User prompt
Make it have a 2x2 pixel size a 1 pixel size and a fill tool on the side of the screen
User prompt
Add different tools like the pencil tool that draws one pixel but you can change the size to draw up to a 2x2 pixel square and a fill tool
User prompt
It’s not playing on the game start
User prompt
I still don’t hear any music
User prompt
No music is playing
User prompt
Play and loop the music asset named Music when the game starts
User prompt
Fix the aspect ratio to be a square
User prompt
Make it use the SpongeBobReference image from assets instead of pixel art
User prompt
Can you make the reference look more like SpongeBob
User prompt
I don’t see any SpongeBob there
User prompt
Add a pic of SpongeBob on the bottom
User prompt
Add a small picture of SpongeBob on the bottom so I can see it as a reference
Code edit (1 edits merged)
Please save this source code
User prompt
SpongeBob Sprite Maker
User prompt
Make a sprite of sponge bob
Initial prompt
Make a SpongeBob
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Palette button class
var PaletteButton = Container.expand(function () {
var self = Container.call(this);
self.colorId = null;
self.block = self.attachAsset('color_white', {
anchorX: 0.5,
anchorY: 0.5
});
self.block.width = paletteCellSize;
self.block.height = paletteCellSize;
self.setColor = function (colorId) {
self.colorId = colorId;
self.removeChild(self.block);
self.block = self.attachAsset(colorId, {
anchorX: 0.5,
anchorY: 0.5
});
self.block.width = paletteCellSize;
self.block.height = paletteCellSize;
};
// Touch event
self.down = function (x, y, obj) {
selectColor(self.colorId);
};
return self;
});
// Pixel cell class for the drawing grid
var PixelCell = Container.expand(function () {
var self = Container.call(this);
self.colorId = null; // Current color id (e.g. 'color_yellow')
self.gridX = 0;
self.gridY = 0;
// The colored block
self.block = self.attachAsset('color_white', {
anchorX: 0.5,
anchorY: 0.5
});
self.block.width = cellSize;
self.block.height = cellSize;
// Draws the cell with the given color id
self.setColor = function (colorId) {
self.colorId = colorId;
self.removeChild(self.block);
self.block = self.attachAsset(colorId, {
anchorX: 0.5,
anchorY: 0.5
});
self.block.width = cellSize;
self.block.height = cellSize;
};
// For checking if the cell is filled with the correct color
self.getColorId = function () {
return self.colorId;
};
// Touch event
self.down = function (x, y, obj) {
if (selectedColorId) {
self.setColor(selectedColorId);
checkIfComplete();
}
};
return self;
});
// Reference cell class (non-interactive, just for showing the reference)
var ReferenceCell = Container.expand(function () {
var self = Container.call(this);
self.block = self.attachAsset('color_white', {
anchorX: 0.5,
anchorY: 0.5
});
self.block.width = cellSize;
self.block.height = cellSize;
self.setColor = function (colorId) {
self.removeChild(self.block);
self.block = self.attachAsset(colorId, {
anchorX: 0.5,
anchorY: 0.5
});
self.block.width = cellSize;
self.block.height = cellSize;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xE0E0E0
});
/****
* Game Code
****/
// Reference image: We'll use a grid of colored blocks as a reference (not an actual image asset, but a grid rendered in-game).
// Define color palette for SpongeBob pixel art (approximate colors)
// --- CONFIGURATION ---
// This block is moved to ensure correct data initialization.
