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Reduce background size
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Double background size
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Center background
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Double background size
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Fix Bug: 'Uncaught TypeError: self.createBackground is not a function' in this line: 'self.createBackground();' Line Number: 377
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Create background
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Fix Bug: 'Uncaught TypeError: self.initializeWorkPlace is not a function' in this line: 'self.initializeWorkPlace();' Line Number: 270
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Fix all code
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Fix
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Fix Bug: 'Uncaught ReferenceError: Villager is not defined' in this line: 'Villager.prototype.isDoingSomething = function () {' Line Number: 287
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Fix
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Fix
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Fix Bug: 'Uncaught TypeError: villager.initializePosition is not a function' in this line: 'villager.initializePosition(x, y);' Line Number: 259
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Fix Bug: 'Uncaught TypeError: self.initializePosition is not a function' in this line: 'self.initializePosition();' Line Number: 68
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Fix
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Fix
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Improve 2 time
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Improve
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Improve
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Fix Bug: 'this.createAndAddVillager is not a function' in this line: 'this.createAndAddVillager(false, Math.random() * 50 + 50, Math.random() * 2048, Math.random() * 2732);' Line Number: 402
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Improve
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Improve
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Improve
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Fix Bug: 'Uncaught ReferenceError: Villager is not defined' in this line: 'Villager.prototype.isDoingSomething = function () {' Line Number: 270
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Fix
var Home = Container.expand(function () { var self = Container.call(this); self.homeGraphics = self.createAsset('house', 'Villager Home Graphics', .5, .5); self.isOccupiable = true; self.occupy = function (villager) { if (!self.isOccupiable) return; self.isOccupiable = false; villager.home = this; LK.setTimeout(function () { villager.state = 'goingToWork'; villager.moveTo(villager.workplace.x, villager.workplace.y); }, 5000); }; self.initializeRandomPosition = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; self.initializeRandomPosition(); }); var ResourceDisplay = Container.expand(function (resources) { var self = Container.call(this); self.woodDisplay = self.addChild(new WoodDisplay(resources.wood)); self.rockDisplay = self.addChild(new RockDisplay(resources.rock)); self.foodDisplay = self.addChild(new FoodDisplay(resources.food)); self.positionDisplays(); }); var WoodDisplay = Container.expand(function (woodResource) { var self = Container.call(this); self.woodResource = woodResource; var woodGraphics = self.createAsset('wood', 'Wood Resource Display', 0.5, 0.5); self.addChild(woodGraphics); self.woodText = new Text2(woodResource.amount.toString(), { size: 50, fill: "#ffffff" }); self.woodText.position.set(woodGraphics.width / 2, woodGraphics.height + 20); self.addChild(self.woodText); }); var RockDisplay = Container.expand(function (rockResource) { var self = Container.call(this); self.rockResource = rockResource; var rockGraphics = self.createAsset('rock', 'Rock Resource Display', 0.5, 0.5); self.addChild(rockGraphics); self.rockText = new Text2(rockResource.amount.toString(), { size: 50, fill: "#ffffff" }); self.rockText.x = rockGraphics.width / 2; self.rockText.y = rockGraphics.height + 20; self.addChild(self.rockText); }); var FoodDisplay = Container.expand(function (foodResource) { var self = Container.call(this); self.foodResource = foodResource; var foodGraphics = self.createAsset('food', 'Food Resource Display', 0.5, 0.5); self.addChild(foodGraphics); self.foodText = new Text2(foodResource.amount.toString(), { size: 50, fill: "#ffffff" }); self.foodText.x = foodGraphics.width / 2; self.foodText.y = foodGraphics.height + 20; self.addChild(self.foodText); }); var Well = Container.expand(function () { var self = Container.call(this); self.wellGraphics = self.createAsset('well', 'Well Graphics', .5, .5); self.drinkWater = function (villager) { villager.tiredness -= 5; if (villager.tiredness < 0) villager.tiredness = 0; }; }); var Inn = Container.expand(function () { var self = Container.call(this); 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); 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; if (self.parent) { self.parent.addChild(newTree); } }; }); var Festival = Container.expand(function () { var self = Container.call(this); 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); 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); 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(); this.