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try again
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remove the gravity
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fix teh character controls
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add pixel world's world system
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add full dirt to worlds
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add buttons to the screen
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add control buttons left right and up
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add control buttons
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fix character control
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make a platform for the character
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fix the character when entering world fall down
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make a main menu button
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Please fix the bug: 'Uncaught TypeError: slot.updateCount is not a function' in or related to this line: 'slot.updateCount(inventory[slot.type] || 0);' Line Number: 971
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Please fix the bug: 'Uncaught TypeError: slot.updateCount is not a function' in or related to this line: 'slot.updateCount(inventory[slot.type] || 0);' Line Number: 971
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make character can controlled and add inventory ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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add character to the inside the world and add a main menu button
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Please fix the bug: 'LK.stringifyJSON is not a function' in or related to this line: 'return LK.stringifyJSON(obj);' Line Number: 516 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'stringify')' in or related to this line: 'storage.worldData = JSON.stringify(data);' Line Number: 723
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Please fix the bug: 'Cannot read properties of undefined (reading 'stringify')' in or related to this line: 'storage.worldData = JSON.stringify(data);' Line Number: 723
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fix line 723
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Please fix the bug: 'Cannot read properties of undefined (reading 'stringify')' in or related to this line: 'storage.worldData = JSON.stringify(data);' Line Number: 723 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var worldData = storage.worldData ? JSON.parse(storage.worldData) : generateWorld();' Line Number: 667
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Please fix the bug: 'Script error.' in or related to this line: 'storage.worldData = data;' Line Number: 716 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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fix the bugs
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make create world available
/**** * 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 // Convert worldData to string before storing storage.worldData = JSON.stringify(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 () { // Store last position for collision detection var lastY = self.y; var lastX = self.x; // 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; // Apply gravity and check for ground collision var gridX = Math.floor(self.x / blockSize); var gridY = Math.floor((self.y + 10) / blockSize); // Check if there's ground beneath the character var onGround = false; // Check multiple positions to detect standing on platforms for (var checkX = gridX - 1; checkX <= gridX + 1; checkX++) { // Check directly below the character if (checkX >= 0 && gridY >= 0 && gridY < worldData.length && checkX < (worldData[gridY] ? worldData[gridY].length : 0) && worldData[gridY] && worldData[gridY][checkX] && worldData[gridY][checkX] !== 'water') { // Distance from character center to the block var distX = Math.abs(self.x - (checkX * blockSize + blockSize / 2)); // If character is close enough horizontally to be standing on the block if (distX < blockSize * 0.8) { // Position character on top of the block self.y = gridY * blockSize - 10; onGround = true; break; } } } if (!onGround) { // Gravity removed: do not apply gravity to character } // Check if we just landed on a platform if (lastY < self.y && self.y - lastY < gravity * 1.5) { // We just landed, stop any vertical momentum self.y = Math.floor(self.y / blockSize) * blockSize - 10; } // Check for horizontal collisions if (lastX !