User prompt
Je veux personnalisé le fond du jeu avec mon propre asset
User prompt
Ajoute une musique de fond en boucle au jeu
User prompt
Ajoute un système de bonheurs pour les niveaux : chaque dragons nourrit rapporte 1 point de bonheurs, et au bout d'une certaine dose de bonheurs, le joueur monte en niveau, le nombre de bonheurs requis double a chaque nouveau niveau par rapport au précédent, il faut 10 bonheurs pour atteindre le niveau 2, puis a chaque fois ça double
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'feedbackTxt.style.fill = color ? "#" + color.toString(16).padStart(6, '0') : "#fff";' Line Number: 275
Code edit (1 edits merged)
Please save this source code
User prompt
Dragons Cooke : Festin Express
Initial prompt
Crée ce jeu : **Dragons Cooke** est un jeu d'adresse et de rapidité dans lequel vous incarnez un cuisinier draconique chargé de nourrir des dragons affamés. Chaque dragon possède ses propres préférences alimentaires : les dragons **Vent** réclament de la soupe chaude, les dragons **Feu** raffolent de viande grillée, les dragons **Végétaux** se nourrissent exclusivement de fruits, les dragons **Abeilles** ne vivent que de miel, et les dragons **Terre** préfèrent les insectes croquants. Votre objectif est simple mais exigeant : identifier rapidement le type de dragon qui apparaît à l’écran et lui fournir la nourriture adaptée avant qu’il ne s’impatiente. Plus vous servez vite et juste, plus vous gagnez de bonheurs et débloquez de nouveaux niveaux
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
// Dragon class
var Dragon = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.type = null; // 'wind', 'fire', 'plant', 'bee', 'earth'
	self.asset = null;
	self.happy = false;
	self.waitTime = 0; // ms
	self.timerText = null;
	// Set dragon type and visuals
	self.setType = function (type) {
		self.type = type;
		var assetId = 'dragon_' + type;
		self.asset = self.attachAsset(assetId, {
			anchorX: 0.5,
			anchorY: 0.5
		});
	};
	// Show impatience timer
	self.showTimer = function (duration) {
		if (self.timerText) {
			self.timerText.destroy();
			self.timerText = null;
		}
		self.timerText = new Text2('', {
			size: 60,
			fill: "#fff"
		});
		self.timerText.anchor.set(0.5, 1);
		self.timerText.x = 0;
		self.timerText.y = self.asset.height / 2 + 10;
		self.addChild(self.timerText);
		self.waitTime = duration;
	};
	// Update impatience timer
	self.updateTimer = function (remaining) {
		if (self.timerText) {
			var sec = Math.ceil(remaining / 1000);
			self.timerText.setText(sec);
		}
	};
	// Remove timer
	self.removeTimer = function () {
		if (self.timerText) {
			self.timerText.destroy();
			self.timerText = null;
		}
	};
	return self;
});
// Food class
var Food = Container.expand(function () {
	var self = Container.call(this);
	self.type = null; // 'soup', 'meat', 'fruit', 'honey', 'insect'
	self.asset = null;
	self.dragging = false;
	self.setType = function (type) {
		self.type = type;
		var assetId = 'food_' + type;
		self.asset = self.attachAsset(assetId, {
			anchorX: 0.5,
			anchorY: 0.5
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x222233
});
/**** 
* Game Code
****/ 
// --- Game Data ---
/*
We need:
- 5 dragon types (Wind, Fire, Plant, Bee, Earth), each with a unique color/shape.
- 5 food types (Soup, Meat, Fruit, Honey, Insect), each with a unique color/shape.
- Use simple shapes for MVP.