var gridCols = 12;
var gridRows = 16;
var cellSize = 90; // px, for main grid
var paletteCellSize = 80; // px, for palette
// Center the grid
var gridStartX = Math.floor((2048 - gridCols * cellSize) / 2);
var gridStartY = 350;
// Reference grid (smaller, at top)
var refCellSize = 40;
var refGridStartX = Math.floor((2048 - gridCols * refCellSize) / 2);
var refGridStartY = 120;
// Palette bar
var paletteStartY = 2732 - 220;
// Color palette (order matters for palette bar)
var colorPalette = ['color_yellow', 'color_white', 'color_black', 'color_brown', 'color_blue', 'color_red', 'color_pink', 'color_green'];
// Map colorId to color name for display
var colorNames = {
'color_yellow': 'Yellow',
'color_white': 'White',
'color_black': 'Black',
'color_brown': 'Brown',
'color_blue': 'Blue',
'color_red': 'Red',
'color_pink': 'Pink',
'color_green': 'Green'
};
// The reference pixel art for SpongeBob (12x16 grid, using colorPalette indices)
// 0: yellow, 1: white, 2: black, 3: brown, 4: blue, 5: red, 6: pink, 7: green
// Improved SpongeBob reference pixel art (12x16 grid)
// 0: yellow, 1: white, 2: black, 3: brown, 4: blue, 5: red, 6: pink, 7: green
var spongebobReference = [[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], [2, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 2], [2, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 2], [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], [2, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 2], [2, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 2], [2, 0, 3, 0, 0, 0, 0, 0, 0, 3, 0, 2], [2, 0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 2], [2, 0, 4, 4, 1, 1, 1, 1, 4, 4, 0, 2], [2, 0, 4, 4, 1, 1, 1, 1, 4, 4, 0, 2], [2, 0, 0, 0, 5, 5, 5, 5, 0, 0, 0, 2], [2, 0, 0, 7, 7, 0, 0, 7, 7, 0, 0, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]];
// Convert indices to colorIds for easier comparison
function getColorIdByIndex(idx) {
return colorPalette[idx];
}
var spongebobReferenceColorIds = [];
for (var y = 0; y < gridRows; y++) {
var row = [];
for (var x = 0; x < gridCols; x++) {
row.push(getColorIdByIndex(spongebobReference[y][x]));
}
spongebobReferenceColorIds.push(row);
}
// spongebobReferenceColorIds array creation moved after spongebobReference definition is finalized.
// --- STATE ---
var gridCells = []; // 2D array of PixelCell
var selectedColorId = colorPalette[0]; // Default selected color
var paletteButtons = [];
var isComplete = false;
// --- UI ---
// Title
var titleText = new Text2('SpongeBob Pixel Art', {
size: 90,
fill: 0x222222
});
titleText.anchor.set(0.5, 0);
LK.gui.top.addChild(titleText);
// Instructions
var instrText = new Text2('Tap a color, then tap the grid to fill. Try to match the reference above!', {
size: 48,
fill: 0x444444
});
instrText.anchor.set(0.5, 0);
LK.gui.top.addChild(instrText);
instrText.y = 110;
// --- REFERENCE GRID ---
var referenceCells = [];
for (var y = 0; y < gridRows; y++) {
var row = [];
for (var x = 0; x < gridCols; x++) {
var refCell = new ReferenceCell();
refCell.setColor(spongebobReferenceColorIds[y][x]);
refCell.x = refGridStartX + x * refCellSize + refCellSize / 2;
refCell.y = refGridStartY + y * refCellSize + refCellSize / 2;
game.addChild(refCell);
row.push(refCell);
}
referenceCells.push(row);
}
// --- MAIN DRAWING GRID ---
for (var y = 0; y < gridRows; y++) {
var row = [];
for (var x = 0; x < gridCols; x++) {
var cell = new PixelCell();
cell.x = gridStartX + x * cellSize + cellSize / 2;
cell.y = gridStartY + y * cellSize + cellSize / 2;
cell.gridX = x;
cell.gridY = y;
cell.setColor('color_white');
game.addChild(cell);
row.push(cell);
}
gridCells.push(row);
}
// --- PALETTE BAR ---
var paletteBarWidth = colorPalette.length * (paletteCellSize + 24) - 24;
var paletteBarStartX = Math.floor((2048 - paletteBarWidth) / 2);
for (var i = 0; i < colorPalette.length; i++) {
var colorId = colorPalette[i];
var btn = new PaletteButton();
btn.setColor(colorId);
btn.x = paletteBarStartX + i * (paletteCellSize + 24) + paletteCellSize / 2;
btn.y = paletteStartY + paletteCellSize / 2;
game.addChild(btn);
paletteButtons.push(btn);
}
// --- PALETTE SELECTION INDICATOR ---
var paletteIndicator = LK.getAsset('color_black', {
anchorX: 0.5,
anchorY: 0.5
});
paletteIndicator.width = paletteCellSize + 16;
paletteIndicator.height = paletteCellSize + 16;
paletteIndicator.alpha = 0.25;
game.addChild(paletteIndicator);
// --- MINI SPONGEBOB REFERENCE AT BOTTOM ---
// Use the SpongeBobReference image asset at the bottom center as a reference