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; self.collect = function (villager) {}; }); var RockResource = Container.expand(function (amount) { var self = Container.call(this); self.type = 'Rock'; self.amount = amount; self.collect = function (villager) {}; }); var FoodResource = Container.expand(function (amount) { var self = Container.call(this); self.type = 'Food'; self.amount = amount; self.collect = function (villager) {}; }); var Tree = Container.expand(function () { var self = Container.call(this); 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 Farmer = Container.expand(function (resources) { var self = Container.call(this); self.gameResources = resources; self.currentAction = null; self.targetX = null; self.targetY = null; self.speed = 2; self.energy = 100; self.tiredness = 0; self.state = 'idle'; self.home = null; self.workplace = null; }); var Blacksmith = Container.expand(function (resources) { var self = Container.call(this); self.gameResources = resources; self.currentAction = null; self.targetX = null; self.targetY = null; self.speed = 2; self.energy = 100; self.tiredness = 0; self.state = 'idle'; self.home = null; self.workplace = null; }); var Merchant = Container.expand(function (resources) { var self = Container.call(this); self.gameResources = resources; self.currentAction = null; self.targetX = null; self.targetY = null; self.speed = 2; self.energy = 100; self.tiredness = 0; self.state = 'idle'; self.home = null; self.workplace = null; }); var VillagerHome = Container.expand(function () { var self = Container.call(this); self.initializeHome(); }); var DayNightCycleManager = Container.expand(function () { var self = Container.call(this); self.cycleDuration = 24000; self.startTime = Date.now(); self.timeOfDayText = self.createTimeOfDayText(); LK.gui.topCenter.addChild(self.timeOfDayText); }); var VillagerFactory = Container.expand(function (resources) { var self = Container.call(this); self.resources = resources; self.createVillager = function (iq) { return new Villager(self.resources, iq); }; self.initializeAndAddVillager = function (isBaby, iq, x, y) { var villager = this.createVillager(iq); villager.setAge(isBaby); if (this.parent) { this.parent.addChild(villager); } return villager; }; }); var House = Container.expand(function () { var self = Container.call(this); self.isOccupiable = true; self.occupants = []; }); var Bakery = Container.expand(function () { var self = Container.call(this); }); var Cloud = Container.expand(function () { var self = Container.call(this); self.initializeMovement = function (speed) { self.speed = speed; self.cloudGraphics = self.createAsset('cloud', 'Cloud Graphics', 0.5, 0.5); self.addChild(self.cloudGraphics); self.mover = new CloudMover(self); LK.on('tick', self.mover.move.bind(self.mover)); }; }); var EmployingWorkPlace = Container.expand(function () { var self = Container.call(this); self.initializeWorkPlace(); }); var Villager = Container.expand(function (resources, iq) { var self = Container.call(this); self.gameResources = resources; self.iq = iq; }); Villager.prototype.isDoingSomething = function () { return this.currentAction !== null; }; Villager.prototype.moveTo = function (targetX, targetY, speed) { var dx = targetX - this.x; var dy = targetY - this.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveDistance = Math.min(speed, distance); this.x += dx / distance * moveDistance; this.y += dy / distance * moveDistance; } }; Villager.prototype.decideNextAction = function () {}; Villager.prototype.performAction = function () { if (this.state === 'idle') { this.idle(); } else if (this.state === 'goingHomeToRest') { this.goHomeToRest(); } else if (this.state === 'goingToWork') { this.goToWork(); } else if (this.state === 'wandering') { this.wander(); } }; Villager.prototype.idle = function () {}; Villager.prototype.goHomeToRest = function () { this.moveTo(this.home.x, this.home.y, this.speed); if (this.x === this.home.x && this.y === this.home.y) { this.state = 'resting'; } }; Villager.prototype.goToWork = function () { this.moveTo(this.workplace.x, this.workplace.y, this.speed); if (this.x === this.workplace.x && this.y === this.workplace.y) { this.state = 'working'; } }; Villager.prototype.wander = function () { this.moveTo(this.targetX, this.targetY, this.speed); if (this.x === this.targetX && this.y === this.targetY) { this.decideNextAction(); } }; Villager.prototype.updateStateAndPosition = function () { if (this.targetX !== null && this.targetY !== null) { this.moveTo(this.targetX, this.targetY); } this.performAction(); }; Villager.prototype.update = function () { this.updateStateAndPosition(); }; EmployingWorkPlace.prototype.initializeWorkPlace = function () {}; ResourceDisplay.prototype.positionDisplays = function () { this.woodDisplay.position.set(100, 50); this.rockDisplay.position.set(300, 50); this.foodDisplay.position.set(500, 50); }; var FanBehavior = function (fan) { this.fan = fan; }; FanBehavior.prototype.cheer = function () {}; Bakery.prototype.