*/
// Dragons
// Foods
// SFX
// Music
var dragonTypes = [{
	type: 'wind',
	food: 'soup',
	label: 'Vent',
	foodLabel: 'Soupe'
}, {
	type: 'fire',
	food: 'meat',
	label: 'Feu',
	foodLabel: 'Viande'
}, {
	type: 'plant',
	food: 'fruit',
	label: 'Végétal',
	foodLabel: 'Fruits'
}, {
	type: 'bee',
	food: 'honey',
	label: 'Abeille',
	foodLabel: 'Miel'
}, {
	type: 'earth',
	food: 'insect',
	label: 'Terre',
	foodLabel: 'Insectes'
}];
var foodTypes = [{
	s: 'soup',
	label: 'Soupe'
}, {
	s: 'meat',
	label: 'Viande'
}, {
	s: 'fruit',
	label: 'Fruits'
}, {
	s: 'honey',
	label: 'Miel'
}, {
	s: 'insect',
	label: 'Insectes'
}];
// --- Game State ---
var currentDragon = null;
var foodTray = [];
var dragFood = null;
var dragOffsetX = 0;
var dragOffsetY = 0;
var dragonTimeout = null;
var dragonArriveTime = 0;
var impatienceDuration = 4000; // ms, decrease with level
var score = 0;
var level = 1;
var dragonsFed = 0;
var bonheurs = 0;
var bonheurNextLevel = 10;
var scoreTxt = null;
var levelTxt = null;
var bonheurTxt = null;
var feedbackTxt = null;
// --- UI Setup ---
// Score display
scoreTxt = new Text2('0', {
	size: 120,
	fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Level display
levelTxt = new Text2('Niveau 1', {
	size: 60,
	fill: "#fff"
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 120;
// Bonheur display
bonheurTxt = new Text2('Bonheurs : 0 / 10', {
	size: 60,
	fill: 0xFFE066
});
bonheurTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(bonheurTxt);
bonheurTxt.y = 200;
// Feedback text (centered, for "Bravo!", "Mauvais plat!", etc)
feedbackTxt = new Text2('', {
	size: 120,
	fill: "#fff"
});
feedbackTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(feedbackTxt);
// --- Helper Functions ---
function pickRandomDragon() {
	var idx = Math.floor(Math.random() * dragonTypes.length);
	return dragonTypes[idx];
}
function spawnDragon() {
	// Remove previous dragon
	if (currentDragon) {
		currentDragon.destroy();
		currentDragon = null;
	}
	// Pick random dragon
	var d = pickRandomDragon();
	var dragon = new Dragon();
	dragon.setType(d.type);
	// Center dragon
	dragon.x = 2048 / 2;
	dragon.y = 900;
	game.addChild(dragon);
	// Show impatience timer
	dragon.showTimer(impatienceDuration);
	// Add label
	var label = new Text2(d.label, {
		size: 70,
		fill: "#fff"
	});
	label.anchor.set(0.5, 0);
	label.y = dragon.asset.height / 2 + 60;
	dragon.addChild(label);
	currentDragon = dragon;
	currentDragon.dragonData = d;
	dragonsFed = dragonsFed;
	// Play appear sound
	LK.getSound('appear').play();
	// Start impatience timer
	dragonArriveTime = Date.now();
	if (dragonTimeout) LK.clearTimeout(dragonTimeout);
	dragonTimeout = LK.setTimeout(onDragonTimeout, impatienceDuration);
}
function setupFoodTray() {
	// Remove old food
	for (var i = 0; i < foodTray.length; ++i) {
		foodTray[i].destroy();
	}
	foodTray = [];
	// Place foods at bottom, spaced evenly
	var margin = 180;
	var total = foodTypes.length;
	var trayY = 2732 - 250;
	var trayW = 2048 - margin * 2;
	for (var i = 0; i < total; ++i) {
		var f = new Food();
		f.setType(foodTypes[i].s);
		f.x = margin + trayW / (total - 1) * i;
		f.y = trayY;
		f.foodData = foodTypes[i];
		game.addChild(f);
		foodTray.push(f);
		// Add label
		var t = new Text2(foodTypes[i].label, {
			size: 48,
			fill: "#fff"
		});
		t.anchor.set(0.5, 0);
		t.y = f.asset.height / 2 + 10;
		f.addChild(t);
	}
}
// --- Game Logic ---
function onDragonTimeout() {
	// Dragon got impatient!