== self.x) { var checkGridY = Math.floor((self.y - 50) / blockSize); // Check at character's mid height var newGridX = Math.floor(self.x / blockSize); // Check if there's a block at character's new position if (checkGridY >= 0 && checkGridY < worldData.length && newGridX >= 0 && newGridX < worldData[checkGridY].length && worldData[checkGridY][newGridX]) { // Collision detected, revert to previous position self.x = lastX; self.isMoving = false; } } }; // Interactive events self.down = function (x, y, obj) { // Handle touch down on character self.startDrag(); // Convert to world container's coordinate system for proper positioning var worldX = obj.parent.toGlobal(obj.position).x; var worldY = obj.parent.toGlobal(obj.position).y; // Determine initial direction based on touch position if (x > self.width / 2) { self.faceDirection(1); // Face right } else { self.faceDirection(-1); // Face left } }; // Add touch controls for character self.startDrag = function () { self.isDragging = true; }; self.stopDrag = function () { self.isDragging = false; self.isMoving = false; }; // Add jump functionality self.jump = function () { // Find where the player is standing var gridX = Math.floor(self.x / blockSize); var gridY = Math.floor((self.y + 10) / blockSize); // Check if character is on ground var onGround = false; for (var checkX = gridX - 1; checkX <= gridX + 1; checkX++) { if (checkX >= 0 && gridY >= 0 && gridY < worldData.length && checkX < (worldData[gridY] ? worldData[gridY].length : 0) && worldData[gridY] && worldData[gridY][checkX] && worldData[gridY][checkX] !== 'water') { var distX = Math.abs(self.x - (checkX * blockSize + blockSize / 2)); if (distX < blockSize * 0.8) { onGround = true; break; } } } if (onGround) { // Apply upward force when jumping self.y -= 15; } }; self.drag = function (x, y) { if (self.isDragging) { // Convert global coordinates to character's local frame var localX = x - game.toLocal(self.parent.toGlobal(self.position)).x + self.x; // Calculate difference for movement threshold var diffX = localX - self.x; // Determine direction based on current position and touch position if (diffX > 10) { self.faceDirection(1); self.isMoving = true; } else if (diffX < -10) { self.faceDirection(-1); self.isMoving = true; } else { self.isMoving = false; } } }; return self; }); var ControlButton = Container.expand(function (text, callback, width, height) { var self = Container.call(this); width = width || 150; height = height || 150; // Create button background var background = self.attachAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5, width: width, height: height }); // Create button text self.buttonText = new Text2(text, { size: 48, fill: 0xFFFFFF }); self.buttonText.anchor.set(0.5, 0.5); self.addChild(self.buttonText); // Store callback function self.callback = callback; // Add control type to identify button function self.controlType = ''; if (text === '←') self.controlType = 'left';else if (text === '→') self.controlType = 'right';else if (text === '↑') self.controlType = 'jump';else if (text === '■') self.controlType = 'stop'; // Button interaction self.down = function (x, y, obj) { if (self.callback) { background.alpha = 0.7; self.callback(); // Set control state for continuous button press if (self.controlType && controlState) { if (self.controlType === 'left') { controlState.left = true; controlState.right = false; } else if (self.controlType === 'right') { controlState.right = true; controlState.left = false; } else if (self.controlType === 'jump') { controlState.jump = true; } else if (self.controlType === 'stop') { controlState.left = false; controlState.right = false; } } } }; self.up = function (x, y, obj) { background.alpha = 1.0; // Clear control state when button is released if (self.controlType && controlState) { if (self.controlType === 'left') { controlState.left = false; } else if (self.controlType === 'right') { controlState.right = false; } else if (self.controlType === 'jump') { controlState.jump = false; } } }; 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(); worldEnterMenu.show(); }); 