User prompt
make the button next to the chatbublle
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when I press the button the answer will fading ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make a mini button to press so the answer does not fading
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when ai answers me on the chatbot it will display on the screen
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make the answer appear on top of it head
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Please fix the bug: 'Timeout.tick error: Can't find variable: chatResponses' in or related to this line: 'var responses = chatResponses[responseType];' Line Number: 822
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Please fix the bug: 'Timeout.tick error: Can't find variable: personalityTraits' in or related to this line: 'personalityTraits.wisdom = Math.min(1.0, personalityTraits.wisdom + 0.002);' Line Number: 857
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Please fix the bug: 'Timeout.tick error: Can't find variable: conversationMemory' in or related to this line: 'var recentInteractions = conversationMemory.lastInteractions.slice(-5);' Line Number: 828
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make the ai smarter
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so edit it
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there is a bug I can not right on the chatbox
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add a chatbox to talk to it
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add a button that says play and when you press it it will play a random game
Code edit (1 edits merged)
Please save this source code
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My Best Friend - Virtual Companion
User prompt
it is a boy that is your best friend and can talk to you and has a random generated name
Initial prompt
little buddy
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { friendName: "", friendshipLevel: 0, totalInteractions: 0, lastPlayTime: 0 }); /**** * Classes ****/ var ChatBubble = Container.expand(function () { var self = Container.call(this); var bubble = self.attachAsset('chatBubble', { anchorX: 0.5, anchorY: 0.5 }); self.messageText = new Text2('', { size: 40, fill: 0x000000 }); self.messageText.anchor.set(0.5, 0.5); self.addChild(self.messageText); self.visible = false; self.showMessage = function (message) { self.messageText.setText(message); self.visible = true; self.alpha = 0; tween(self, { alpha: 1 }, { duration: 300 }); LK.setTimeout(function () { tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.visible = false; } }); }, 3000); }; return self; }); var ChatInterface = Container.expand(function () { var self = Container.call(this); // Chat background var chatBg = self.attachAsset('chatBackground', { anchorX: 0.5, anchorY: 1 }); chatBg.alpha = 0.9; // Input field background var inputBg = self.attachAsset('chatInput', { anchorX: 0.5, anchorY: 1, y: -20 }); // Send button var sendBtn = self.attachAsset('sendButton', { anchorX: 0.5, anchorY: 1, x: 200, y: -20 }); // Send button text var sendText = new Text2('Send', { size: 24, fill: 0xFFFFFF }); sendText.anchor.set(0.5, 0.5); sendText.x = 200; sendText.y = -50; self.addChild(sendText); // Input text display var inputText = new Text2('Tap to type...', { size: 20, fill: 0x666666 }); inputText.anchor.set(0.5, 0.5); inputText.x = 0; inputText.y = -50; self.addChild(inputText); // Chat messages container var messagesContainer = new Container(); messagesContainer.y = -320; self.addChild(messagesContainer); // Intelligent chat responses categorized by context and personality var chatResponses = { greetings: ["Hey there, friend!", "Good to see you again!", "I've been waiting for you!", "You're back! I missed you!"], compliments: ["You're absolutely amazing!", "I'm so lucky to have you as a friend!", "You always know how to make me smile!", "You're the coolest person I know!"], questions: ["What's been the best part of your day?", "Do you have any fun plans coming up?", "What makes you happiest?", "Tell me about something you love!"], encouragement: ["You've got this!", "I believe in you!", "You're doing great!", "Keep being awesome!"], jokes: ["Why don't scientists trust atoms? Because they make up everything!", "I told my friend a joke about paper... it