	showFeedback("Trop lent !", 0xff4444);
	LK.effects.flashScreen(0xff4444, 600);
	// End game
	LK.showGameOver();
}
function showFeedback(msg, color) {
	feedbackTxt.setText(msg);
	feedbackTxt.setStyle({
		fill: color ? "#" + color.toString(16).padStart(6, '0') : "#fff"
	});
	feedbackTxt.alpha = 1;
	tween(feedbackTxt, {
		alpha: 0
	}, {
		duration: 1200,
		easing: tween.linear
	});
}
function feedDragon(food) {
	if (!currentDragon) return;
	var correct = food.type === currentDragon.dragonData.food;
	if (correct) {
		LK.getSound('feed').play();
		score += 1;
		scoreTxt.setText(score);
		showFeedback("Bravo !", 0x44ff44);
		dragonsFed += 1;
		bonheurs += 1;
		// Met à jour l'affichage des bonheurs
		bonheurTxt.setText('Bonheurs : ' + bonheurs + ' / ' + bonheurNextLevel);
		// Système de progression de niveau basé sur les bonheurs
		if (bonheurs >= bonheurNextLevel) {
			level += 1;
			bonheurs = 0;
			bonheurNextLevel = bonheurNextLevel * 2;
			levelTxt.setText("Niveau " + level);
			bonheurTxt.setText('Bonheurs : ' + bonheurs + ' / ' + bonheurNextLevel);
			impatienceDuration = Math.max(1800, impatienceDuration - 400);
			showFeedback("Niveau " + level + " !", 0x44aaff);
		}
		// Next dragon after short delay
		if (dragonTimeout) LK.clearTimeout(dragonTimeout);
		LK.setTimeout(spawnDragon, 700);
	} else {
		LK.getSound('wrong').play();
		showFeedback("Mauvais plat !", 0xff4444);
		LK.effects.flashObject(currentDragon, 0xff0000, 600);
		// End game
		if (dragonTimeout) LK.clearTimeout(dragonTimeout);
		LK.setTimeout(function () {
			LK.showGameOver();
		}, 700);
	}
	// Remove dragon
	currentDragon.removeTimer();
	currentDragon.happy = true;
}
// --- Drag & Drop ---
function getFoodAt(x, y) {
	for (var i = 0; i < foodTray.length; ++i) {
		var f = foodTray[i];
		var dx = x - f.x;
		var dy = y - f.y;
		var r = f.asset.width / 2 + 30;
		if (dx * dx + dy * dy < r * r) return f;
	}
	return null;
}
function isOverDragon(food) {
	if (!currentDragon) return false;
	// Check intersection
	return food.intersects(currentDragon);
}
// --- Event Handlers ---
game.down = function (x, y, obj) {
	// Start drag if on food
	var f = getFoodAt(x, y);
	if (f) {
		dragFood = f;
		dragFood.dragging = true;
		dragOffsetX = x - f.x;
		dragOffsetY = y - f.y;
		// Bring to front
		game.removeChild(f);
		game.addChild(f);
	}
};
game.move = function (x, y, obj) {
	if (dragFood && dragFood.dragging) {
		dragFood.x = x - dragOffsetX;
		dragFood.y = y - dragOffsetY;
	}
};
game.up = function (x, y, obj) {
	if (dragFood && dragFood.dragging) {
		// Check if over dragon
		if (isOverDragon(dragFood)) {
			feedDragon(dragFood);
		}
		// Return food to tray
		var idx = foodTray.indexOf(dragFood);
		if (idx !== -1) {
			// Animate back
			var targetX = 180 + (2048 - 360) / (foodTray.length - 1) * idx;
			var targetY = 2732 - 250;
			tween(dragFood, {
				x: targetX,
				y: targetY
			}, {
				duration: 300,
				easing: tween.easeOut
			});
		}
		dragFood.dragging = false;
		dragFood = null;
	}
};
// --- Game Update ---
game.update = function () {
	// Update impatience timer
	if (currentDragon && !currentDragon.happy) {
		var now = Date.now();
		var elapsed = now - dragonArriveTime;
		var remain = Math.max(0, impatienceDuration - elapsed);
		currentDragon.updateTimer(remain);
	}
};
// --- Game Start ---
// Play music
LK.playMusic('bgmusic');
// Setup food tray
setupFoodTray();
// Reset state
score = 0;
level = 1;
dragonsFed = 0;
bonheurs = 0;
bonheurNextLevel = 10;
impatienceDuration = 4000;
scoreTxt.setText(score);
levelTxt.setText("Niveau 1");
if (bonheurTxt) bonheurTxt.setText('Bonheurs : 0 / 10');
feedbackTxt.setText('');
// Spawn first dragon
spawnDragon();
; ===================================================================
--- original.js
+++ change.js
@@ -82,19 +82,19 @@
 
 /**** 
 * Game Code
 ****/ 
-// Music
-// SFX
-// Foods
-// Dragons
+// --- Game Data ---
 /*
 We need:
 - 5 dragon types (Wind, Fire, Plant, Bee, Earth), each with a unique color/shape.
