---world generation instructions--- type the number of blocks wide you want the world to be (10-40 recommended) you should probably make sure at least one tree generated in your world. ---gameplay instructions--- WASD to move. Click and hold to break. Enter to place. Hammer button lets you select blocks to build with Backpack button shows you your inventory. F to select tools ---Furnace instructions--- Press Q on the furnace to open and close it Open your inventory and press "F" on coal to put it in the furnace (vent needs to be open) Open your inventory and press "F" to select the metal you want to melt Click the tray below your ore to melt it (vent needs to be closed) click the vent to open or close it
notes----- my game for joe-coding15's contest everything (code, art, etc) made by me updates----- 5/26/2023 -fixed bug where building generators would not consume iron or coal 5/17/2023 -Added a mouse building setting 5/16/2023 -smoother jumping has been added -mouse is a little faster -fixed the bug where having a tree grow under a solid block makes the tree a solid block which can be walked on -Added a (selected) for building blocks Added a "dont forget to save" when your mouse is above the screen 5/14/2023 added generators to fix the limited resources issue plans----- suggest in comments. bugs----- if you save at night, when you load it is day. grass cannot grow under leafs and other unsolid blocks code explanation------ This game uses the "stamp" block from the pen extension which put the image of a spite on the screen. This way there can be more than 300 blocks on the screen at once. an unfortunate limitation with stamps is that they have no code in them because they are really just images on the screen. Luckily the mouse has the same coordinates as the blocks so we can still pinpoint how to interact with the lists. Ok, now how do we know where to put these blocks? There are a few lists in this project but the 2 most important are "cord" and "type". "cord" contains all the coordinates for example x1y2, and at the same place in the list there is "type" which is simply the costume that it is supposed to switch to, you may notice that if you open the "type" list all of the items will have the same name as the costume names, this way we can just do switch to costume (item (item # of x1y2) in type