was tearable!", "What do you call a bear with no teeth? A gummy bear!"], stories: ["I dreamed about flying with butterflies last night!", "I wish we could explore a magical forest together!", "Imagine if we could visit the moon!", "I wonder what it's like to be a dolphin!"], empathy: ["I'm here if you need to talk", "Sometimes it's good to share how you feel", "You can always count on me", "I care about you a lot"], excitement: ["This is so exciting!", "I can't contain my joy!", "Wow, that's incredible!", "I'm practically bouncing with happiness!"], wisdom: ["The best friendships grow stronger over time", "Every day is a new adventure!", "Kindness is like sunshine for the soul", "Laughter really is the best medicine!"] }; // Personality traits that affect responses var personalityTraits = { humor: 0.7, // How often to make jokes curiosity: 0.8, // How often to ask questions empathy: 0.9, // How supportive responses are energy: 0.6, // How enthusiastic responses are wisdom: 0.5 // How often to share thoughtful insights }; // Memory system for smarter responses var conversationMemory = { topics: [], // Topics discussed playerMoods: [], // Detected player moods commonWords: {}, // Frequently used words lastInteractions: [], // Recent interaction types favoriteTopics: [] // Topics that got positive responses }; var messageHistory = []; var currentMessage = ''; var isTyping = false; self.visible = false; self.show = function () { self.visible = true; self.alpha = 0; tween(self, { alpha: 1 }, { duration: 300 }); }; self.hide = function () { tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.visible = false; // Hide keyboard when chat closes if (typeof keyboard !== 'undefined') { keyboard.hide(); } isTyping = false; currentMessage = ''; inputText.setText('Tap to type...'); inputText.fill = 0x666666; } }); }; self.addMessage = function (message, isPlayer) { var messageY = messageHistory.length * 40; var messageText = new Text2(message, { size: 24, fill: isPlayer ? 0x0066cc : 0x333333 }); messageText.anchor.set(isPlayer ? 1 : 0, 0); messageText.x = isPlayer ? 280 : -280; messageText.y = messageY; messagesContainer.addChild(messageText); messageHistory.push(messageText); // Keep only last 6 messages if (messageHistory.length > 6) { var oldMessage = messageHistory.shift(); messagesContainer.removeChild(oldMessage); // Move remaining messages up for (var i = 0; i < messageHistory.length; i++) { messageHistory[i].y = i * 40; } } // If friend message, increase friendship if (!isPlayer) { friendshipLevel = Math.min(100, friendshipLevel + 1); updateFriendshipBar(); // Learn from successful interactions var lastPlayerMessage = conversationMemory.lastInteractions[conversationMemory.lastInteractions.length - 1]; if (lastPlayerMessage && lastPlayerMessage.positive) { // This type of response worked well, remember it conversationMemory.favoriteTopics.push({ playerMessage: lastPlayerMessage.message, response: message, success: true }); // Keep only last 20 successful interactions if (conversationMemory.favoriteTopics.length > 20) { conversationMemory.favoriteTopics.shift(); } } } }; self.sendPlayerMessage = function () { if (currentMessage.length > 0) { self.addMessage(currentMessage, true); currentMessage = ''; inputText.setText('Tap to type...'); inputText.fill = 0x666666; isTyping = false; // Friend responds after a delay LK.setTimeout(function () { var response = generateSmartResponse(currentMessage, { friendshipLevel: friendshipLevel }); self.addMessage(friendName + ": " + response, false); friend.bounce(); }, 1000 + Math.random() * 1000); } else { var playerMessages = ["Hi there!", "How are you doing?", "Want to play a game?", "You're awesome!", "I'm having fun!", "Tell me a joke!", "What's your favorite color?", "You're my best friend!", "This is so cool!", "I love chatting with you!"]; var playerMessage = playerMessages[Math.floor(Math.random() * playerMessages.length)]; self.addMessage(playerMessage, true); // Friend responds after a delay LK.setTimeout(function () { var response = generateSmartResponse(playerMessage, { friendshipLevel: friendshipLevel }); self.addMessage(friendName + ": " + response, false); friend.bounce(); }, 1000 + Math.random() * 1000); } }; // Input field click handler inputBg.down = function () { if (!isTyping) { isTyping = true; currentMessage = ''; inputText.setText(''); inputText.fill = 0x000000; // Show keyboard when input is tapped if (typeof keyboard !