User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'sheepCount')' in or related to this line: 'var sheepGoalMet = sheepInGoal >= level.sheepCount;' Line Number: 1105
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'sheepCount')' in or related to this line: 'scoreText.setText('Sheep: ' + sheepInGoal + '/' + level.sheepCount);' Line Number: 1008
User prompt
Add a cool and cozy startscreen for the game
User prompt
Let's add sounds to the cow like by the sheep but cow
User prompt
Make a cow asset sepperatly for cows
User prompt
Let's add cows to the game (they only start coming at level 5) make it so they need to get to a different area then the sheeps
User prompt
Add a cool grassy ground with some visual effects ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it so the sheeps stay in the green area when they are in for the first time
Code edit (1 edits merged)
Please save this source code
User prompt
Shepherd's Path
Initial prompt
A herding simulator in 2D
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Cow = Container.expand(function () {
var self = Container.call(this);
var cowGraphics = self.attachAsset('cow', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.5; // Slower than sheep
self.wanderSpeed = 0.4;
self.flockingDistance = 180;
self.dogAvoidDistance = 220;
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderInterval = 80 + Math.random() * 140;
self.scared = false;
self.goalReached = false; // Track if cow has reached the goal area
self.update = function () {
// Check if cow is in cow goal area
if (activeCowGoal && !self.goalReached) {
var goalDist = Math.sqrt(Math.pow(self.x - activeCowGoal.x, 2) + Math.pow(self.y - activeCowGoal.y, 2));
if (goalDist < 150) {
self.goalReached = true;
// Celebration effects when cow reaches goal
LK.effects.flashObject(self, 0x8B4513, 500);
// Add a little jump animation
var originalY = self.y;
tween(self, {
y: originalY - 30
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(self, {
y: originalY
}, {
duration: 200,
easing: tween.bounceOut
});
}
});
}
}
// If cow reached the goal, make it stay there with small wandering
if (self.goalReached) {
// Small random movement within goal
self.wanderTimer++;
if (self.wanderTimer > self.wanderInterval) {
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderInterval = 120 + Math.random() * 180;
}
// Apply very small movement
var slowSpeed = 0.2;
self.x += Math.cos(self.wanderDirection) * slowSpeed;
self.y += Math.sin(self.wanderDirection) * slowSpeed;
// Ensure cow stays in goal area
if (activeCowGoal) {
var goalDist = Math.sqrt(Math.pow(self.x - activeCowGoal.x, 2) + Math.pow(self.y - activeCowGoal.y, 2));
if (goalDist > 140) {
// Pull back toward center of goal
var pullX = activeCowGoal.x - self.x;
var pullY = activeCowGoal.y - self.y;
var pullDist = Math.sqrt(pullX * pullX + pullY * pullY);
self.x += pullX / pullDist * 1.0;
self.y += pullY / pullDist * 1.0;
}
}
return; // Skip normal movement behaviors
}
var vx = 0;
var vy = 0;
// Dog avoidance behavior
var dog = game.dog;
var dogDx = self.x - dog.x;
var dogDy = self.y - dog.y;
var dogDistance = Math.sqrt(dogDx * dogDx + dogDy * dogDy);
if (dogDistance < self.dogAvoidDistance) {
var dogFactor = 1 - dogDistance / self.dogAvoidDistance;
vx += dogDx / dogDistance * dogFactor * 2.5; // Less responsive than sheep
vy += dogDy / dogDistance * dogFactor * 2.5;
self.scared = dogDistance < self.dogAvoidDistance * 0.6;
} else {
self.scared = false;
}
// Flocking behavior with other cows
var cohesionX = 0;
var cohesionY = 0;
var alignmentX = 0;
var alignmentY = 0;
var separationX = 0;
var separationY = 0;
var flockCount = 0;
for (var i = 0; i < game.cows.length; i++) {
var otherCow = game.cows[i];
if (otherCow !== self) {
var otherDx = otherCow.x - self.x;
var otherDy = otherCow.y - self.y;