 - 5 food types (Soup, Meat, Fruit, Honey, Insect), each with a unique color/shape.
 - Use simple shapes for MVP.
 */
-// --- Game Data ---
+// Dragons
+// Foods
+// SFX
+// Music
 var dragonTypes = [{
 	type: 'wind',
 	food: 'soup',
 	label: 'Vent',
@@ -147,10 +147,13 @@
 var impatienceDuration = 4000; // ms, decrease with level
 var score = 0;
 var level = 1;
 var dragonsFed = 0;
+var bonheurs = 0;
+var bonheurNextLevel = 10;
 var scoreTxt = null;
 var levelTxt = null;
+var bonheurTxt = null;
 var feedbackTxt = null;
 // --- UI Setup ---
 // Score display
 scoreTxt = new Text2('0', {
@@ -166,8 +169,16 @@
 });
 levelTxt.anchor.set(0.5, 0);
 LK.gui.top.addChild(levelTxt);
 levelTxt.y = 120;
+// Bonheur display
+bonheurTxt = new Text2('Bonheurs : 0 / 10', {
+	size: 60,
+	fill: 0xFFE066
+});
+bonheurTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(bonheurTxt);
+bonheurTxt.y = 200;
 // Feedback text (centered, for "Bravo!", "Mauvais plat!", etc)
 feedbackTxt = new Text2('', {
 	size: 120,
 	fill: "#fff"
@@ -271,12 +282,18 @@
 		score += 1;
 		scoreTxt.setText(score);
 		showFeedback("Bravo !", 0x44ff44);
 		dragonsFed += 1;
-		// Level up every 5 dragons
-		if (dragonsFed % 5 === 0) {
+		bonheurs += 1;
+		// Met à jour l'affichage des bonheurs
+		bonheurTxt.setText('Bonheurs : ' + bonheurs + ' / ' + bonheurNextLevel);
+		// Système de progression de niveau basé sur les bonheurs
+		if (bonheurs >= bonheurNextLevel) {
 			level += 1;
+			bonheurs = 0;
+			bonheurNextLevel = bonheurNextLevel * 2;
 			levelTxt.setText("Niveau " + level);
+			bonheurTxt.setText('Bonheurs : ' + bonheurs + ' / ' + bonheurNextLevel);
 			impatienceDuration = Math.max(1800, impatienceDuration - 400);
 			showFeedback("Niveau " + level + " !", 0x44aaff);
 		}
 		// Next dragon after short delay
@@ -374,10 +391,14 @@
 // Reset state
 score = 0;
 level = 1;
 dragonsFed = 0;
+bonheurs = 0;
+bonheurNextLevel = 10;
 impatienceDuration = 4000;
 scoreTxt.setText(score);
 levelTxt.setText("Niveau 1");
+if (bonheurTxt) bonheurTxt.setText('Bonheurs : 0 / 10');
 feedbackTxt.setText('');
 // Spawn first dragon
-spawnDragon();
\ No newline at end of file
+spawnDragon();
+;
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/68418cf58dfa3c9ae8520b69.png%3F3) 
 Dragon abeille. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418d228dfa3c9ae8520b75.png%3F3) 
 Dragon feu. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418d488dfa3c9ae8520b80.png%3F3) 
 Dragon terre. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418d708dfa3c9ae8520b8b.png%3F3) 
 Dragon vent. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418d978dfa3c9ae8520b96.png%3F3) 
 Soupe. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418dba8dfa3c9ae8520ba1.png%3F3) 
 Miel. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418dde8dfa3c9ae8520bac.png%3F3) 
 Viande. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418e098dfa3c9ae8520bc3.png%3F3) 
 Dragon végétal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418e328dfa3c9ae8520bcf.png%3F3) 
 Fruit. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68418e618dfa3c9ae8520be4.png%3F3) 
 Insecte. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685270f9a2e0571e18739d81.png%3F3) 
 Fond d'écran tanière de dragons. In-Game asset. 2d. High contrast. No shadows