User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'collectResource')' in this line: 'self.collectResource = function (villager) {' Line Number: 318
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'collectResource')' in this line: 'self.collectResource = function (villager) {' Line Number: 317
User prompt
Improve
User prompt
Improve
User prompt
Slow movement speed
User prompt
Double movement speed and increase movement behavior
User prompt
Triple the speed of villager
User prompt
Create a food and ad one at begining
User prompt
Add a rock at begining
User prompt
Add a rock
User prompt
Add a wood at begining
User prompt
Fix Bug: 'Uncaught ReferenceError: WoodResource is not defined' in this line: 'return {' Line Number: 492
User prompt
Create a wood
User prompt
Create 10 villager at begining
User prompt
Create 10 villager and double their speed
User prompt
Fix Bug: 'Uncaught TypeError: self.createAndInitializeVillagers is not a function' in this line: 'self.createAndInitializeVillagers();' Line Number: 528
User prompt
Create villager
User prompt
Create 10 villager at begining
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'initializeAndAddVillager')' in this line: 'var villager = this.villagerFactory.initializeAndAddVillager(false, iq, x, y);' Line Number: 516
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'initializeAndAddVillager')' in this line: 'var villager = this.villagerFactory.initializeAndAddVillager(false, iq, x, y);' Line Number: 516
User prompt
Create 10 villager at begining
User prompt
Create two villager and one of each bâtiment
User prompt
Increase background size by 50 percent
User prompt
Fix background
User prompt
Increase background size by 150 percent
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 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 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);
});
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();
};
ResourceDisplay.prototype.positionDisplays = function () {
this.woodDisplay.position.set(100, 50);
this.rockDisplay.position.set(300, 50);
this.foodDisplay.position.set(500, 50);
};
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;
};
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';
}
};
var Game = Container.expand(function () {
var self = Container.call(this);
this.createBackground = function () {
var background = this.createAsset('background', 'Game Background', 0, 0);
background.width = LK.stageContainer.width * 1.5;
background.height = LK.stageContainer.height * 1.5;
background.anchor.set(0.5, 0.5);
background.x = LK.stageContainer.width / 2;
background.y = LK.stageContainer.height / 2;
this.addChildAt(background, 0);
};
this.createBackground();
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);
});
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.