var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
if (otherDistance < self.flockingDistance) {
// Cohesion - move toward center of flock
cohesionX += otherCow.x;
cohesionY += otherCow.y;
// Alignment - align with flock direction
alignmentX += Math.cos(otherCow.wanderDirection);
alignmentY += Math.sin(otherCow.wanderDirection);
// Separation - avoid crowding
if (otherDistance < 70) {
// Cows need more space
separationX -= otherDx / otherDistance;
separationY -= otherDy / otherDistance;
}
flockCount++;
}
}
}
// Apply flocking behaviors if there are nearby cows
if (flockCount > 0) {
// Cohesion
cohesionX = cohesionX / flockCount - self.x;
cohesionY = cohesionY / flockCount - self.y;
var cohesionDist = Math.sqrt(cohesionX * cohesionX + cohesionY * cohesionY);
if (cohesionDist > 0) {
vx += cohesionX / cohesionDist * 0.1;
vy += cohesionY / cohesionDist * 0.1;
}
// Alignment
alignmentX /= flockCount;
alignmentY /= flockCount;
var alignmentDist = Math.sqrt(alignmentX * alignmentX + alignmentY * alignmentY);
if (alignmentDist > 0) {
vx += alignmentX / alignmentDist * 0.15;
vy += alignmentY / alignmentDist * 0.15;
}
// Separation
vx += separationX * 0.4; // Cows separate more strongly
vy += separationY * 0.4;
} else {
// Wandering behavior when alone
self.wanderTimer++;
if (self.wanderTimer > self.wanderInterval) {
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderInterval = 80 + Math.random() * 140;
}
vx += Math.cos(self.wanderDirection) * self.wanderSpeed;
vy += Math.sin(self.wanderDirection) * self.wanderSpeed;
}
// Obstacle avoidance
for (var i = 0; i < game.obstacles.length; i++) {
var obstacle = game.obstacles[i];
var obsDx = self.x - obstacle.x;
var obsDy = self.y - obstacle.y;
var obsDistance = Math.sqrt(obsDx * obsDx + obsDy * obsDy);
if (obsDistance < 130) {
// Larger avoidance radius than sheep
var obsFactor = 1 - obsDistance / 130;
vx += obsDx / obsDistance * obsFactor * 2.2;
vy += obsDy / obsDistance * obsFactor * 2.2;
}
}
// Boundary avoidance
if (self.x < 120) {
vx += (120 - self.x) * 0.05;
}
if (self.x > 1928) {
vx += (1928 - self.x) * 0.05;
}
if (self.y < 120) {
vy += (120 - self.y) * 0.05;
}
if (self.y > 2612) {
vy += (2612 - self.y) * 0.05;
}
// Normalize and apply movement
var velocity = Math.sqrt(vx * vx + vy * vy);
if (velocity > 0) {
var moveSpeed = self.scared ? self.speed * 1.3 : self.speed;
self.x += vx / velocity * moveSpeed;
self.y += vy / velocity * moveSpeed;
self.wanderDirection = Math.atan2(vy, vx);
}
};
return self;
});
var CowGoal = Container.expand(function () {
var self = Container.call(this);
var goalGraphics = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
tint: 0x8B4513 // Brown tint for cow goal
});
return self;
});
var Dog = Container.expand(function () {
var self = Container.call(this);
var dogGraphics = self.attachAsset('dog', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.targetX = 0;
self.targetY = 0;
self.moving = false;
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
self.moving = true;
};
self.bark = function () {
LK.getSound('bark').play();
LK.effects.flashObject(self, 0xA52A2A, 300);
};
self.update = function () {
if (self.moving) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
// Store previous position to detect movement
var prevX = self.x;
var prevY = self.y;
// Move the dog
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
// Create grass trampling effect with dog footsteps
if (LK.ticks % 15 === 0 && game.grassField) {
// Add small particle effect at dog's feet
var stepX = self.x - dx / distance * 20;
var stepY = self.y - dy / distance * 20;
// Highlight grass under the dog's feet
if (Math.random() > 0.5) {
LK.effects.flashObject(self, 0xFFFFFF, 100);
}
}
} else {
self.x = self.targetX;
self.y = self.targetY;
self.moving = false;
}
}
};