== 'undefined') { keyboard.show(); } } }; // Add interactive typing function self.startTyping = function () { if (!isTyping) { isTyping = true; currentMessage = ''; inputText.setText(''); inputText.fill = 0x000000; } }; // Add character to current message self.addChar = function (_char) { if (isTyping) { currentMessage += _char; inputText.setText(currentMessage); } }; // Send button click handler sendBtn.down = function () { tween(sendBtn, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, onFinish: function onFinish() { tween(sendBtn, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); self.sendPlayerMessage(); }; return self; }); var GameButton = Container.expand(function (label) { var self = Container.call(this); var buttonBg = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); self.buttonText = new Text2(label, { size: 30, fill: 0xFFFFFF }); self.buttonText.anchor.set(0.5, 0.5); self.addChild(self.buttonText); self.down = function (x, y, obj) { tween(self, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); if (label === 'Pet') { friend.bounce(); friendshipLevel = Math.min(100, friendshipLevel + 3); updateFriendshipBar(); showRandomMessage(); LK.getSound('happy').play(); } else if (label === 'High Five') { friend.wiggle(); friendshipLevel = Math.min(100, friendshipLevel + 5); updateFriendshipBar(); chatBubble.showMessage("High five! You're awesome!"); LK.getSound('happy').play(); } else if (label === 'Play') { startMiniGame(); } else if (label === 'Chat') { if (chatInterface.visible) { chatInterface.hide(); } else { chatInterface.show(); } } }; return self; }); var OnScreenKeyboard = Container.expand(function () { var self = Container.call(this); var keyboardBg = self.attachAsset('chatBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.8 }); keyboardBg.alpha = 0.9; var keys = [['Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P'], ['A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L'], ['Z', 'X', 'C', 'V', 'B', 'N', 'M', '!', '?']]; var keyButtons = []; var keySize = 60; var keySpacing = 65; // Create keys for (var row = 0; row < keys.length; row++) { var keyRow = keys[row]; var rowWidth = keyRow.length * keySpacing; var startX = -rowWidth / 2 + keySpacing / 2; for (var col = 0; col < keyRow.length; col++) { var keyChar = keyRow[col]; var keyBtn = LK.getAsset('sendButton', { anchorX: 0.5, anchorY: 0.5, width: keySize, height: keySize }); keyBtn.x = startX + col * keySpacing; keyBtn.y = row * keySpacing - 60; keyBtn.tint = 0x4169e1; self.addChild(keyBtn); var keyText = new Text2(keyChar, { size: 24, fill: 0xFFFFFF }); keyText.anchor.set(0.5, 0.5); keyText.x = keyBtn.x; keyText.y = keyBtn.y; self.addChild(keyText); // Add click handler keyBtn.keyChar = keyChar; keyBtn.down = function () { if (chatInterface.visible) { chatInterface.addChar(this.keyChar); } }; keyButtons.push(keyBtn); } } // Space bar var spaceBtn = LK.getAsset('sendButton', { anchorX: 0.5, anchorY: 0.5, width: 200, height: keySize }); spaceBtn.x = 0; spaceBtn.y = 3 * keySpacing - 60; spaceBtn.tint = 0x4169e1; self.addChild(spaceBtn); var spaceText = new Text2('SPACE', { size: 20, fill: 0xFFFFFF }); spaceText.anchor.set(0.5, 0.5); spaceText.x = 0; spaceText.y = 3 * keySpacing - 60; self.addChild(spaceText); spaceBtn.down = function () { if (chatInterface.visible) { chatInterface.addChar(' '); } }; self.visible = false; self.show = function () { self.visible = true; self.alpha = 0; tween(self, { alpha: 1 }, { duration: 300 }); }; self.hide = function () { tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); var VirtualFriend = Container.expand(function () { var self = Container.call(this); // Friend graphics var body = self.attachAsset('friendBody', { anchorX: 0.5, anchorY: 0.5 }); var head = self.attachAsset('friendHead', { anchorX: 0.5, anchorY: 0.5, y: -150 }); var leftEye = self.attachAsset('friendEye', { anchorX: 0.5, anchorY: 0.5, x: -40, y: -170 }); var rightEye = self.attachAsset('friendEye', { anchorX: 0.5, anchorY: 0.5, x: 40, y: -170 }); var mouth = self.attachAsset('friendMouth', { anchorX: 0.5, anchorY: 0.5, y: -120 }); // Friend properties self.mood = 'happy'; self.lastInteraction = 0; self.currentAnimation = null; // Animation methods self.bounce = function () { if (self.currentAnimation) return; self.currentAnimation = 'bounce'; tween(self, { y: self.y - 30 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { y: self.y + 30 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.currentAnimation = null; } }); } }); }; self.wiggle = function () { if (self.currentAnimation) return; self.currentAnimation = 'wiggle'; tween(self, { rotation: 0.1 }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: -0.1 }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { self.currentAnimation = null; } }); } }); } }); }; self.changeMood = function (newMood) { self.mood = newMood; if (newMood === 'happy') { mouth.scaleY = 1; leftEye.scaleY = 1; rightEye.scaleY = 1; } else if (newMood === 'excited') { mouth.scaleY = 1.5; leftEye.scaleY = 0.8; rightEye.scaleY = 0.8; } }; self.down = function (x, y, obj) { self.bounce(); self.changeMood('excited'); friendshipLevel = Math.min(100, friendshipLevel + 2); updateFriendshipBar(); showRandomMessage(); LK.getSound('interaction').play(); LK.setTimeout(function () { self.changeMood('happy'); }, 1000); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Friend names pool // Initialize storage with defaults var friendNames = ['Alex', 'Sam', 'Jamie', 'Taylor', 'Jordan', 'Casey', 'Riley', 'Avery', 'Parker', 'Quinn', 'Skyler', 'River', 'Sage', 'Rowan', 'Phoenix', 'Kai']; // Friendship messages var friendshipMessages = ["I'm so happy to see you!", "You're the best friend ever!", "This is so much fun!", "I love spending time with you!", "You make me smile!", "Thanks for being my friend!", "Yay! That was awesome!", "I'm having such a great time!", "You're really cool!", "I'm glad we're friends!"]; // Memory system for smarter responses (global initialization) var conversationMemory = { topics: [], // Topics discussed playerMoods: [], // Detected player moods commonWords: {}, // Frequently used words lastInteractions: [], // Recent interaction types favoriteTopics: [] // Topics that got positive responses }; // Personality traits that affect responses (global initialization) var personalityTraits = { humor: 0.7, // How often to make jokes curiosity: 0.8, // How often to ask questions empathy: 0.9, // How supportive responses are energy: 0.6, // How enthusiastic responses are wisdom: 0.5 // How often to share thoughtful insights }; // Game variables var friendName = storage.friendName; var friendshipLevel = storage.friendshipLevel; var totalInteractions = storage.totalInteractions; var friend; var chatBubble; var friendshipBar; var friendshipFill; var nameText; var friendshipText; var petButton; var highFiveButton; var playButton; var chatButton; var chatInterface; var miniGameActive = false; // Generate random friend name if first time if (!friendName) { friendName = friendNames[Math.floor(Math.random() * friendNames.length)]; storage.friendName = friendName; } // Create friend character friend = game.addChild(new VirtualFriend()); friend.x = 1024; friend.y = 1500; // Create chat bubble chatBubble = game.addChild(new ChatBubble()); chatBubble.x = 1024; chatBubble.y = 800; // Create friendship bar background friendshipBar = game.addChild(LK.getAsset('friendshipBar', { anchorX: 0.5, anchorY: 0.5 })); friendshipBar.x = 1024; friendshipBar.y = 400; // Create friendship fill friendshipFill = game.addChild(LK.getAsset('friendshipFill', { anchorX: 0, anchorY: 0.5 })); friendshipFill.x = 824; friendshipFill.y = 400; // Create UI text nameText = new Text2('Meet ' + friendName + '!', { size: 60, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = 1024; nameText.y = 200; game.addChild(nameText); friendshipText = new Text2('Friendship: ' + friendshipLevel + '%', { size: 40, fill: 0xFFFFFF }); friendshipText.anchor.set(0.5, 0.5); friendshipText.x = 1024; friendshipText.y = 350; game.addChild(friendshipText); // Create buttons petButton = game.addChild(new GameButton('Pet')); petButton.x = 1024; petButton.y = 2200; highFiveButton = game.addChild(new GameButton('High Five')); highFiveButton.x = 700; highFiveButton.y = 2200; playButton = game.addChild(new GameButton('Play')); playButton.x = 1348; playButton.y = 2200; // Create chat button chatButton = game.addChild(new GameButton('Chat')); chatButton.x = 1024; chatButton.y = 2300; // Create chat interface chatInterface = game.addChild(new ChatInterface()); chatInterface.x = 1024; chatInterface.y = 2600; // Create