- We want tools/actions, clickable ones.
- Blocker type
- Emojis. Pretty.
>>> Prompt:
What type of lemmings were there in the game Lemmings?
>>> We got the result for that and we use it below...
>>> Prompt: (this one made me happy)
Can you give me some emoji's I can use for the action buttons climber, floater, etc ... it looks so dull with text
Replied: Sure!
Climber: 🧗
Floater: 🪂
Bomber: 💣
Blocker: 🚫
Builder: 🏗️
Basher: 🤜💥🤛
Miner: ⛏️
Digger: 🕳️
>>> Prompt: (I probably had a living context from when I made them selectable, handy)
Great. Using our newly selected lemming, we now want some actions we can apply to that lemming.
Perhaps buttons for these actions should be in plain HTML instead of on the canvas.
The following existing code might be useful:
const Lemming = {
id: -49152,
age: 0,
x: 0,
y: 0,
width: 10,
height: 20,
velX: 0,
velY: 0,
maxVelX: 0.2,
deadlyVelY: 3,
isSelected: false,
onGround: false,
isDead: false,
update: function() {
if(this.y >= (canvas.height - (this.height+this.velY+1))) {
this.isDead = true;
return;
}
// Check if ground is under us or not
let isGroundUnderneath = pixelIsColor(oldImgData, this.x + this.width / 2, this.y + this.height + 1, dirtColorBytes) ||
pixelIsColor(oldImgData, this.x + this.width / 2, this.y + this.height + 1, rockColorBytes);
let heightAdjustment = 0;
if (isGroundUnderneath) {
let distanceToGround = -(this.height/4);
// TODO need safety guards for canvas boundary and probably a sanity check to not iterate more than N pixels (N = height?)
while (!pixelIsColor(oldImgData, this.x + this.width / 2, this.y + distanceToGround + 1, dirtColorBytes)
&& !pixelIsColor(oldImgData, this.x + this.width / 2, this.y + distanceToGround + 1, rockColorBytes)) {
distanceToGround++;
}
if(distanceToGround !== 0)
heightAdjustment = (this.height) - distanceToGround + 0.1; // subtract half the sprite's height
}
// Check if we hit a wall on the x axis
const hitWallOnLeft =
pixelIsColor(oldImgData, this.x - 1, this.y + this.height / 2, dirtColorBytes) ||
pixelIsColor(oldImgData, this.x - 1, this.y + this.height / 2, rockColorBytes);
const hitWallOnRight =
pixelIsColor(oldImgData, this.x + this.width + 1, this.y + this.height / 2, dirtColorBytes) ||
pixelIsColor(oldImgData, this.x + this.width + 1, this.y + this.height / 2, rockColorBytes);
// Check if we've fallen in water
const isWaterBelow =
pixelIsColor(oldImgData, this.x + this.width / 2, this.y + this.height + 1, waterColorBytes);
// Update velocity according to the collision rules
if (!this.onGround) {
this.velY += GRAVITY;
if (isGroundUnderneath) {
// console.log(this.velY);
if(this.velY > this.deadlyVelY) {
// splat
this.isDead = true;
return;
}
this.onGround = true;
this.velY = 0;
}
}
} else if (this.onGround && !isGroundUnderneath) {
// Start falling if there's no ground
this.onGround = false;
}
if (hitWallOnLeft || hitWallOnRight || this.x <= this.width || this.x >= canvas.width-this.width) {
this.velX *= -1;
}
if (isWaterBelow || this.y >= canvas.height-this.height) {
this.isDead = true;
}
// Apply height adjustment
if (heightAdjustment !== 0) {
this.y -= heightAdjustment; // move sprite up
}
// Move the lemming
this.x += this.velX;
this.y += this.velY;
this.age++;
},
draw: function() {
// Draw the new lemming position
ctx.fillStyle = 'rgb(' + blueBox.join(',') + ')';
ctx.fillRect(this.x, this.y, this.width, this.height);
ctx.fillStyle = 'rgb(' + greenBox.join(',') + ')';
ctx.fillRect(this.x, this.y, (this.width/3) - 1, (this.height/4) - 1);
ctx.fillRect(this.x + this.width - (this.width/3), this.y, (this.width/3) - 1, (this.height/4) - 1);
// add this to the draw method of the Lemming object
if (this.isSelected) {
ctx.strokeStyle = 'red';
ctx.strokeRect(this.x, this.y, this.width, this.height);
}
// Debug
ctx.strokeStyle = "white";
ctx.strokeText(this.id, this.x + 1, this.y + 13)
}
};
Add actions for:
Climber: This lemming can climb vertical surfaces such as walls and cliffs.
Floater: This lemming can use a parachute-like device to float harmlessly down from high places.
Bomber: This lemming self-destructs after a short time delay, creating a hole in the ground that other lemmings may enter.
Blocker: This lemming stops moving and turns into an immovable wall, preventing other lemmings from passing through.
Builder: This lemming can create a diagonal or horizontal bridge over gaps, making it possible for other lemmings to cross.
Basher: This lemming tunnels horizontally through soft terrain such as dirt or snow, allowing others to pass.
Miner: This lemming creates a downward-sloping tunnel, making it possible for other lemmings to descend steep inclines.
Digger: This lemming digs straight down into the ground, creating a vertical pit that other lemmings may use to jump down or climb up.
>>> Catch-up notes:
Backup was named: '_index - Copy (25) - action emojis.html'
Associated LLM context: n/a
(but the PREVIOUS prompt commit had one that was called: You-selectable-lemmings.md)