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
var goalGraphics = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6
});
return self;
});
var GrassField = Container.expand(function () {
var self = Container.call(this);
var blades = [];
var bladesCount = 100; // Number of grass blades
// Create grass blades
for (var i = 0; i < bladesCount; i++) {
var blade = LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 1.0,
// Bottom anchor so it can wave from bottom
scaleX: 0.05 + Math.random() * 0.1,
// Thin blades
scaleY: 0.3 + Math.random() * 0.4,
// Different heights
tint: 0x4CAF50 + Math.floor(Math.random() * 0x2F2F2F),
// Different shades of green
alpha: 0.7 + Math.random() * 0.3
});
// Randomize positions throughout the field
blade.x = Math.random() * 2048;
blade.y = Math.random() * 2732;
// Create unique wave pattern for each blade
blade.waveSpeed = 0.01 + Math.random() * 0.02;
blade.waveAmount = 0.05 + Math.random() * 0.1;
blade.waveOffset = Math.random() * Math.PI * 2;
blade.baseRotation = -0.1 + Math.random() * 0.2;
blades.push(blade);
self.addChild(blade);
}
// Animate grass blades
self.update = function () {
for (var i = 0; i < blades.length; i++) {
var blade = blades[i];
// Gentle waving motion based on sine wave
blade.rotation = blade.baseRotation + Math.sin(LK.ticks * blade.waveSpeed + blade.waveOffset) * blade.waveAmount;
}
};
// Method to create visual effect when dog moves through grass
self.createRipple = function (x, y) {
// Find blades near the position and create ripple effect
for (var i = 0; i < blades.length; i++) {
var blade = blades[i];
var dx = blade.x - x;
var dy = blade.y - y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Only affect nearby blades
if (dist < 100) {
// Calculate delay based on distance
var delay = dist * 3;
// Stop any existing tween on this blade
tween.stop(blade);
// Initial bend away
var targetRotation = Math.atan2(dy, dx) * 0.5;
// Apply tween for bending effect
tween(blade, {
rotation: targetRotation
}, {
duration: 200,
onFinish: function (blade) {
return function () {
// Return to gentle swaying
tween(blade, {
rotation: blade.baseRotation
}, {
duration: 500,
easing: tween.elasticOut
});
};
}(blade)
});
}
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('rock', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Sheep = Container.expand(function () {
var self = Container.call(this);
var sheepGraphics = self.attachAsset('sheep', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.wanderSpeed = 0.5;
self.flockingDistance = 150;
self.dogAvoidDistance = 200;
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderInterval = 60 + Math.random() * 120;
self.scared = false;
self.goalReached = false; // Track if sheep has reached the goal area
self.update = function () {
// Check if sheep is in goal area
if (activeGoal && !self.goalReached) {
var goalDist = Math.sqrt(Math.pow(self.x - activeGoal.x, 2) + Math.pow(self.y - activeGoal.y, 2));
if (goalDist < 150) {
self.goalReached = true;
// Celebration effects when sheep reaches goal
LK.effects.flashObject(self, 0x228b22, 500);
LK.getSound('baa').play();
// Add a little jump animation
var originalY = self.y;
tween(self, {
y: originalY - 30
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(self, {
y: originalY
}, {
duration: 200,
easing: tween.bounceOut
});
}
});
}
}
// If sheep reached the goal, make it stay there with small wandering
if (self.goalReached) {
// Small random movement within goal
self.wanderTimer++;
if (self.wanderTimer > self.wanderInterval) {
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderInterval = 120 + Math.random() * 180;
}
// Apply very small movement
var slowSpeed = 0.2;
self.x += Math.cos(self.wanderDirection) * slowSpeed;
self.y += Math.sin(self.wanderDirection) * slowSpeed;
// Ensure sheep stays in goal area