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 CloudMover = function (cloud) { this.cloud = cloud; }; CloudMover.prototype.move = function () { this.cloud.x += this.cloud.speed; if (this.cloud.x > 2048) { this.cloud.x = -this.cloud.cloudGraphics.width; } }; DayNightCycleManager.prototype.createTimeOfDayText = function () { var text = new Text2('', { size: 50, fill: "#ffffff" }); text.anchor.set(0.5, 0); text.x = 2048 / 2; text.y = 100; return text; }; DayNightCycleManager.prototype.updateCycle = function () {}; Villager.prototype.decideNextAction = function () { if (this.energy < 20 && this.home) { this.targetX = this.home.x; this.targetY = this.home.y; this.state = 'goingHomeToRest'; } else if (this.energy >= 20 && this.workplace) { this.targetX = this.workplace.x; this.targetY = this.workplace.y; this.state = 'goingToWork'; } else { this.targetX = Math.random() * 2048; this.targetY = Math.random() * 2732; this.state = 'wandering'; } }; Villager.prototype.update = function () {}; var Game = Container.expand(function () { var self = Container.call(this); Game.prototype.createAndInitializeVillagers = function () { for (var i = 0; i < 10; i++) { var iq = Math.random() * 50 + 50; var x = Math.random() * 2048; var y = Math.random() * 2732; var villager = this.villagerFactory.initializeAndAddVillager(false, iq, x, y); this.initializeVillagerProperties(villager); this.registerVillager(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) { this.createAndInitializeVillager(false, Math.random() * 50 + 50, Math.random() * 2048, Math.random() * 2732); this.resources.food.amount -= 10; } }; Game.prototype.createAndInitializeVillager = function (isBaby, iq, x, y) { var villager = this.villagerFactory.initializeAndAddVillager(isBaby, iq, x, y); this.initializeVillagerProperties(villager); this.registerVillager(villager); }; 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.currentAction) { villager.decideNextAction(); } }; LK.on('tick', function () { if (self.villagerAndFramerateDisplay) self.framerateDisplay.update(); var currentTime = Date.now(); var elapsedTime = Math.floor((currentTime - self.startTime) / 1000); self.timerText.setText('Time: ' + elapsedTime); for (var i = 0; i < self.villagers.length; i++) { var villager = self.villagers[i]; villager.updateStateAndPosition(); self.makeVillagerDecisions(villager); } 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 bakery = new Bakery(); self.addChild(bakery); var well = new Well(); self.addChild(well); self.resources = createResources(); self.resourceDisplay = new ResourceDisplay(self.resources); LK.gui.addChild(self.resourceDisplay); Game.prototype.handleVillagersFallingInLove = function () { for (var i = 0; i < this.villagers.length; i++) { for (var j = i + 1; j < this.villagers.length; j++) { var villagerA = this.villagers[i]; var villagerB = this.villagers[j]; } } }; function createResources() { return { wood: new WoodResource(100), rock: new RockResource(100), food: new FoodResource(100) }; } Villager.prototype.setAge = function (isBaby) { if (isBaby) { this.scale.x = 0.5; this.scale.y = 0.5; } else { this.scale.x = 1; this.scale.y = 1; } }; Game.prototype.addVillager = function (isBaby, iq, x, y) { var villager = this.villagerFactory.initializeAndAddVillager(isBaby, iq, x, y); this.initializeVillagerProperties(villager); this.registerVillager(villager); }; Game.prototype.initializeVillagerProperties = function (villager) { villager.speed = 2; villager.energy = 100; villager.tiredness = 0; villager.state = 'idle'; villager.home = null; villager.workplace = null; villager.currentAction = null; villager.targetX = null; villager.targetY = null; }; self.villagers = []; self.houses = []; self.cloudLayer = new Container(); self.clouds = []; for (var i = 0; i < 5; i++) { var cloud = new Cloud(); self.clouds.push(cloud); self.cloudLayer.addChild(cloud); } self.villagerFactory = new VillagerFactory(self.resources); self.createAndInitializeVillagers(); 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(self.createAndAddVillagerIfPossible.bind(self), 10000); });
===================================================================
--- original.js
+++ change.js
@@ -412,12 +412,17 @@
this.villagers.push(villager);
};
Game.prototype.createAndAddVillagerIfPossible = function () {
if (this.resources && this.resources.food.amount >= 10) {
- this.addVillager(false, Math.random() * 50 + 50, Math.random() * 2048, Math.random() * 2732);
+ this.createAndInitializeVillager(false, Math.random() * 50 + 50, Math.random() * 2048, Math.random() * 2732);
this.resources.food.amount -= 10;
}
};
+ Game.prototype.createAndInitializeVillager = function (isBaby, iq, x, y) {
+ var villager = this.villagerFactory.initializeAndAddVillager(isBaby, iq, x, y);
+ this.initializeVillagerProperties(villager);
+ this.registerVillager(villager);
+ };
Game.prototype.zoomOnVillagers = function (villagerA, villagerB) {
var zoomLevel = 2;
var centerX = (villagerA.x + villagerB.x) / 2;
var centerY = (villagerA.y + villagerB.y) / 2;
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.