on-screen keyboard var keyboard = game.addChild(new OnScreenKeyboard()); keyboard.x = 1024; keyboard.y = 2200; // Functions function updateFriendshipBar() { var fillWidth = friendshipLevel / 100 * 400; friendshipFill.width = Math.max(40, fillWidth); friendshipText.setText('Friendship: ' + friendshipLevel + '%'); // Save progress storage.friendshipLevel = friendshipLevel; storage.totalInteractions = totalInteractions + 1; storage.lastPlayTime = Date.now(); } function showRandomMessage() { var message = friendshipMessages[Math.floor(Math.random() * friendshipMessages.length)]; chatBubble.showMessage(message); } // Array of available mini-games var miniGames = [{ name: "Rock Paper Scissors", start: function start() { chatBubble.showMessage("Let's play Rock, Paper, Scissors!"); LK.setTimeout(function () { var playerChoice = Math.floor(Math.random() * 3); // 0=rock, 1=paper, 2=scissors var friendChoice = Math.floor(Math.random() * 3); var choices = ['Rock', 'Paper', 'Scissors']; var resultMessage = ''; if (playerChoice === friendChoice) { resultMessage = "It's a tie! We both chose " + choices[playerChoice] + "!"; friendshipLevel = Math.min(100, friendshipLevel + 1); } else { resultMessage = "I chose " + choices[friendChoice] + "! Good game!"; friendshipLevel = Math.min(100, friendshipLevel + 3); } chatBubble.showMessage(resultMessage); updateFriendshipBar(); friend.bounce(); LK.setTimeout(function () { miniGameActive = false; }, 2000); }, 2000); } }, { name: "Guess the Number", start: function start() { chatBubble.showMessage("I'm thinking of a number 1-10!"); LK.setTimeout(function () { var secretNumber = Math.floor(Math.random() * 10) + 1; var playerGuess = Math.floor(Math.random() * 10) + 1; var resultMessage = ''; if (playerGuess === secretNumber) { resultMessage = "Amazing! You guessed " + secretNumber + " correctly!"; friendshipLevel = Math.min(100, friendshipLevel + 5); } else { resultMessage = "Good try! I was thinking " + secretNumber + ", you guessed " + playerGuess + "!"; friendshipLevel = Math.min(100, friendshipLevel + 2); } chatBubble.showMessage(resultMessage); updateFriendshipBar(); friend.wiggle(); LK.setTimeout(function () { miniGameActive = false; }, 2000); }, 2000); } }, { name: "Color Match", start: function start() { chatBubble.showMessage("Let's match colors! Think of your favorite!"); LK.setTimeout(function () { var colors = ['Red', 'Blue', 'Green', 'Yellow', 'Purple', 'Orange']; var friendColor = colors[Math.floor(Math.random() * colors.length)]; var playerColor = colors[Math.floor(Math.random() * colors.length)]; var resultMessage = ''; if (friendColor === playerColor) { resultMessage = "Wow! We both picked " + friendColor + "!"; friendshipLevel = Math.min(100, friendshipLevel + 4); } else { resultMessage = "I picked " + friendColor + ", you picked " + playerColor + "! Cool!"; friendshipLevel = Math.min(100, friendshipLevel + 2); } chatBubble.showMessage(resultMessage); updateFriendshipBar(); friend.bounce(); LK.setTimeout(function () { miniGameActive = false; }, 2000); }, 2000); } }, { name: "Quick Math", start: function start() { chatBubble.showMessage("Let's do some quick math together!"); LK.setTimeout(function () { var num1 = Math.floor(Math.random() * 10) + 1; var num2 = Math.floor(Math.random() * 10) + 1; var answer = num1 + num2; var resultMessage = num1 + " + " + num2 + " = " + answer + "! Great job!"; friendshipLevel = Math.min(100, friendshipLevel + 3); chatBubble.showMessage(resultMessage); updateFriendshipBar(); friend.wiggle(); LK.setTimeout(function () { miniGameActive = false; }, 2000); }, 2000); } }]; function generateSmartResponse(playerMessage, context) { var response = ""; var responseType = "compliments"; // default // Analyze player message for keywords and sentiment var message = playerMessage.toLowerCase(); var isQuestion = message.includes('?') || message.includes('what') || message.includes('how') || message.includes('why'); var isPositive = message.includes('good') || message.includes('great') || message.includes('awesome') || message.includes('love') || message.includes('happy'); var isNegative = message.includes('bad') || message.includes('sad') || message.includes('tired') || message.includes('boring'); // Update conversation memory conversationMemory.lastInteractions.push({ message: playerMessage, timestamp: LK.ticks, positive: isPositive, negative: isNegative }); // Keep only last 10 interactions if (conversationMemory.lastInteractions.length > 10) { conversationMemory.lastInteractions.shift(); } // Choose response type based on context and friendship level if (isQuestion && Math.random() < personalityTraits.curiosity) { responseType = "questions"; } else if (isNegative && Math.random() < personalityTraits.empathy) { responseType = "empathy"; } else if (isPositive && Math.random() < personalityTraits.energy) { responseType = "excitement"; } else if (friendshipLevel > 70 && Math.random() < personalityTraits.wisdom) { responseType = "wisdom"; } else if (Math.random() < personalityTraits.humor) { responseType = "jokes"; } else if (Math.random() < 0.3) { responseType = "stories"; } else if (Math.random() < 0.4) { responseType = "questions"; } else { responseType = "compliments"; } // Special responses based on friendship level if (friendshipLevel < 20) { responseType = "greetings"; } else if (friendshipLevel > 90) { // Mix multiple response types for high friendship var responses = chatResponses[responseType]; var secondType = Math.random() < 0.5 ? "compliments" : "excitement"; response = responses[Math.floor(Math.random() * responses.length)] + " " + chatResponses[secondType][Math.floor(Math.random() * chatResponses[secondType].length)]; return response; } // Get response from selected category var responses = chatResponses[responseType]; response = responses[Math.floor(Math.random() * responses.length)]; // Add personality flourishes if (personalityTraits.energy > 0.7 && Math.random() < 0.3) { response += " 🌟"; } return response; } function startMiniGame() { if (miniGameActive) return; miniGameActive = true; // Select a random mini-game var randomGame = miniGames[Math.floor(Math.random() * miniGames.length)]; randomGame.start(); } // Initial greeting LK.setTimeout(function () { chatBubble.showMessage("Hi there! I'm " + friendName + ". Let's be best friends!"); }, 1000); // Dynamic personality development function updatePersonality() { // Personality grows based on interactions var recentInteractions = conversationMemory.lastInteractions.slice(-5); var positiveCount = recentInteractions.filter(function (i) { return i.positive; }).length; var negativeCount = recentInteractions.filter(function (i) { return i.negative; }).length; // Adjust personality traits based on recent interactions if (positiveCount > negativeCount) { personalityTraits.energy = Math.min(1.0, personalityTraits.energy + 0.01); personalityTraits.humor = Math.min(1.0, personalityTraits.humor + 0.005); } if (negativeCount > 0) { personalityTraits.empathy = Math.min(1.0, personalityTraits.empathy + 0.01); } // Friendship level affects personality if (friendshipLevel > 50) { personalityTraits.wisdom = Math.min(1.0, personalityTraits.wisdom + 0.002); } } // Smarter periodic interactions var friendlyTimer = LK.setInterval(function () { updatePersonality(); if (!miniGameActive && Math.random() < 0.3) { friend.wiggle(); // Choose smarter messages based on context if (Math.random() < 0.5) { var contextualResponse = generateSmartResponse("", { friendshipLevel: friendshipLevel }); chatBubble.showMessage(contextualResponse); } } }, 8000); // Game update loop game.update = function () { // Idle animations if (LK.ticks % 300 === 0 && !friend.currentAnimation) { if (Math.random() < 0.4) { friend.bounce(); } } // Blink animation if (LK.ticks % 180 === 0) { var leftEye = friend.children[2]; var rightEye = friend.children[3]; leftEye.scaleY = 0.1; rightEye.scaleY = 0.1; LK.setTimeout(function () { leftEye.scaleY = 1; rightEye.scaleY = 1; }, 100); } };
===================================================================
--- original.js
+++ change.js
@@ -556,8 +556,20 @@
lastInteractions: [],
// Recent interaction types
favoriteTopics: [] // Topics that got positive responses
};
+// Personality traits that affect responses (global initialization)
+var personalityTraits = {
+ humor: 0.7,
+ // How often to make jokes
+ curiosity: 0.8,
+ // How often to ask questions
+ empathy: 0.9,
+ // How supportive responses are
+ energy: 0.6,
+ // How enthusiastic responses are
+ wisdom: 0.5 // How often to share thoughtful insights
+};
// Game variables
var friendName = storage.friendName;
var friendshipLevel = storage.friendshipLevel;
var totalInteractions = storage.totalInteractions;