if (activeGoal) {
var goalDist = Math.sqrt(Math.pow(self.x - activeGoal.x, 2) + Math.pow(self.y - activeGoal.y, 2));
if (goalDist > 140) {
// Pull back toward center of goal
var pullX = activeGoal.x - self.x;
var pullY = activeGoal.y - self.y;
var pullDist = Math.sqrt(pullX * pullX + pullY * pullY);
self.x += pullX / pullDist * 1.0;
self.y += pullY / pullDist * 1.0;
}
}
return; // Skip normal movement behaviors
}
var vx = 0;
var vy = 0;
// Dog avoidance behavior
var dog = game.dog;
var dogDx = self.x - dog.x;
var dogDy = self.y - dog.y;
var dogDistance = Math.sqrt(dogDx * dogDx + dogDy * dogDy);
if (dogDistance < self.dogAvoidDistance) {
var dogFactor = 1 - dogDistance / self.dogAvoidDistance;
vx += dogDx / dogDistance * dogFactor * 3;
vy += dogDy / dogDistance * dogFactor * 3;
self.scared = dogDistance < self.dogAvoidDistance * 0.5;
if (self.scared && Math.random() < 0.01) {
LK.getSound('baa').play();
}
} else {
self.scared = false;
}
// Flocking behavior
var cohesionX = 0;
var cohesionY = 0;
var alignmentX = 0;
var alignmentY = 0;
var separationX = 0;
var separationY = 0;
var flockCount = 0;
for (var i = 0; i < game.sheep.length; i++) {
var otherSheep = game.sheep[i];
if (otherSheep !== self) {
var otherDx = otherSheep.x - self.x;
var otherDy = otherSheep.y - self.y;
var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
if (otherDistance < self.flockingDistance) {
// Cohesion - move toward center of flock
cohesionX += otherSheep.x;
cohesionY += otherSheep.y;
// Alignment - align with flock direction
alignmentX += Math.cos(otherSheep.wanderDirection);
alignmentY += Math.sin(otherSheep.wanderDirection);
// Separation - avoid crowding
if (otherDistance < 60) {
separationX -= otherDx / otherDistance;
separationY -= otherDy / otherDistance;
}
flockCount++;
}
}
}
// Apply flocking behaviors if there are nearby sheep
if (flockCount > 0) {
// Cohesion
cohesionX = cohesionX / flockCount - self.x;
cohesionY = cohesionY / flockCount - self.y;
var cohesionDist = Math.sqrt(cohesionX * cohesionX + cohesionY * cohesionY);
if (cohesionDist > 0) {
vx += cohesionX / cohesionDist * 0.1;
vy += cohesionY / cohesionDist * 0.1;
}
// Alignment
alignmentX /= flockCount;
alignmentY /= flockCount;
var alignmentDist = Math.sqrt(alignmentX * alignmentX + alignmentY * alignmentY);
if (alignmentDist > 0) {
vx += alignmentX / alignmentDist * 0.2;
vy += alignmentY / alignmentDist * 0.2;
}
// Separation
vx += separationX * 0.3;
vy += separationY * 0.3;
} else {
// Wandering behavior when alone
self.wanderTimer++;
if (self.wanderTimer > self.wanderInterval) {
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderInterval = 60 + Math.random() * 120;
}
vx += Math.cos(self.wanderDirection) * self.wanderSpeed;
vy += Math.sin(self.wanderDirection) * self.wanderSpeed;
}
// Obstacle avoidance
for (var i = 0; i < game.obstacles.length; i++) {
var obstacle = game.obstacles[i];
var obsDx = self.x - obstacle.x;
var obsDy = self.y - obstacle.y;
var obsDistance = Math.sqrt(obsDx * obsDx + obsDy * obsDy);
if (obsDistance < 120) {
var obsFactor = 1 - obsDistance / 120;
vx += obsDx / obsDistance * obsFactor * 2;
vy += obsDy / obsDistance * obsFactor * 2;
}
}
// Boundary avoidance
if (self.x < 100) {
vx += (100 - self.x) * 0.05;
}
if (self.x > 1948) {
vx += (1948 - self.x) * 0.05;
}
if (self.y < 100) {
vy += (100 - self.y) * 0.05;
}
if (self.y > 2632) {
vy += (2632 - self.y) * 0.05;
}
// Normalize and apply movement
var velocity = Math.sqrt(vx * vx + vy * vy);
if (velocity > 0) {
var moveSpeed = self.scared ? self.speed * 1.5 : self.speed;
self.x += vx / velocity * moveSpeed;
self.y += vy / velocity * moveSpeed;
self.wanderDirection = Math.atan2(vy, vx);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x78AB46
});
/****
* Game Code
****/
// Game state variables
