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 // Simple palette: tap top-right to toggle between 'place' and 'remove' var paletteSize = 180; var paletteX = 2048 - paletteSize - 40; var paletteY = 40; // Draw palette button (just a colored box) 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); // 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); // 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)); }; // 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 dirt block worldGrid[gy][gx] = 'dirt'; var block = new Block(); block.setType('dirt'); 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
@@ -10,8 +10,9 @@
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
@@ -121,10 +122,14 @@
var worldGrid = [];
for (var y = 0; y < GRID_HEIGHT; y++) {
worldGrid[y] = [];
for (var x = 0; x < GRID_WIDTH; x++) {
- if (y > GRID_HEIGHT / 2) {
+ 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;
}
}