// Set the mini reference image to be a square aspect ratio
var miniRefImageSize = 384; // Make it a square, same as previous height
var miniRefGridMarginAbovePalette = 40; // Margin between top of palette and bottom of mini-grid
var miniRefImageBottomY = paletteStartY - miniRefGridMarginAbovePalette;
var miniRefImageStartX = Math.floor((2048 - miniRefImageSize) / 2);
var miniRefImageStartY = miniRefImageBottomY - miniRefImageSize;
// Add the reference image asset as a square
var miniRefImage = LK.getAsset('SpongeBobReference', {
anchorX: 0,
anchorY: 0,
x: miniRefImageStartX,
y: miniRefImageStartY,
width: miniRefImageSize,
height: miniRefImageSize,
alpha: 0.95
});
game.addChild(miniRefImage);
// --- PALETTE SELECTION LOGIC ---
// Play and loop the music asset named Music on first user interaction (to comply with browser autoplay policies)
var musicStarted = false;
function startMusicIfNeeded() {
if (!musicStarted) {
LK.playMusic('Music', {
loop: true
});
musicStarted = true;
}
}
// Listen for first interaction to start music
game.down = function (x, y, obj) {
startMusicIfNeeded();
// If a palette button or grid cell is pressed, their own .down will also be called
};
function selectColor(colorId) {
selectedColorId = colorId;
// Move indicator to selected button
for (var i = 0; i < paletteButtons.length; i++) {
if (paletteButtons[i].colorId === colorId) {
paletteIndicator.x = paletteButtons[i].x;
paletteIndicator.y = paletteButtons[i].y;
break;
}
}
}
selectColor(selectedColorId);
// --- COMPLETION CHECK ---
function checkIfComplete() {
if (isComplete) return;
for (var y = 0; y < gridRows; y++) {
for (var x = 0; x < gridCols; x++) {
if (gridCells[y][x].getColorId() !== spongebobReferenceColorIds[y][x]) {
return;
}
}
}
// All cells match!
isComplete = true;
showCompletion();
}
// --- COMPLETION UI ---
function showCompletion() {
// Flash green
LK.effects.flashScreen(0x7ED957, 800);
// Show "You did it!" message
var winText = new Text2('You did it!', {
size: 120,
fill: 0x7ED957
});
winText.anchor.set(0.5, 0.5);
winText.x = 2048 / 2;
winText.y = 2732 / 2 - 100;
game.addChild(winText);
var compareText = new Text2('Your SpongeBob matches the reference!', {
size: 60,
fill: 0x222222
});
compareText.anchor.set(0.5, 0.5);
compareText.x = 2048 / 2;
compareText.y = 2732 / 2 + 40;
game.addChild(compareText);
// Animate winText
tween(winText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 400,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(winText, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
});
}
// --- GAME UPDATE ---
game.update = function () {
// No per-frame logic needed for this game
};
// --- DRAG PREVENTION ---
// No drag logic needed; all interaction is tap/click
// --- GUI LAYOUT ---
// Position title and instructions
titleText.x = 2048 / 2;
titleText.y = 20;
instrText.x = 2048 / 2;
instrText.y = 120;
// --- END OF GAME CODE --- ===================================================================
--- original.js
+++ change.js
@@ -99,12 +99,12 @@
/****
* Game Code
****/
-// This block is moved to ensure correct data initialization.
-// --- CONFIGURATION ---
-// Define color palette for SpongeBob pixel art (approximate colors)
// Reference image: We'll use a grid of colored blocks as a reference (not an actual image asset, but a grid rendered in-game).
+// Define color palette for SpongeBob pixel art (approximate colors)
+// --- CONFIGURATION ---
+// This block is moved to ensure correct data initialization.
var gridCols = 12;
var gridRows = 16;
var cellSize = 90; // px, for main grid
var paletteCellSize = 80; // px, for palette
@@ -236,13 +236,25 @@
width: miniRefImageSize,
height: miniRefImageSize,
alpha: 0.95
});
+game.addChild(miniRefImage);
// --- PALETTE SELECTION LOGIC ---
-// Play and loop the music asset named Music after game is initialized
-LK.playMusic('Music', {
- loop: true
-});
+// Play and loop the music asset named Music on first user interaction (to comply with browser autoplay policies)
+var musicStarted = false;
+function startMusicIfNeeded() {
+ if (!musicStarted) {
+ LK.playMusic('Music', {
+ loop: true
+ });
+ musicStarted = true;
+ }
+}
+// Listen for first interaction to start music
+game.down = function (x, y, obj) {
+ startMusicIfNeeded();
+ // If a palette button or grid cell is pressed, their own .down will also be called
+};
function selectColor(colorId) {
selectedColorId = colorId;
// Move indicator to selected button
for (var i = 0; i < paletteButtons.length; i++) {