var Level = function Level(sheepCount, obstacleCount, goalX, goalY, cowCount, cowGoalX, cowGoalY) {
this.sheepCount = sheepCount;
this.obstacleCount = obstacleCount;
this.goalX = goalX;
this.goalY = goalY;
this.cowCount = cowCount || 0; // Default to 0 if not specified
this.cowGoalX = cowGoalX || 0; // Default to 0 if not specified
this.cowGoalY = cowGoalY || 0; // Default to 0 if not specified
this.timeLimit = 60 + sheepCount * 10 + (cowCount || 0) * 15; // More time for levels with cows
};
var currentLevel = 1;
var maxLevels = 8; // Increased max levels
var levels = [];
var timeLeft = 0;
var timerInterval = null;
var activeGoal = null;
var activeCowGoal = null;
var levelCompleted = false;
var sheepInGoal = 0;
var cowsInGoal = 0;
// Game elements
game.grassField = null;
game.sheep = [];
game.cows = []; // New array for cows
game.obstacles = [];
game.dog = null;
// Set up levels
function setupLevels() {
levels = [new Level(3, 3, 1700, 500), new Level(5, 5, 1600, 1800), new Level(7, 8, 500, 2200), new Level(10, 10, 300, 1200),
// Level 5+ has cows (sheep, obstacles, sheepGoalX, sheepGoalY, cows, cowGoalX, cowGoalY)
new Level(8, 12, 1700, 1300, 3, 400, 400), new Level(9, 14, 300, 600, 5, 1600, 2200), new Level(10, 15, 1500, 600, 7, 500, 2300), new Level(12, 18, 1700, 1300, 10, 300, 1700)];
}
// Initialize UI
var levelText = new Text2('Level 1', {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
var scoreText = new Text2('Sheep: 0/0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
scoreText.x = -50;
LK.gui.topRight.addChild(scoreText);
var cowScoreText = new Text2('', {
size: 60,
fill: 0xA52A2A
});
cowScoreText.anchor.set(1, 0);
cowScoreText.x = -50;
cowScoreText.y = 70;
LK.gui.topRight.addChild(cowScoreText);
var timerText = new Text2('Time: 0', {
size: 60,
fill: 0xFFFFFF
});
timerText.anchor.set(0, 0);
timerText.x = 50;
LK.gui.topLeft.addChild(timerText);
var instructionText = new Text2('Tap to move your dog\nHerd the sheep to the green area', {
size: 60,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
// Second instruction text for levels with cows
var cowInstructionText = new Text2('', {
size: 60,
fill: 0xA52A2A
});
cowInstructionText.anchor.set(0.5, 0);
cowInstructionText.y = 230;
cowInstructionText.alpha = 0;
LK.gui.top.addChild(cowInstructionText);
// Show the instruction text for a limited time
LK.setTimeout(function () {
tween(instructionText, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
LK.gui.top.removeChild(instructionText);
}
});
}, 5000);
// Start the game
function startGame() {
setupLevels();
startLevel(currentLevel);
LK.playMusic('countryside');
}
// Setup and start a level
function startLevel(levelNum) {
clearLevel();
var level = levels[levelNum - 1];
levelText.setText('Level ' + levelNum);
// Set timer
timeLeft = level.timeLimit;
timerText.setText('Time: ' + timeLeft);
if (timerInterval) {
LK.clearInterval(timerInterval);
}
timerInterval = LK.setInterval(updateTimer, 1000);
// Create grass field first (so it appears behind everything)
if (!game.grassField) {
game.grassField = new GrassField();
game.addChild(game.grassField);
}
// Create goal area
activeGoal = new Goal();
activeGoal.x = level.goalX;
activeGoal.y = level.goalY;
game.addChild(activeGoal);
// Create cow goal area if this level has cows
activeCowGoal = null;
if (level.cowCount > 0) {
activeCowGoal = new CowGoal();
activeCowGoal.x = level.cowGoalX;
activeCowGoal.y = level.cowGoalY;
game.addChild(activeCowGoal);
// Show cow instructions for a few seconds
cowInstructionText.setText('Herd the brown cows\nto the brown area');
cowInstructionText.alpha = 1;
LK.setTimeout(function () {
tween(cowInstructionText, {
alpha: 0
}, {
duration: 1000
});
}, 5000);
}
// Create dog
game.dog = new Dog();
game.dog.x = 1024;
game.dog.y = 1366;
game.addChild(game.dog);