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 Platform = Container.expand(function (width, height) { var self = Container.call(this); self.width = width || 5; self.height = height || 1; // Create platform blocks for (var x = 0; x < self.width; x++) { for (var y = 0; y < self.height; y++) { var block = new Block('stone', blockSize); block.x = x * blockSize + blockSize / 2; block.y = y * blockSize + blockSize / 2; self.addChild(block); } } 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 () { // Gravity removed: do not apply gravity to player 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 && worldData[gridY] && 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; }); var WorldEnterMenu = Container.expand(function () { var self = Container.call(this); // Create a semi-transparent background var overlay = LK.getAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, alpha: 0.8 }); overlay.tint = 0x000022; self.addChild(overlay); // World title self.title = new Text2("Enter World", { size: 100, fill: 0xFFFFFF }); self.title.anchor.set(0.5, 0.5); self.title.x = 2048 / 2; self.title.y = 600; self.addChild(self.title); // World description self.description = new Text2("Select your world to start building", { size: 48, fill: 0xCCCCCC }); self.description.anchor.set(0.5, 0.5); self.description.x = 2048 / 2; self.description.y = 720; self.addChild(self.description); // World selection buttons self.createWorldButton = new Button("Create New World", function () { // Prompt for world name (simple prompt, can be improved) var worldName = "world" + Math.floor(Math.random() * 10000); // Generate new world and save with name var newWorldData = generateWorld(); pixelWorlds.saveWorld(worldName, newWorldData); worldData = newWorldData; pixelWorlds.currentWorld = worldName; // Reset player position player.x = 1024; player.y = 1600; storage.playerPosition = { x: player.x, y: player.y }; // Reset inventory inventory = { "grass": 10, "stone": 10, "wood": 10, "water": 5 }; storage.inventory = inventory; // Start game self.hide(); gameStarted = true; initializeWorld(); setupUI(); }); self.createWorldButton.x = 2048 / 2; self.createWorldButton.y = 1000; self.addChild(self.createWorldButton); // Add a world selection menu for pixel worlds self.loadWorldButton = new Button("Select World", function () { // Show a simple world selection overlay var overlay = new Container(); var bg = LK.getAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 1000, alpha: 0.95 }); bg.tint = 0x222244; overlay.addChild(bg); overlay.x = 2048 / 2; overlay.y = 1200; // List all worlds var worlds = pixelWorlds.listWorlds(); if (worlds.length === 0) { var noWorlds = new Text2("No worlds found", { size: 60, fill: 0xffffff }); noWorlds.anchor.set(0.5, 0.5); noWorlds.y = 0; overlay.addChild(noWorlds); } else { for (var i = 0; i < worlds.length; i++) { (function (worldName, idx) { var btn = new Button(worldName, function () { // Switch to selected world pixelWorlds.switchWorld(worldName); overlay.visible = false; self.hide(); gameStarted = true; }); btn.x = 0; btn.y = -400 + idx * 120; overlay.addChild(btn); })(worlds[i], i); } } // Add close button var closeBtn = new Button("Close", function () { overlay.visible = false; }); closeBtn.x = 0; closeBtn.y = 500; overlay.addChild(closeBtn); LK.gui.center.addChild(overlay); }); self.loadWorldButton.x = 2048 / 2; self.loadWorldButton.y = 1150; self.addChild(self.loadWorldButton); self.backButton = new Button("Back to Menu", function () { self.hide(); mainMenu.show(); }); self.backButton.x = 2048 / 2; self.backButton.y = 1400; self.addChild(self.backButton); // Show animation self.show = function () { self.visible = true; // Reset positions for animation self.title.y = 400; self.title.alpha = 0; self.description.y = 620; self.description.alpha = 0; self.createWorldButton.y = 1100; self.createWorldButton.alpha = 0; self.loadWorldButton.y = 1250; self.loadWorldButton.alpha = 0; self.backButton.y = 1500; self.backButton.alpha = 0; // Animate title tween(self.title, { y: 600, alpha: 1 }, { duration: 600, easing: tween.easeOutBack }); // Animate description tween(self.description, { y: 720, alpha: 1 }, { duration: 600, delay: 100, easing: tween.easeOutBack }); // Animate buttons tween(self.createWorldButton, { y: 1000, alpha: 1 }, { duration: 600, delay: 200, easing: tween.easeOutBack }); tween(self.loadWorldButton, { y: 1150, alpha: 1 }, { duration: 600, delay: 300, easing: tween.easeOutBack }); tween(self.backButton, { y: 1400, alpha: 1 }, { duration: 600, delay: 400, easing: tween.easeOutBack }); }; // Hide animation self.hide = function () { // Animate out tween(self.title, { y: 400, alpha: 0 }, { duration: 400, easing: tween.easeInBack }); tween(self.description, { y: 620, alpha: 0 }, { duration: 400, easing: tween.easeInBack }); tween(self.createWorldButton, { y: 1100, alpha: 0 }, { duration: 400, easing: tween.easeInBack }); tween(self.loadWorldButton, { y: 1250, alpha: 0 }, { duration: 400, easing: tween.easeInBack }); tween(self.backButton, { y: 1500, alpha: 0 }, { duration: 400, easing: tween.easeInBack, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Make sure JSON is defined for storage operations // Game constants function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var JSON = { parse: function parse(text) { return LK.parseJSON(text); }, stringify: function stringify(obj) { // Convert JavaScript object to a JSON string var str = ''; if (obj === null) return 'null'; if (typeof obj === 'undefined') return undefined; if (typeof obj === 'string') return '"' + obj.replace(/"/g, '\\"') + '"'; if (typeof obj === 'number' || typeof obj === 'boolean') return obj.toString(); if (Array.isArray(obj)) { str = '['; for (var i = 0; i < obj.length; i++) { str += (i > 0 ? ',' : '') + JSON.stringify(obj[i]); } return str + ']'; } if (_typeof(obj) === 'object') { str = '{'; var keys = Object.keys(obj); for (var i = 0; i < keys.length; i++) { var key = keys[i]; str += (i > 0 ? ',' : '') + '"' + key + '":' + JSON.stringify(obj[key]); } return str + '}'; } return ''; } }; 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); // Fill all blocks below the surface with 'ground' (dirt) for (var y = groundHeight; y < height; y++) { if (y === groundHeight) { data[y][x] = 'grass'; } else { data[y][x] = '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; // Game state var gameStarted = false; // Parse worldData from storage if it exists, checking for undefined/null values // Pixel World System: Support for multiple worlds and world switching var pixelWorlds = { currentWorld: "default", worlds: {}, // Load world data from storage or generate new loadWorld: function loadWorld(worldName) { var key = "pixelWorld_" + worldName; var data; try { data = storage[key] && storage[key] !== "undefined" ? JSON.parse(storage[key]) : null; } catch (e) { data = null; } if (!data) { data = generateWorld(); storage[key] = JSON.stringify(data); } this.worlds[worldName] = data; this.currentWorld = worldName; return data; }, // Save current world data to storage saveWorld: function saveWorld(worldName, data) { var key = "pixelWorld_" + worldName; storage[key] = JSON.stringify(data); this.worlds[worldName] = data; }, // Switch to a different world switchWorld: function switchWorld(worldName) { worldData = this.loadWorld(worldName); this.currentWorld = worldName; initializeWorld(); setupUI(); }, // List all saved worlds (by checking storage keys) listWorlds: function listWorlds() { var result = []; for (var k in storage) { if (k.indexOf("pixelWorld_") === 0) { result.push(k.replace("pixelWorld_", "")); } } return result; } }; // Use pixelWorlds to load the default world at start var worldData = pixelWorlds.loadWorld("default"); 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); } } } // Create platforms if this is a new world if (!storage.platformsCreated) { createPlatforms(); storage.platformsCreated = true; } } // Generate a new world function generateWorld() { var worldGen = new WorldGenerator(); var data = worldGen.generate(worldWidth, worldHeight, blockSize); // Save the generated world pixelWorlds.saveWorld(pixelWorlds.currentWorld, data); // Give player some starter blocks inventory = { "grass": 10, "stone": 10, "wood": 10, "water": 5 }; storage.inventory = inventory; return data; } // Setup UI function setupUI() { // Create inventory bar setupInventory(); // Create tool selection buttons setupToolbar(); // Create control buttons (left, right, jump) setupControls(); // Create main menu button setupMainMenuButton(); } // Add main menu button to return to menu function setupMainMenuButton() { var menuButton = new Button("Menu", function () { // Hide game elements gameStarted = false; // Show main menu mainMenu.show(); }); menuButton.x = 120; menuButton.y = 100; LK.gui.topRight.addChild(menuButton); // Add a character control button var characterButton = new Button("Character", function () { // Show character info or focus on character var targetX = -character.x + 2048 / 2; var targetY = -character.y + 2732 / 2; // Animate the camera movement to the character tween(worldContainer, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeOutQuad }); }); characterButton.x = 120; characterButton.y = 200; LK.gui.topRight.addChild(characterButton); } 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.countText.setText((inventory[blockTypes[i]] || 0).toString()); inventoryContainer.addChild(slot); } // Position the inventory at the top center inventoryContainer.x = 2048 / 2 - (blockTypes.length - 1) * slotSpacing / 2; inventoryContainer.y = 100; // Create inventory title var inventoryTitle = new Text2("Inventory", { size: 40, fill: 0xFFFFFF }); inventoryTitle.anchor.set(0.5, 1); inventoryTitle.x = (blockTypes.length - 1) * slotSpacing / 2; inventoryTitle.y = -20; inventoryContainer.addChild(inventoryTitle); // 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(); // Create movement controls container (at the bottom left) var moveControls = new Container(); // Left button var leftBtn = new ControlButton("←", function () { player.move('left'); player.stopMove = function () { player.velocity.x = 0; }; }); leftBtn.x = 0; leftBtn.y = 0; moveControls.addChild(leftBtn); // Right button var rightBtn = new ControlButton("→", function () { player.move('right'); player.stopMove = function () { player.velocity.x = 0; }; }); rightBtn.x = 200; rightBtn.y = 0; moveControls.addChild(rightBtn); // Stop button var stopBtn = new ControlButton("■", function () { player.stopMove(); }); stopBtn.x = 100; stopBtn.y = 0; moveControls.addChild(stopBtn); // Position movement controls at bottom left moveControls.x = 150; moveControls.y = 2732 - 100; LK.gui.bottomLeft.addChild(moveControls); // Create character controls container (at the bottom left, slightly above player controls) var characterControls = new Container(); // Character Left button var charLeftBtn = new ControlButton("←", function () { controlState.left = true; controlState.right = false; }, 150, 150); charLeftBtn.x = 0; charLeftBtn.y = 0; characterControls.addChild(charLeftBtn); // Character Right button var charRightBtn = new ControlButton("→", function () { controlState.right = true; controlState.left = false; }, 150, 150); charRightBtn.x = 200; charRightBtn.y = 0; characterControls.addChild(charRightBtn); // Character Stop button var charStopBtn = new ControlButton("■", function () { controlState.left = false; controlState.right = false; }, 150, 150); charStopBtn.x = 100; charStopBtn.y = 0; characterControls.addChild(charStopBtn); // Character Jump button var charJumpBtn = new ControlButton("↑", function () { controlState.jump = true; }, 150, 150); charJumpBtn.x = 300; charJumpBtn.y = 0; characterControls.addChild(charJumpBtn); // Position character controls at bottom left, above player controls characterControls.x = 150; characterControls.y = 2732 - 250; LK.gui.bottomLeft.addChild(characterControls); // Create action controls container (at bottom right) var actionControls = new Container(); // Jump button var jumpBtn = new ControlButton("↑", function () { player.jump(); }); jumpBtn.x = 0; jumpBtn.y = 0; actionControls.addChild(jumpBtn); // Character jump button var characterJumpBtn = new ControlButton("C↑", function () { character.jump(); controlState.jump = true; }); characterJumpBtn.x = -200; characterJumpBtn.y = 0; actionControls.addChild(characterJumpBtn); // Position action controls at bottom right actionControls.x = 2048 - 150; actionControls.y = 2732 - 100; LK.gui.bottomRight.addChild(actionControls); } 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') { if (placeToolBtn && placeToolBtn.buttonText) { placeToolBtn.buttonText.style = { fill: 0xFFFF00 }; } if (breakToolBtn && breakToolBtn.buttonText) { breakToolBtn.buttonText.style = { fill: 0xFFFFFF }; } } else { if (placeToolBtn && placeToolBtn.buttonText) { placeToolBtn.buttonText.style = { fill: 0xFFFFFF }; } if (breakToolBtn && breakToolBtn.buttonText) { 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); if (slot && typeof slot.updateCount === 'function') { slot.updateCount(inventory[slot.type] || 0); } else if (slot && slot.countText) { slot.countText.setText((inventory[slot.type] || 0).toString()); } } } 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 >= worldData[gridY].length || gridX < 0 || gridY < 0 || 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 // Save the data directly to storage pixelWorlds.saveWorld(pixelWorlds.currentWorld, worldData); storage.inventory = inventory; } // Game event handlers game.down = function (x, y, obj) { if (!gameStarted) return; // Don't handle interactions if game hasn't started if (currentTool === 'place') { placeBlock(x, y); } // Check if we clicked on the character if (obj && (obj === character || obj.parent === character)) { character.startDrag(); dragTarget = character; // Prevent placing blocks when clicking character return; } }; // Add move handler for dragging character game.move = function (x, y, obj) { if (dragTarget === character) { // Convert global coordinates to character's local space var localX = x - worldContainer.x; var localY = y - worldContainer.y; // Determine movement direction based on touch position relative to character if (localX > character.x + 10) { character.startMoving(1); // Move right } else if (localX < character.x - 10) { character.startMoving(-1); // Move left } else { character.stopMoving(); // Stop if touch is directly on character } } }; // Add up handler to stop dragging game.up = function (x, y, obj) { if (dragTarget === character) { character.stopDrag(); character.stopMoving(); // Make sure character stops moving when touch is released dragTarget = null; } }; // Initialize drag target variable var dragTarget = null; // Track control state for continuous button presses var controlState = { left: false, right: false, jump: false }; // Create platforms in the world function createPlatforms() { // Create several platforms at different positions var platforms = [{ x: 10, y: 20, width: 8, height: 1 }, { x: 25, y: 18, width: 6, height: 1 }, { x: 5, y: 15, width: 4, height: 1 }, { x: 15, y: 12, width: 5, height: 1 }, { x: 30, y: 10, width: 7, height: 1 }]; for (var i = 0; i < platforms.length; i++) { var p = platforms[i]; var platform = new Platform(p.width, p.height); platform.x = p.x * blockSize; platform.y = p.y * blockSize; worldContainer.addChild(platform); // Add platform blocks to worldData for (var x = 0; x < p.width; x++) { for (var y = 0; y < p.height; y++) { var gridX = p.x + x; var gridY = p.y + y; if (gridY < worldHeight && gridX < worldWidth) { if (!worldData[gridY]) worldData[gridY] = []; worldData[gridY][gridX] = 'stone'; } } } } // Save world data after creating platforms pixelWorlds.saveWorld(pixelWorlds.currentWorld, worldData); } // Main game loop game.update = function () { // Only update game elements if the game has started if (gameStarted) { // Update player player.update(); // Update character // Handle character movement based on controlState if (controlState) { if (controlState.left) { character.startMoving(-1); } else if (controlState.right) { character.startMoving(1); } else { character.stopMoving(); } if (controlState.jump) { character.jump(); controlState.jump = false; // Only jump once per press } } character.update(); // Simple AI: Make character move back and forth if (LK.ticks % 120 === 0 && !dragTarget) { // Change direction every 2 seconds (only if not being controlled by player) character.startMoving(character.direction * -1); } // Save game data periodically if (LK.ticks % 300 === 0) { // Convert worldData to string before storing pixelWorlds.saveWorld(pixelWorlds.currentWorld, worldData); storage.inventory = inventory; } } }; // Create main menu var mainMenu = new MainMenu(); mainMenu.x = 0; mainMenu.y = 0; game.addChild(mainMenu); // Create world enter menu var worldEnterMenu = new WorldEnterMenu(); worldEnterMenu.x = 0; worldEnterMenu.y = 0; worldEnterMenu.visible = false; game.addChild(worldEnterMenu); // Show main menu to start mainMenu.show(); // Start background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -1419,9 +1419,9 @@
character.startMoving(1);
} else {
character.stopMoving();
}
- if (controlState.jump && LK.ticks % 15 === 0) {
+ if (controlState.jump) {
character.jump();
controlState.jump = false; // Only jump once per press
}
}
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