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;
};
});
// Food Window class
var FoodWindow = Container.expand(function () {
var self = Container.call(this);
// Food Window visuals
var windowGraphics = self.attachAsset('foodWindow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.33,
scaleY: 0.33
});
// Method to show the food window
self.show = function () {
self.visible = true;
var targetY = 2732 - 2732 * 0.33 / 2;
self.y = 2732;
var animationInterval = LK.setInterval(function () {
if (self.y > targetY) {
self.y -= 10;
} else {
LK.clearInterval(animationInterval);
}
}, 1000 / 60);
};
// Method to hide the food window
self.hide = function () {
self.visible = false;
};
});
// 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 - 100; // Position the tail at the table corner
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
****/
// Event listener for food window
foodWindow.on('down', function () {
foodWindow.hide();
pet.feed();
pet.bark();
});
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: 2400,
anchorX: 0.5,
anchorY: 0.5
}));
var playButton = game.addChild(LK.getAsset('playButton', {
x: 1748,
y: 2500,
anchorX: 0.5,
anchorY: 0.5
}));
// Create food window instance
var foodWindow = game.addChild(new FoodWindow());
// Position the food window in the center of the screen
foodWindow.x = 2048 / 2;
foodWindow.y = 2732 - 2732 * 0.33 / 2;
// Initially hide the food window
foodWindow.hide();
// Event listener for feed button
feedButton.on('down', function () {
foodWindow.show();
});
// 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
@@ -20,14 +20,23 @@
// Food Window visuals
var windowGraphics = self.attachAsset('foodWindow', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.5,
- scaleY: 0.5
+ scaleX: 0.33,
+ scaleY: 0.33
});
// Method to show the food window
self.show = function () {
self.visible = true;
+ var targetY = 2732 - 2732 * 0.33 / 2;
+ self.y = 2732;
+ var animationInterval = LK.setInterval(function () {
+ if (self.y > targetY) {
+ self.y -= 10;
+ } else {
+ LK.clearInterval(animationInterval);
+ }
+ }, 1000 / 60);
};
// Method to hide the food window
self.hide = function () {
self.visible = false;
@@ -156,9 +165,9 @@
// Create food window instance
var foodWindow = game.addChild(new FoodWindow());
// Position the food window in the center of the screen
foodWindow.x = 2048 / 2;
-foodWindow.y = 2732 / 2;
+foodWindow.y = 2732 - 2732 * 0.33 / 2;
// Initially hide the food window
foodWindow.hide();
// Event listener for feed button
feedButton.on('down', function () {
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