// Create obstacles
for (var i = 0; i < level.obstacleCount; i++) {
var obstacle = new Obstacle();
var validPosition = false;
// Ensure obstacles don't overlap with the goals
while (!validPosition) {
obstacle.x = 200 + Math.random() * 1648;
obstacle.y = 200 + Math.random() * 2332;
var goalDist = Math.sqrt(Math.pow(obstacle.x - activeGoal.x, 2) + Math.pow(obstacle.y - activeGoal.y, 2));
validPosition = goalDist > 300;
// Also check cow goal distance if there is a cow goal
if (validPosition && activeCowGoal) {
var cowGoalDist = Math.sqrt(Math.pow(obstacle.x - activeCowGoal.x, 2) + Math.pow(obstacle.y - activeCowGoal.y, 2));
if (cowGoalDist <= 300) {
validPosition = false;
}
}
}
game.obstacles.push(obstacle);
game.addChild(obstacle);
}
// Create sheep
for (var i = 0; i < level.sheepCount; i++) {
var sheep = new Sheep();
var validPosition = false;
// Place sheep away from goals and obstacles
while (!validPosition) {
sheep.x = 200 + Math.random() * 1648;
sheep.y = 200 + Math.random() * 2332;
var goalDist = Math.sqrt(Math.pow(sheep.x - activeGoal.x, 2) + Math.pow(sheep.y - activeGoal.y, 2));
validPosition = goalDist > 500;
// Also check cow goal distance if there is a cow goal
if (validPosition && activeCowGoal) {
var cowGoalDist = Math.sqrt(Math.pow(sheep.x - activeCowGoal.x, 2) + Math.pow(sheep.y - activeCowGoal.y, 2));
if (cowGoalDist <= 400) {
validPosition = false;
}
}
if (validPosition) {
// Check distance from obstacles
for (var j = 0; j < game.obstacles.length; j++) {
var obstacleDist = Math.sqrt(Math.pow(sheep.x - game.obstacles[j].x, 2) + Math.pow(sheep.y - game.obstacles[j].y, 2));
if (obstacleDist < 120) {
validPosition = false;
break;
}
}
}
}
game.sheep.push(sheep);
game.addChild(sheep);
}
// Create cows if this level has them
if (level.cowCount > 0) {
for (var i = 0; i < level.cowCount; i++) {
var cow = new Cow();
var validPosition = false;
// Place cows away from goals, obstacles, and sheep
while (!validPosition) {
cow.x = 200 + Math.random() * 1648;
cow.y = 200 + Math.random() * 2332;
// Check distance from sheep goal
var sheepGoalDist = Math.sqrt(Math.pow(cow.x - activeGoal.x, 2) + Math.pow(cow.y - activeGoal.y, 2));
validPosition = sheepGoalDist > 500;
// Check distance from cow goal
if (validPosition && activeCowGoal) {
var cowGoalDist = Math.sqrt(Math.pow(cow.x - activeCowGoal.x, 2) + Math.pow(cow.y - activeCowGoal.y, 2));
if (cowGoalDist <= 500) {
validPosition = false;
}
}
// Check distance from obstacles
if (validPosition) {
for (var j = 0; j < game.obstacles.length; j++) {
var obstacleDist = Math.sqrt(Math.pow(cow.x - game.obstacles[j].x, 2) + Math.pow(cow.y - game.obstacles[j].y, 2));
if (obstacleDist < 140) {
validPosition = false;
break;
}
}
}
// Check distance from sheep
if (validPosition) {
for (var j = 0; j < game.sheep.length; j++) {
var sheepDist = Math.sqrt(Math.pow(cow.x - game.sheep[j].x, 2) + Math.pow(cow.y - game.sheep[j].y, 2));
if (sheepDist < 200) {
validPosition = false;
break;
}
}
}
}
game.cows.push(cow);
game.addChild(cow);
}
}
// Update UI
sheepInGoal = 0;
cowsInGoal = 0;
levelCompleted = false;
updateScoreText();
}
// Clear all game elements from the current level
function clearLevel() {
// Remove sheep
for (var i = 0; i < game.sheep.length; i++) {
game.removeChild(game.sheep[i]);
}
game.sheep = [];
// Remove cows
for (var i = 0; i < game.cows.length; i++) {
game.removeChild(game.cows[i]);
}
game.cows = [];
// Remove obstacles
for (var i = 0; i < game.obstacles.length; i++) {
game.removeChild(game.obstacles[i]);
}
game.obstacles = [];
// Remove dog
if (game.dog) {
game.removeChild(game.dog);
game.dog = null;
}
// Remove goal
if (activeGoal) {
game.removeChild(activeGoal);
activeGoal = null;
}
// Remove cow goal
if (activeCowGoal) {
game.removeChild(activeCowGoal);
activeCowGoal = null;
}
