User prompt
the food window should not take more than 1/3 of the screen and should open from the bottom up in a slow animation
User prompt
make food window small
User prompt
when feed button is tapped, open window that displays dog food
User prompt
add functionality to dog bowl
User prompt
move dog bowl up slightly
User prompt
move wagging tail to table corner
User prompt
move the wagging up to table edge
User prompt
move wagging tail in above dog and next to table
User prompt
make wagging tail to be in front of dog
User prompt
move wagging tail to table
User prompt
Move the dog to be in front of the table
User prompt
move pet asset to 2800
User prompt
Move the dog asset to 2500
User prompt
move the dog up to 2400
User prompt
move the dog up to 2300
User prompt
move the dog up to 2800
User prompt
move the dog down to 3000
User prompt
move the dog to x = 3500
User prompt
move the dog down some more
User prompt
Move dog asset down a bit
User prompt
Change background to a pixel art living room
User prompt
can you make the dog bark
User prompt
shrink the dog hitbox by 10x
User prompt
attack the wagging tail to the dog
User prompt
can you rename the health bar to clean bar
/**** * Classes ****/ // Clean Bar class var CleanBar = Container.expand(function () { var self = Container.call(this); // Clean Bar visuals var barGraphics = self.attachAsset('cleanBar', { anchorX: 0.0, anchorY: 0.5 }); // Method to update the clean bar self.update = function (cleanliness) { self.scaleX = cleanliness / 100; }; }); // Happiness Bar class var HappinessBar = Container.expand(function () { var self = Container.call(this); // Happiness Bar visuals var barGraphics = self.attachAsset('happinessBar', { anchorX: 0.0, anchorY: 0.5 }); // Method to update the happiness bar self.update = function (happiness) { self.scaleX = happiness / 100; }; }); // Assets will be automatically generated based on usage in the code. // Pet class var Pet = Container.expand(function () { var self = Container.call(this); // Pet visuals var petGraphics = self.attachAsset('pet', { anchorX: 0.5, anchorY: 0.5 }); var tailGraphics = self.attachAsset('tail', { anchorX: 0.5, anchorY: 1 }); tailGraphics.x = petGraphics.width / 2; tailGraphics.y = petGraphics.height / 2; // Position the tail above the pet self.wagging = false; self.wagTail = function () { if (LK.ticks % 60 == 0) { self.wagging = !self.wagging; if (self.wagging) { tailGraphics.rotation = 0.3; } else { tailGraphics.rotation = -0.3; } } }; // Pet properties self.happiness = 100; // Max happiness self.health = 100; // Max health // Method to feed the pet self.feed = function () { self.happiness += 10; self.health += 5; // Ensure values do not exceed 100 self.happiness = Math.min(self.happiness, 100); self.health = Math.min(self.health, 100); }; // Method to play with the pet self.play = function () { self.happiness += 15; // Ensure happiness does not exceed 100 self.happiness = Math.min(self.happiness, 100); }; // Update pet status self.update = function () { // Decrease happiness and health over time self.happiness -= 0.05; self.health -= 0.02; // Ensure values do not drop below 0 self.happiness = Math.max(self.happiness, 0); self.health = Math.max(self.health, 0); }; self.bark = function () { console.log("Bark!"); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background }); /**** * Game Code ****/ var livingRoomBackground = game.addChild(LK.getAsset('livingRoom', { x: 0, y: 0, anchorX: 0, anchorY: 0 })); // Create pet instance var pet = game.addChild(new Pet()); // Create happiness bar instance var happinessBar = game.addChild(new HappinessBar()); // Create clean bar instance var cleanBar = game.addChild(new CleanBar()); // Position the clean bar under the happiness bar cleanBar.x = 50; cleanBar.y = 200; happinessBar.x = 50; happinessBar.y = 50; // Position the health bar under the happiness bar // Position the pet in the center of the screen pet.x = 2048 / 2; pet.y = 2000; // Create interactive buttons for feeding and playing var feedButton = game.addChild(LK.getAsset('feedButton', { x: 300, y: 2500, anchorX: 0.5, anchorY: 0.5 })); var playButton = game.addChild(LK.getAsset('playButton', { x: 1748, y: 2500, anchorX: 0.5, anchorY: 0.5 })); // Event listener for feed button feedButton.on('down', function () { pet.feed(); pet.bark(); }); // Event listener for play button playButton.on('down', function () { pet.play(); }); // Update game state every tick LK.on('tick', function () { pet.update(); pet.wagTail(); // Update the happiness bar happinessBar.update(pet.happiness); // Update the clean bar cleanBar.update(pet.cleanliness); });
===================================================================
--- original.js
+++ change.js
@@ -40,9 +40,9 @@
anchorX: 0.5,
anchorY: 1
});
tailGraphics.x = petGraphics.width / 2;
- tailGraphics.y = petGraphics.height; // Position the tail at the bottom of the pet
+ tailGraphics.y = petGraphics.height / 2; // Position the tail above the pet
self.wagging = false;
self.wagTail = function () {
if (LK.ticks % 60 == 0) {
self.wagging = !self.wagging;
pixel art living room. Single Game Texture. In-Game asset. 2d. Blank background.
pixel art dog bowl. Single Game Texture. In-Game asset. 2d. Blank background.
pixel art window with dog food bags displayed within it. Single Game Texture. In-Game asset. 2d. Blank background.
pixel art dog bone. Single Game Texture. In-Game asset. 2d. Blank background.
pixel art horizontal thirst bar that looks like a health bar. Single Game Texture. In-Game asset. 2d. Blank background.
pixel art heart speech bubble. Single Game Texture. In-Game asset. 2d. Blank background.
add white backgrund