User prompt
Fix Bug: 'TypeError: villagerA.kiss is not a function' in this line: 'villagerA.kiss(villagerB);' Line Number: 331
User prompt
Fix
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'self.self.houses.push(house);' Line Number: 386
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'self.self.houses.push(house);' Line Number: 386
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'self.self.houses.push(house);' Line Number: 386
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'self.self.houses.push(house);' Line Number: 386
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'this.self.houses.push(house);' Line Number: 386
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'this.self.houses.push(house);' Line Number: 386
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(house);' Line Number: 407
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in this line: 'this.workplaces.push(workplace);' Line Number: 398
User prompt
Fix Bug: 'Uncaught ReferenceError: houses is not defined' in this line: 'houses.push(newHouse);' Line Number: 389
User prompt
fix
User prompt
fix villager dont moving
User prompt
Fix Bug: 'Uncaught ReferenceError: ResourceDisplay is not defined' in this line: 'self.resourceDisplay = new ResourceDisplay(self.resources);' Line Number: 312
User prompt
Fix Bug: 'Uncaught ReferenceError: FramerateDisplay is not defined' in this line: 'self.framerateDisplay = new FramerateDisplay();' Line Number: 311
User prompt
fix
User prompt
make the background visible
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in this line: 'this.workplaces.push(workplace);' Line Number: 442
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'houses')' in this line: 'this.self.houses.push(house);' Line Number: 429
var ResourceDisplay = Container.expand(function (resources) { var self = Container.call(this); self.resources = resources; self.update = function () {}; }); 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 WoodResource = Container.expand(function (amount) { var self = Container.call(this); self.type = 'Wood'; self.amount = amount; var resourceGraphics = self.createAsset('woodImage', 'Wood Image', .5, .5); }); var RockResource = Container.expand(function (amount) { var self = Container.call(this); self.type = 'Rock'; self.amount = amount; var resourceGraphics = self.createAsset('rockImage', 'Rock Image', .5, .5); }); var FoodResource = Container.expand(function (amount) { var self = Container.call(this); self.type = 'Food'; self.amount = amount; var resourceGraphics = self.createAsset('foodImage', 'Food 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); Villager.prototype.kiss = function (otherVillager) {}; self.gameResources = resources; var villagerGraphics = self.createAsset('villager', 'Villager Graphics', .5, .5); 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); }; }); 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; this.currentAction = null; this.decideNextAction = function () {}; this.canFallInLove = function (otherVillager) { return true; }; }; Villager.prototype.isDoingSomething = function () { return this.currentAction !== null; }; Villager.prototype.initializePosition = function (x, y) { this.x = x; this.y = y; }; Villager.prototype.update = function () { if (this.targetX !== null && this.targetY !== null) { var dx = this.targetX - this.x; var dy = this.targetY - this.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < this.speed) { this.x = this.targetX; this.y = this.targetY; this.targetX = null; this.targetY = null; } else { this.x += dx / distance * this.speed; this.y += dy / distance * this.speed; } } }; 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; } }; 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 () { if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) if (self.villagerAndFramerateDisplay) self.framerateDisplay.update(); self.resourceDisplay.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(); 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.resources = createResources(); self.resourceDisplay = new ResourceDisplay(self.resources); self.resourceDisplay.update = function () {}; 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 WoodResource(100), rock: new RockResource(100), food: new FoodResource(100) }; } 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.workplaces = []; 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); } 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); self.houses.push(house); }; var newHouse = self.createHouse(2048 / 2, 2732 / 2); self.addHouse(newHouse); self.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); }; 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); 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 = 1; 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
@@ -382,9 +382,9 @@
return house;
};
Game.prototype.addHouse = function (house) {
this.addChild(house);
- self.self.houses.push(house);
+ self.houses.push(house);
};
var newHouse = self.createHouse(2048 / 2, 2732 / 2);
self.addHouse(newHouse);
self.houses.push(newHouse);
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.