// Keep grass field between levels but refresh it
if (game.grassField) {
// Add subtle animation to grass when changing levels
tween(game.grassField, {
alpha: 0.7
}, {
duration: 300,
onFinish: function onFinish() {
tween(game.grassField, {
alpha: 1
}, {
duration: 300
});
}
});
}
}
// Update the timer
function updateTimer() {
timeLeft--;
timerText.setText('Time: ' + timeLeft);
if (timeLeft <= 0) {
LK.clearInterval(timerInterval);
endLevel(false);
}
}
// Update the score display
function updateScoreText() {
var level = levels[currentLevel - 1];
scoreText.setText('Sheep: ' + sheepInGoal + '/' + level.sheepCount);
// Show cow score if there are cows in this level
if (level.cowCount > 0) {
cowScoreText.setText('Cows: ' + cowsInGoal + '/' + level.cowCount);
cowScoreText.alpha = 1;
} else {
cowScoreText.alpha = 0;
}
}
// End the current level
function endLevel(success) {
LK.clearInterval(timerInterval);
if (success) {
LK.getSound('success').play();
// Add cow points to score
var cowPoints = cowsInGoal * 150; // Cows are worth more points
LK.setScore(LK.getScore() + sheepInGoal * 100 + cowPoints + timeLeft * 10);
if (currentLevel < maxLevels) {
currentLevel++;
LK.setTimeout(function () {
startLevel(currentLevel);
}, 1500);
} else {
// Game completed
LK.showYouWin();
}
} else {
LK.showGameOver();
}
}
// Control the dog with tap/click
game.down = function (x, y) {
if (game.dog && !levelCompleted) {
game.dog.setTarget(x, y);
game.dog.bark();
}
};
// Main game update loop
game.update = function () {
if (levelCompleted) {
return;
}
// Update grass field
if (game.grassField) {
game.grassField.update();
// Create ripple effects when dog moves
if (game.dog && game.dog.moving) {
// Only create ripple occasionally to avoid overwhelming effects
if (LK.ticks % 10 === 0) {
game.grassField.createRipple(game.dog.x, game.dog.y);
}
}
}
// Update all sheep
for (var i = 0; i < game.sheep.length; i++) {
game.sheep[i].update();
}
// Update all cows
for (var i = 0; i < game.cows.length; i++) {
game.cows[i].update();
}
// Update dog
if (game.dog) {
game.dog.update();
}
// Check for sheep in goal area
if (activeGoal) {
sheepInGoal = 0;
for (var i = 0; i < game.sheep.length; i++) {
var sheep = game.sheep[i];
var goalDist = Math.sqrt(Math.pow(sheep.x - activeGoal.x, 2) + Math.pow(sheep.y - activeGoal.y, 2));
if (goalDist < 150) {
sheepInGoal++;
}
}
}
// Check for cows in cow goal area if this level has cows
if (activeCowGoal) {
cowsInGoal = 0;
for (var i = 0; i < game.cows.length; i++) {
var cow = game.cows[i];
var cowGoalDist = Math.sqrt(Math.pow(cow.x - activeCowGoal.x, 2) + Math.pow(cow.y - activeCowGoal.y, 2));
if (cowGoalDist < 150) {
cowsInGoal++;
}
}
}
updateScoreText();
// Check for level completion
var level = levels[currentLevel - 1];
var sheepGoalMet = sheepInGoal >= level.sheepCount;
var cowGoalMet = level.cowCount === 0 || cowsInGoal >= level.cowCount;
if (sheepGoalMet && cowGoalMet && !levelCompleted) {
levelCompleted = true;
endLevel(true);
}
};
// Start the game
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -8,12 +8,11 @@
* Classes
****/
var Cow = Container.expand(function () {
var self = Container.call(this);
- var cowGraphics = self.attachAsset('sheep', {
+ var cowGraphics = self.attachAsset('cow', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: 0xA52A2A // Brown tint to differentiate from sheep
+ anchorY: 0.5
});
self.speed = 1.5; // Slower than sheep
self.wanderSpeed = 0.4;
self.flockingDistance = 180;
top down view of a pixel art dog. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
top down view of a pixel art sheep. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
top down view of pixel art rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
top down view of a pixel art cow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows