var breakToolBtn = toolbarContainer.getChildAt(1);
if (currentTool === 'place') {
- placeToolBtn.buttonText.setText(placeToolBtn.buttonText.text, {
+ placeToolBtn.buttonText.style = {
fill: 0xFFFF00
- });
- breakToolBtn.buttonText.setText(breakToolBtn.buttonText.text, {
+ };
+ breakToolBtn.buttonText.style = {
fill: 0xFFFFFF
- });
+ };
} else {
- placeToolBtn.buttonText.setText(placeToolBtn.buttonText.text, {
+ placeToolBtn.buttonText.style = {
fill: 0xFFFFFF
- });
- breakToolBtn.buttonText.setText(breakToolBtn.buttonText.text, {
+ };
+ breakToolBtn.buttonText.style = {
fill: 0xFFFF00
- });
+ };
}
}
function selectInventorySlot(index) {
selectedInventorySlot = index;
@@ -559,8 +670,15 @@
// Check if space is empty
if (!worldData[gridY] || worldData[gridY][gridX] !== null) {
return;
}
+ // Don't allow placing blocks where the player is standing
+ var playerGridX = Math.floor(player.x / blockSize);
+ var playerGridY = Math.floor(player.y / blockSize);
+ var playerGridYBottom = Math.floor((player.y - 60) / blockSize); // Check player's head position too
+ if (gridX === playerGridX && (gridY === playerGridY || gridY === playerGridYBottom)) {
+ return; // Can't place block where player is standing
+ }
// Place the block
worldData[gridY][gridX] = selectedBlockType;
// Remove from inventory
inventory[selectedBlockType]--;
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