User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in this line: 'self.villagerAndFramerateDisplay.update();' Line Number: 471
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in this line: 'self.villagerAndFramerateDisplay.update();' Line Number: 471
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in this line: 'self.villagerAndFramerateDisplay.update();' Line Number: 471
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in this line: 'self.villagerAndFramerateDisplay.update();' Line Number: 344
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Fix Bug: 'Uncaught ReferenceError: VillagerAndFramerateDisplay is not defined' in this line: 'self.villagerAndFramerateDisplay = new VillagerAndFramerateDisplay(self);' Line Number: 376
User prompt
fix
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fix
User prompt
Fix Bug: 'Uncaught ReferenceError: resources is not defined' in this line: 'self.resourceDisplay = new ResourceDisplay(resources);' Line Number: 368
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fix
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Fix Bug: 'TypeError: this.increaseIQ is not a function' in this line: 'this.increaseIQ();' Line Number: 298
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Fix Bug: 'TypeError: villagerA.kiss is not a function' in this line: 'villagerA.kiss(villagerB);' Line Number: 386
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Fix Bug: 'TypeError: villagerA.canFallInLove is not a function' in this line: 'if (villagerA.canFallInLove(villagerB)) {' Line Number: 382
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Fix Bug: 'TypeError: villager.decideNextAction is not a function' in this line: 'villager.decideNextAction();' Line Number: 335
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Fix Bug: 'TypeError: villager.isDoingSomething is not a function' in this line: 'if (!villager.isDoingSomething()) {' Line Number: 330
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Fix Bug: 'TypeError: this.decideNextAction is not a function' in this line: 'this.decideNextAction();' Line Number: 289
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Fix Bug: 'TypeError: this.continuousMove is not a function' in this line: 'this.continuousMove();' Line Number: 289
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improve all the code
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create a way to villager to became smarter in realtime
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improve the movement of the villager base on their IQ
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batiment have to be at least 400 pixel to each other
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add one type of each batiment in the begining
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add 2 new idea
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improve
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Fix Bug: 'Uncaught TypeError: self.createAndAddVillager is not a function' in this line: 'self.createAndAddVillager(Math.random() * 2048, Math.random() * 2732);' Line Number: 570
User prompt
Fix Bug: 'Uncaught TypeError: self.createAndAddVillager is not a function' in this line: 'self.createAndAddVillager(Math.random() * 2048, Math.random() * 2732);' Line Number: 570
var Well = Container.expand(function () { var self = Container.call(this); var wellGraphics = self.createAsset('well', 'Well Graphics', .5, .5); self.x = 2048 / 2 - 800; self.y = 2732 / 2 - 600; self.drinkWater = function (villager) { villager.tiredness -= 5; if (villager.tiredness < 0) villager.tiredness = 0; }; }); var Bakery = Container.expand(function () { var self = Container.call(this); var bakeryGraphics = self.createAsset('bakery', 'Bakery Graphics', .5, .5); self.x = 2048 / 2 + 800; self.y = 2732 / 2 - 300; self.sellBread = function (villager) { if (villager.gameResources.food.amount >= 5) { villager.gameResources.food.amount -= 5; villager.energy += 10; if (villager.energy > 100) villager.energy = 100; } }; }); var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.createAsset('cloud', 'Cloud Graphics', .5, .5); cloudGraphics.alpha = 0.5; self.x = Math.random() * 2048; self.y = Math.random() * 2732; self.speed = Math.random() * 2 + 1; self.move = function () { self.x += self.speed; if (self.x > 2048) { self.x = -cloudGraphics.width; } }; }); var School = Container.expand(function () { var self = Container.call(this); var schoolGraphics = self.createAsset('school', 'School Graphics', .5, .5); self.x = 2048 / 2 - 1000; self.y = 2732 / 2 + 500; self.teach = function (villager) {}; }); var Inn = Container.expand(function () { var self = Container.call(this); var innGraphics = self.createAsset('inn', 'Inn Graphics', .5, .5); self.x = 2048 / 2; self.y = 2732 / 2 + 800; self.isOccupiable = true; self.occupy = function (villager) { if (!self.isOccupiable) return; self.isOccupiable = false; villager.state = 'restingAtInn'; LK.setTimeout(function () { self.isOccupiable = true; }, 10000); }; }); var Gardener = Container.expand(function () { var self = Container.call(this); var gardenerGraphics = self.createAsset('gardener', 'Gardener Graphics', .5, .5); self.x = Math.random() * 2048; self.y = Math.random() * 2732; self.tendPlants = function () {}; self.plantNewTree = function () { var newTree = new Tree(); newTree.x = Math.random() * 2048; newTree.y = Math.random() * 2732; self.parent.addChild(newTree); }; }); var Festival = Container.expand(function () { var self = Container.call(this); var festivalGraphics = self.createAsset('festival', 'Festival Graphics', .5, .5); self.x = 2048 / 2; self.y = 2732 / 2 - 800; self.isActive = false; self.activateFestival = function () { self.isActive = true; LK.setTimeout(function () { self.isActive = false; }, 10000); }; self.isVillagerParticipating = function (villager) { return self.isActive && villager.intersects(self); }; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.createAsset('heartImage', 'Heart Image', .5, .5); self.showAbove = function (villager) { self.x = villager.x; self.y = villager.y - villager.height; self.alpha = 1; self.follow = function () { if (villager) { self.x = villager.x; self.y = villager.y - villager.height; } }; LK.on('tick', self.follow); LK.setTimeout(function () { LK.off('tick', self.follow); self.alpha = 1; self.destroy(); }, 1000); }; }); var Market = Container.expand(function () { var self = Container.call(this); var marketGraphics = self.createAsset('market', 'Market Graphics', .5, .5); self.x = 2048 / 2; self.y = 2732 / 2 + 1200; self.availableResources = { wood: 0, rock: 0, food: 0 }; self.trade = function (villager, resourceType, amount) { if (self.availableResources[resourceType] >= amount) { self.availableResources[resourceType] -= amount; villager.gameResources[resourceType].amount += amount; } }; self.addResource = function (resourceType, amount) { self.availableResources[resourceType] += amount; }; }); var HouseBuilder = Container.expand(function () { var self = Container.call(this); self.build = function (villager) { var newHouse = new House(); newHouse.initializeRandomPosition(); villager.parent.addChild(newHouse); villager.state = 'atHome'; villager.home = newHouse; newHouse.scheduleVillagerWork(villager); }; }); var Resource = Container.expand(function (type, amount) { var self = Container.call(this); self.type = type; self.amount = amount; var resourceGraphics = self.createAsset(type.toLowerCase() + 'Image', type + ' Image', .5, .5); }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.createAsset('treeImage', 'Tree Image', .5, .5); self.resourceType = 'food'; self.amount = 100; self.collectResource = function (villager) { if (self.amount > 0) { var collectedAmount = Math.min(5, self.amount); villager.gameResources.food.amount += collectedAmount; villager.carriedFood += collectedAmount; self.amount -= collectedAmount; if (self.amount <= 0) { self.destroy(); } } }; }); var Villager = Container.expand(function (resources) { var self = Container.call(this); self.gameResources = resources; var villagerGraphics = self.createAsset('villager', 'Villager Graphics', .5, .5); var heart = new Heart(); self.addChild(heart); heart.showAbove(self); self.initializeVillager(); }); var EmployingWorkPlace = Container.expand(function () { var self = Container.call(this); var workplaceGraphics = self.createAsset('workplace', 'Workplace Graphics', .5, .5); self.isEmploying = true; self.employ = function (villager) {}; }); var House = Container.expand(function () { var self = Container.call(this); House.prototype.scheduleVillagerWork = function (villager) { LK.setTimeout(function () { villager.state = 'goingToWork'; villager.moveTo(villager.workplace.x, villager.workplace.y); }, 5000); }; House.prototype.initializeRandomPosition = function () { this.x = Math.random() * 2048; this.y = Math.random() * 2732; }; var houseGraphics = self.createAsset('house', 'House Graphics', .5, .5); self.isOccupiable = true; House.prototype.occupy = function (villager) { if (!this.isOccupiable) return; this.isOccupiable = false; villager.home = this; this.scheduleVillagerWork(villager); }; }); var ResourceDisplay = Container.expand(function (gameResources) { var self = Container.call(this); self.gameResources = gameResources || ({ wood: { amount: 0 }, rock: { amount: 0 }, food: { amount: 0 } }); var resourceDisplayText = new Text2('', { size: 50, fill: "#ffffff" }); resourceDisplayText.anchor.set(0.5, 0); resourceDisplayText.x = 2048 / 2 - 800 - 500 + 100; resourceDisplayText.y = 50; LK.gui.topCenter.addChild(resourceDisplayText); self.update = function () { resourceDisplayText.setText('Resources: Wood ' + self.gameResources.wood.amount + ' units, Rock ' + self.gameResources.rock.amount + ' units, Food ' + self.gameResources.food.amount + ' units'); }; }); var VillagerAndFramerateDisplay = Container.expand(function (game) { var self = Container.call(this); self.villagers = game.villagers; var villagerCountText = new Text2('', { size: 50, fill: "#ffffff" }); villagerCountText.anchor.set(0.5, 0); villagerCountText.x = 2048 / 2 - 200; villagerCountText.y = 50; LK.gui.topCenter.addChild(villagerCountText); var startTime = Date.now(); var framerateText = new Text2('', { size: 50, fill: "#ffffff" }); framerateText.anchor.set(0, 1); framerateText.x = 500; framerateText.y = 2732; LK.gui.topCenter.addChild(framerateText); var framerateText = new Text2('', { size: 50, fill: "#ffffff" }); framerateText.anchor.set(0, 1); framerateText.x = 500; framerateText.y = 2732; LK.gui.topCenter.addChild(framerateText); var lastTick = LK.ticks; var frameCount = 0; var lastSecond = Math.floor(lastTick / 60); self.update = function () { var currentTick = LK.ticks; var currentSecond = Math.floor(currentTick / 60); frameCount++; if (currentSecond > lastSecond) { framerateText.setText('FPS: ' + frameCount); framerateText.visible = true; frameCount = 0; lastSecond = currentSecond; } villagerCountText.setText('Villagers: ' + (self.villagers ? self.villagers.length : 0)); }; }); Villager.prototype.initializeVillager = function () { this.targetX = null; this.targetY = null; this.home = null; this.workplace = null; this.resourceType = null; this.speed = 12; this.directionX = 1; this.directionY = 1; this.carriedWood = 0; this.carriedRock = 0; this.carriedFood = 0; this.tiredness = 0; this.iq = 100; }; Villager.prototype.initializePosition = function (x, y) { this.x = x; this.y = y; }; Villager.prototype.update = function () { this.increaseIQ(); }; var Game = Container.expand(function () { var self = Container.call(this); Game.prototype.decideNextAction = function (villager) {}; Game.prototype.executeCurrentAction = function (villager) {}; Game.prototype.registerVillager = function (villager) { this.villagers.push(villager); }; Game.prototype.createAndAddVillagerIfPossible = function () { if (this.resources && this.resources.food.amount >= 10) { var x = Math.random() * 2048; var y = Math.random() * 2732; this.addVillager(this.createVillager(x, y)); this.resources.food.amount -= 10; } }; var heart = new Heart(); self.addChild(heart); heart.x = 2048 / 2; heart.y = 2732 / 2; Game.prototype.zoomOnVillagers = function (villagerA, villagerB) { var zoomLevel = 2; var centerX = (villagerA.x + villagerB.x) / 2; var centerY = (villagerA.y + villagerB.y) / 2; LK.stageContainer.scale.x = zoomLevel; LK.stageContainer.scale.y = zoomLevel; LK.stageContainer.pivot.x = centerX; LK.stageContainer.pivot.y = centerY; LK.stageContainer.x = LK.stageContainer.width / 2; LK.stageContainer.y = LK.stageContainer.height / 2; LK.setTimeout(function () { LK.stageContainer.scale.x = 1; LK.stageContainer.scale.y = 1; LK.stageContainer.pivot.x = 0; LK.stageContainer.pivot.y = 0; LK.stageContainer.x = 0; LK.stageContainer.y = 0; }, 3000); }; self.makeVillagerDecisions = function (villager) { if (!villager.isDoingSomething()) { villager.decideNextAction(); } }; LK.on('tick', function () { self.villagerAndFramerateDisplay.update(); var currentTime = Date.now(); var elapsedTime = Math.floor((currentTime - self.startTime) / 1000); self.timerText.setText('Time: ' + elapsedTime); self.updateResourceDisplay(); for (var i = 0; i < self.villagers.length; i++) { self.decideNextAction(self.villagers[i]); self.executeCurrentAction(self.villagers[i]); self.makeVillagerDecisions(self.villagers[i]); } self.handleVillagersFallingInLove(); }); self.timerText = new Text2('Time: 0', { size: 100, fill: "#ffffff" }); self.timerText.anchor.set(1, 1); self.timerText.x = 2048 - 500; self.timerText.y = 2732; LK.gui.topCenter.addChild(self.timerText); self.startTime = Date.now(); self.villagers = []; var market = new Market(); self.addChild(market); var inn = new Inn(); self.addChild(inn); var school = new School(); self.addChild(school); var bakery = new Bakery(); self.addChild(bakery); var well = new Well(); self.addChild(well); self.villagerAndFramerateDisplay = new VillagerAndFramerateDisplay(self); self.resourceDisplay = new ResourceDisplay(resources); self.updateResourceDisplay = function () { self.resourceDisplay.update(); }; self.handleVillagersFallingInLove = function () { for (var i = 0; i < self.villagers.length; i++) { for (var j = i + 1; j < self.villagers.length; j++) { var villagerA = self.villagers[i]; var villagerB = self.villagers[j]; if (villagerA.canFallInLove(villagerB)) { villagerA.kiss(villagerB); } } } }; function createResources() { return { wood: new Resource('Wood', 100), rock: new Resource('Rock', 100), food: new Resource('Food', 100) }; } var resources = createResources(); self.addChild(resources.wood); self.addChild(resources.rock); self.addChild(resources.food); var background = self.createAsset('background', 'Background Graphics', 0, 0); background.width = 4096 * 0.8; background.height = 5464 * 0.8; background.x = (2048 - background.width) / 2; background.y = (2732 - background.height) / 2 - 400; self.addChildAt(background, 0); Game.prototype.createVillager = function (x, y, isBaby) { var villager = new Villager(this.resources); villager.initializePosition(x, y); if (isBaby) { villager.scale.x = 0.5; villager.scale.y = 0.5; } return villager; }; Game.prototype.addVillager = function (villager) { this.addChild(villager); this.registerVillager(villager); }; self.villagers = []; self.houses = []; self.cloudLayer = new Container(); LK.stageContainer.addChild(self.cloudLayer); self.clouds = []; for (var i = 0; i < 5; i++) { var cloud = new Cloud(); self.clouds.push(cloud); self.cloudLayer.addChild(cloud); } self.addVillager(self.createVillager(1024, 1366)); for (var i = 0; i < 10; i++) { self.addVillager(self.createVillager(Math.random() * 2048, Math.random() * 2732)); } self.market = new Market(); self.addChild(self.market); Game.prototype.createHouse = function (x, y) { var house = new House(); house.x = x; house.y = y; return house; }; Game.prototype.addHouse = function (house) { this.addChild(house); this.houses.push(house); }; var houses = []; var newHouse = self.createHouse(2048 / 2, 2732 / 2); self.addHouse(newHouse); houses.push(newHouse); Game.prototype.createWorkplace = function () { var workplace = new EmployingWorkPlace(); workplace.x = Math.random() * 2048; workplace.y = Math.random() * 2732; return workplace; }; Game.prototype.addWorkplace = function (workplace) { this.addChild(workplace); this.workplaces.push(workplace); }; self.workplaces = []; var workplace = self.createWorkplace(); self.addWorkplace(workplace); self.workplaces.push(workplace); var house = new House(); house.x = 2048 / 2; house.y = 2732 / 2; houses.push(house); self.addChild(house); var workplace = new EmployingWorkPlace(); workplace.x = Math.random() * 2048; workplace.y = Math.random() * 2732; self.workplaces.push(workplace); self.addChild(workplace); self.villagerCreationInterval = LK.setInterval(function () { self.createAndAddVillagerIfPossible(); }, 10000); LK.on('tick', function () { self.villagerAndFramerateDisplay.update(); var currentTime = Date.now(); var elapsedTime = Math.floor((currentTime - self.startTime) / 1000); self.timerText.setText('Time: ' + elapsedTime); self.updateResourceDisplay(); for (var i = 0; i < self.villagers.length; i++) { self.villagers[i].update(); } self.handleVillagersFallingInLove(); self.updateDayNightCycle(); for (var i = 0; i < self.clouds.length; i++) { self.clouds[i].move(); } }); self.updateDayNightCycle = function () { var cycleDuration = 5000; var time = (Date.now() - self.startTime) % cycleDuration; var dayProgress = time / cycleDuration * 2 * Math.PI; var alpha = 0.15 + 0.2 * Math.cos(dayProgress - Math.PI) * -0.5; LK.stageContainer.alpha = alpha; var hours = Math.floor(time / 3600000) % 24; var minutes = Math.floor(time % 3600000 / 60000); self.timeOfDayText.setText('Time of Day: ' + hours.toString().padStart(2, '0') + ':' + minutes.toString().padStart(2, '0')); }; self.timeOfDayText = new Text2('Time of Day: 00:00', { size: 50, fill: "#ffffff" }); self.timeOfDayText.anchor.set(0.5, 0); self.timeOfDayText.x = 2048 / 2; self.timeOfDayText.y = 100; LK.gui.topCenter.addChild(self.timeOfDayText); });
===================================================================
--- original.js
+++ change.js
@@ -285,14 +285,14 @@
this.x = x;
this.y = y;
};
Villager.prototype.update = function () {
- this.decideNextAction();
- this.executeCurrentAction();
this.increaseIQ();
};
var Game = Container.expand(function () {
var self = Container.call(this);
+ Game.prototype.decideNextAction = function (villager) {};
+ Game.prototype.executeCurrentAction = function (villager) {};
Game.prototype.registerVillager = function (villager) {
this.villagers.push(villager);
};
Game.prototype.createAndAddVillagerIfPossible = function () {
@@ -337,9 +337,10 @@
var elapsedTime = Math.floor((currentTime - self.startTime) / 1000);
self.timerText.setText('Time: ' + elapsedTime);
self.updateResourceDisplay();
for (var i = 0; i < self.villagers.length; i++) {
- self.villagers[i].update();
+ self.decideNextAction(self.villagers[i]);
+ self.executeCurrentAction(self.villagers[i]);
self.makeVillagerDecisions(self.villagers[i]);
}
self.handleVillagersFallingInLove();
});
A background of a paysage with plain and without tree or montainbut no water see from the top in the air 100m by 100m Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
One human medieval villager in a warcraft 2 style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a house in a warcraft 2 style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tree a rock and crambery in a RTS style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A heart comic style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A cloud in a comic style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A market in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An Inn in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An school in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An bakery in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A well in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tree in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An apple in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A rock in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A home in a RTS and fantasy style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A brewery in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A lumberjack in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a marketplace in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a festival in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.