User prompt
change problem fix it
User prompt
can only be changed from soil to grass fix this
User prompt
Let the inventory be at the bottom and change it from the rate
User prompt
only grass block can be selected fix this
User prompt
all blocks can be changed at any time
User prompt
add block swapping
User prompt
add grass block and dirt block and stone block
User prompt
So the game cannot be played, fix it
User prompt
start making
User prompt
VoxelCraft 2D
Initial prompt
make a voxel 2d sandbox game
/**** * Classes ****/ // Block class for a single voxel block var Block = Container.expand(function () { var self = Container.call(this); // Default block type is 'dirt' self.type = 'dirt'; // Attach the block asset, anchor at center self.blockAsset = self.attachAsset('block_' + self.type, { anchorX: 0.5, anchorY: 0.5 }); // Supported types: 'dirt', 'grass', 'stone' // Set block type and update asset self.setType = function (type) { self.type = type; // Remove old asset if present if (self.blockAsset) { self.removeChild(self.blockAsset); } self.blockAsset = self.attachAsset('block_' + self.type, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; // --- Block Placement/Removal Controls --- // Helper: Convert screen/game coordinates to grid coordinates function getGridCoords(x, y) { var gx = Math.floor((x - gridOffsetX) / BLOCK_SIZE); var gy = Math.floor((y - gridOffsetY) / BLOCK_SIZE); if (gx < 0 || gx >= GRID_WIDTH || gy < 0 || gy >= GRID_HEIGHT) return null; return { x: gx, y: gy }; } // Track current action: 'place' or 'remove' var currentAction = 'place'; // Default to placing blocks // Track current block type for placement var blockTypes = ['dirt', 'grass', 'stone']; var currentBlockTypeIndex = 0; var currentBlockType = blockTypes[currentBlockTypeIndex]; // Palette UI: tap top-right to toggle between 'place' and 'remove', and select block type var paletteSize = 180; var paletteX = 2048 - paletteSize - 40; var paletteY = 40; // Draw palette action button (place/remove) var paletteBtn = LK.getAsset('block_dirt', { anchorX: 0.5, anchorY: 0.5, x: paletteX + paletteSize / 2, y: paletteY + paletteSize / 2, width: paletteSize, height: paletteSize }); game.addChild(paletteBtn); // Draw block swap button (cycle block type) var swapBtnSize = 120; var swapBtnX = paletteX + paletteSize / 2; var swapBtnY = paletteY + paletteSize + 40 + swapBtnSize / 2; var swapBtn = LK.getAsset('block_' + currentBlockType, { anchorX: 0.5, anchorY: 0.5, x: swapBtnX, y: swapBtnY, width: swapBtnSize, height: swapBtnSize }); game.addChild(swapBtn); // Overlay text for mode var paletteTxt = new Text2('Place', { size: 60, fill: "#fff" }); paletteTxt.anchor.set(0.5, 0.5); paletteTxt.x = paletteBtn.x; paletteTxt.y = paletteBtn.y; game.addChild(paletteTxt); // Overlay text for block type var swapTxt = new Text2(currentBlockType.charAt(0).toUpperCase() + currentBlockType.slice(1), { size: 40, fill: "#fff" }); swapTxt.anchor.set(0.5, 0.5); swapTxt.x = swapBtn.x; swapTxt.y = swapBtn.y; game.addChild(swapTxt); // Toggle action on palette tap paletteBtn.down = function (x, y, obj) { currentAction = currentAction === 'place' ? 'remove' : 'place'; paletteTxt.setText(currentAction.charAt(0).toUpperCase() + currentAction.slice(1)); }; // Cycle block type on swapBtn tap swapBtn.down = function (x, y, obj) { currentBlockTypeIndex = (currentBlockTypeIndex + 1) % blockTypes.length; currentBlockType = blockTypes[currentBlockTypeIndex]; // Remove old asset if present if (swapBtn.blockAsset) { swapBtn.removeChild(swapBtn.blockAsset); } swapBtn.blockAsset = swapBtn.attachAsset('block_' + currentBlockType, { anchorX: 0.5, anchorY: 0.5, x: swapBtnX, y: swapBtnY, width: swapBtnSize, height: swapBtnSize }); swapTxt.setText(currentBlockType.charAt(0).toUpperCase() + currentBlockType.slice(1)); }; // Handle placing/removing blocks on grid game.down = function (x, y, obj) { // Ignore palette area if (x >= paletteX && x <= paletteX + paletteSize && y >= paletteY && y <= paletteY + paletteSize) { // Let paletteBtn handle its own .down return; } var grid = getGridCoords(x, y); if (!grid) return; var gx = grid.x, gy = grid.y; if (currentAction === 'place') { if (!worldGrid[gy][gx]) { // Place a block of the selected type worldGrid[gy][gx] = currentBlockType; var block = new Block(); block.setType(currentBlockType); block.x = gridOffsetX + gx * BLOCK_SIZE + BLOCK_SIZE / 2; block.y = gridOffsetY + gy * BLOCK_SIZE + BLOCK_SIZE / 2; game.addChild(block); blockObjects[gy][gx] = block; } } else if (currentAction === 'remove') { if (worldGrid[gy][gx]) { // Remove block worldGrid[gy][gx] = null; if (blockObjects[gy][gx]) { blockObjects[gy][gx].destroy(); blockObjects[gy][gx] = null; } } } }; // --- Voxel 2D Sandbox Setup --- // Grid size (number of blocks) var GRID_WIDTH = 20; var GRID_HEIGHT = 15; // Block size in pixels (auto from asset, but fallback to 100) var BLOCK_SIZE = 100; // 2D array to store block types, initialize with 'dirt' for a flat world var worldGrid = []; for (var y = 0; y < GRID_HEIGHT; y++) { worldGrid[y] = []; for (var x = 0; x < GRID_WIDTH; x++) { if (y === Math.floor(GRID_HEIGHT / 2)) { worldGrid[y][x] = 'grass'; } else if (y > Math.floor(GRID_HEIGHT / 2) && y < GRID_HEIGHT - 2) { worldGrid[y][x] = 'dirt'; } else if (y >= GRID_HEIGHT - 2) { worldGrid[y][x] = 'stone'; } else { worldGrid[y][x] = null; } } } // Store block objects for easy access/removal var blockObjects = []; // Center the grid in the game area var gridOffsetX = (2048 - GRID_WIDTH * BLOCK_SIZE) / 2; var gridOffsetY = (2732 - GRID_HEIGHT * BLOCK_SIZE) / 2; // Render the initial world for (var y = 0; y < GRID_HEIGHT; y++) { blockObjects[y] = []; for (var x = 0; x < GRID_WIDTH; x++) { if (worldGrid[y][x]) { var block = new Block(); block.setType(worldGrid[y][x]); block.x = gridOffsetX + x * BLOCK_SIZE + BLOCK_SIZE / 2; block.y = gridOffsetY + y * BLOCK_SIZE + BLOCK_SIZE / 2; game.addChild(block); blockObjects[y][x] = block; } else { blockObjects[y][x] = null; } } }
===================================================================
--- original.js
+++ change.js
@@ -51,9 +51,9 @@
}
// Track current action: 'place' or 'remove'
var currentAction = 'place'; // Default to placing blocks
// Track current block type for placement
-var blockTypes = ['dirt', 'grass']; // Only allow dirt and grass for placement
+var blockTypes = ['dirt', 'grass', 'stone'];
var currentBlockTypeIndex = 0;
var currentBlockType = blockTypes[currentBlockTypeIndex];
// Palette UI: tap top-right to toggle between 'place' and 'remove', and select block type
var paletteSize = 180;
@@ -108,10 +108,13 @@
// Cycle block type on swapBtn tap
swapBtn.down = function (x, y, obj) {
currentBlockTypeIndex = (currentBlockTypeIndex + 1) % blockTypes.length;
currentBlockType = blockTypes[currentBlockTypeIndex];
- // Update swapBtn asset
- swapBtn.setAsset('block_' + currentBlockType, {
+ // Remove old asset if present
+ if (swapBtn.blockAsset) {
+ swapBtn.removeChild(swapBtn.blockAsset);
+ }
+ swapBtn.blockAsset = swapBtn.attachAsset('block_' + currentBlockType, {
anchorX: 0.5,
anchorY: 0.5,
x: swapBtnX,
y: swapBtnY,
@@ -131,19 +134,13 @@
if (!grid) return;
var gx = grid.x,
gy = grid.y;
if (currentAction === 'place') {
- // Only allow changing dirt to grass
- if (currentBlockType === 'grass' && worldGrid[gy][gx] === 'dirt') {
- worldGrid[gy][gx] = 'grass';
- if (blockObjects[gy][gx]) {
- blockObjects[gy][gx].setType('grass');
- }
- } else if (currentBlockType === 'dirt' && !worldGrid[gy][gx]) {
- // Only allow placing dirt on empty
- worldGrid[gy][gx] = 'dirt';
+ if (!worldGrid[gy][gx]) {
+ // Place a block of the selected type
+ worldGrid[gy][gx] = currentBlockType;
var block = new Block();
- block.setType('dirt');
+ block.setType(currentBlockType);
block.x = gridOffsetX + gx * BLOCK_SIZE + BLOCK_SIZE / 2;
block.y = gridOffsetY + gy * BLOCK_SIZE + BLOCK_SIZE / 2;
game.addChild(block);
blockObjects[gy][gx] = block;