User prompt
improve
User prompt
lumberjack have to start movinf again after conversation
User prompt
lumberjack stop movinf for 3 second when talking
User prompt
improve AI
User prompt
add a new conversation flirty type
User prompt
add a new conversation flirty type
User prompt
add two new conversation flirty type with 5 conversation
User prompt
double flirty 2 conversation
User prompt
add new conversation to flirty2
User prompt
all conversation type have to be said by lumberjack
User prompt
add new conversation in a new type f conversation name flirty 2
User prompt
make possibility to add new conversation
var MoodManager = Container.expand(function () {
var self = Container.call(this);
self.changeMood = function (villager, newMood) {
villager.mood = newMood;
};
});
var Conversation = Container.expand(function () {
var self = Container.call(this);
self.conversationStarters = {
'flirty': ['Hey there, good lookin". Wanna go on an adventure together?', 'Is it hot out here, or is it just you?', 'You must be a magician, because whenever I look at you, everyone else disappears.', 'Do you have a map? I just keep getting lost in your eyes.', 'If beauty were a grain of sand, you’d be a million beaches.', 'Are you a time traveler? Because I see you in my future.', 'Do you believe in love at first sight, or should I walk by again?', 'You’re like a fine wine. The more of you I drink in, the better I feel.', 'You’ve got everything I’ve been searching for, and believe me—I’ve been looking a long time.', 'You’re like a candy bar: half sweet and half nuts.'],
'flirty2': ['Did the sun come out or did you just smile at me?', 'Do you have a Band-Aid? Because I just scraped my knee falling for you.', 'Do you have a name or can I call you mine?', 'Is there an airport nearby or is it my heart taking off?']
};
self.addConversationStarter = function (newStarter) {
if (typeof newStarter === 'string' && newStarter.trim() !== '') {
this.conversationStarters.push(newStarter);
}
};
self.initiate = function (initiator, receiver) {
var message = self.conversationStarters[Math.floor(Math.random() * self.conversationStarters.length)];
initiator.speed = 0;
var conversationDuration = 2000;
LK.setTimeout(function () {
initiator.speed = initiator.baseSpeed;
if (typeof initiator.decideNextAction === 'function') {
initiator.decideNextAction();
}
if (typeof initiator.performBehavior === 'function') {
initiator.performBehavior();
}
}, conversationDuration);
};
});
var Teacher = Container.expand(function () {
var self = Container.call(this);
self.teacherGraphics = self.createAsset('teacher', 'Teacher Graphics', 0.5, 0.5);
self.educate = function (villager) {
if (villager.iq < 200) {
villager.iq += 0.1;
if (villager.iq > 200) villager.iq = 200;
}
};
LK.on('tick', function () {
self.parent.villagers.forEach(self.educate);
});
});
var Guardian = Container.expand(function () {
var self = Container.call(this);
self.guardianGraphics = self.createAsset('guardian', 'Guardian Graphics', 0.5, 0.5);
self.protect = function (villager) {};
LK.on('tick', function () {});
});
var Entertainer = Container.expand(function () {
var self = Container.call(this);
self.entertainerGraphics = self.createAsset('entertainer', 'Entertainer Graphics', 0.5, 0.5);
self.entertain = function (villager) {
if (villager.happiness < 100) {
villager.happiness += 1;
if (villager.happiness > 100) villager.happiness = 100;
}
};
LK.on('tick', function () {
self.parent.villagers.forEach(self.entertain);
});
});
var Builder = Container.expand(function () {
var self = Container.call(this);
self.builderGraphics = self.createAsset('builder', 'Builder Graphics', 0.5, 0.5);
self.buildingProgress = 0;
self.build = function (building) {
if (!building.isComplete) {
self.buildingProgress += 1;
if (self.buildingProgress >= 100) {
building.isComplete = true;
self.buildingProgress = 0;
}
}
};
});
var Healer = Container.expand(function (resources) {
var self = Container.call(this);
self.healerGraphics = self.createAsset('healer', 'Healer Graphics', 0.5, 0.5);
self.gameResources = resources;
self.healingPower = 5;
self.heal = function (villager) {
if (villager.health < 100) {
villager.health += self.healingPower;
if (villager.health > 100) villager.health = 100;
}
};
LK.on('tick', function () {
self.parent.villagers.forEach(self.heal);
});
});
var TownCrier = Container.expand(function () {
var self = Container.call(this);
self.crierGraphics = self.createAsset('townCrier', 'Town Crier Graphics', 0.5, 0.5);
self.x = 2048 / 2;
self.y = 2732 / 2;
self.announce = function (message) {
var announcement = new Text2(message, {
size: 100,
fill: "#ffffff"
});
announcement.x = self.x;
announcement.y = self.y - 200;
self.addChild(announcement);
LK.setTimeout(function () {
announcement.destroy();
}, 5000);
};
});
var VillagerBehavior = Container.expand(function (villager) {
var self = Container.call(this);
self.villager = villager;
self.decideNextAction = function () {
var needs = self.calculateNeeds();
var actions = self.defineActions();
var chosenAction = Object.keys(needs).find(need => needs[need]);
if (chosenAction) {
self.villager.speechBubble?.destroy();
self.villager.speechBubble = null;
actions[chosenAction]();
} else {
actions['wander']();
}
};
self.calculateNeeds = function () {
return {
'rest': self.villager.energy < 20 || self.villager.tiredness >= 80,
'work': self.villager.energy >= 20 && self.villager.workplace && self.villager.tiredness < 80,
'food': self.villager.gameResources.food.amount < 20,
'wood': self.villager.gameResources.wood.amount < 20,
'rock': self.villager.gameResources.rock.amount < 20
};
};
self.defineActions = function () {
return {
'rest': function () {
self.villager.targetX = self.villager.home.x;
self.villager.targetY = self.villager.home.y;
self.villager.state = 'goingHomeToRest';
},
'work': function () {
self.villager.targetX = self.villager.workplace.x;
self.villager.targetY = self.villager.workplace.y;
self.villager.state = 'goingToWork';
},
'food': function () {
self.villager.state = 'seekingFood';
},
'wood': function () {
self.villager.state = 'seekingWood';
},
'rock': function () {
self.villager.state = 'seekingRock';
},
'trade': function () {
self.villager.state = 'trading';
self.villager.targetX = self.villager.marketplace.x;
self.villager.targetY = self.villager.marketplace.y;
},
'wander': function () {
self.villager.targetX = Math.random() * 2048;
self.villager.targetY = Math.random() * 2732;
self.villager.state = 'wandering';
}
};
};
});
var WeatherSystem = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.gameInstance = gameInstance;
self.currentWeather = 'sunny';
self.changeWeather = function () {
var weathers = ['sunny', 'rainy', 'windy', 'snowy'];
self.currentWeather = weathers[Math.floor(Math.random() * weathers.length)];
if (self.gameInstance && self.gameInstance.villagers) {
self.gameInstance.villagers.forEach(function (villager) {
switch (self.currentWeather) {
case 'rainy':
villager.speed *= 0.9;
break;
case 'windy':
villager.speed *= 1.1;
break;
case 'snowy':
villager.speed *= 0.8;
break;
default:
villager.speed = villager.baseSpeed;
break;
}
});
}
};
LK.setInterval(self.changeWeather, 60000);
});
var Quarry = Container.expand(function () {
var self = Container.call(this);
self.quarryGraphics = self.createAsset('quarry', 'Quarry Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.quarryGraphics.width, self.quarryGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.extractStone = function (villager) {};
});
var Windmill = Container.expand(function () {
var self = Container.call(this);
self.windmillGraphics = self.createAsset('windmill', 'Windmill Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.windmillGraphics.width, self.windmillGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.boostFarmProduction = function () {
var farms = self.parent.children.filter(function (child) {
return child instanceof Farm && self.intersects(child);
});
farms.forEach(function (farm) {
farm.productionMultiplier = (farm.productionMultiplier || 1) * 1.2;
});
};
LK.on('tick', self.boostFarmProduction);
});
var Smithy = Container.expand(function () {
var self = Container.call(this);
self.smithyGraphics = self.createAsset('smithy', 'Smithy Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.smithyGraphics.width, self.smithyGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.forgeTools = function (villager) {
if (villager.gameResources.rock.amount >= 3) {
villager.gameResources.rock.amount -= 3;
villager.tools += 1;
if (villager.tools > 10) villager.tools = 10;
}
};
});
var Herbalist = Container.expand(function () {
var self = Container.call(this);
self.herbalistGraphics = self.createAsset('herbalist', 'Herbalist Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.herbalistGraphics.width, self.herbalistGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.provideHerbs = function (villager) {
if (villager.gameResources.food.amount >= 1) {
villager.gameResources.food.amount -= 1;
villager.health += 5;
if (villager.health > 100) villager.health = 100;
}
};
});
var Watchtower = Container.expand(function () {
var self = Container.call(this);
self.watchtowerGraphics = self.createAsset('watchtower', 'Watchtower Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.watchtowerGraphics.width, self.watchtowerGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.lookout = function () {};
});
var Tavern = Container.expand(function () {
var self = Container.call(this);
self.tavernGraphics = self.createAsset('tavern', 'Tavern Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.tavernGraphics.width, self.tavernGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.serveDrinks = function (villagers) {
villagers.forEach(function (villager) {
villager.happiness += 5;
if (villager.happiness > 100) villager.happiness = 100;
});
};
});
var Church = Container.expand(function () {
var self = Container.call(this);
self.churchGraphics = self.createAsset('church', 'Church Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.churchGraphics.width, self.churchGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.holdService = function (villagers) {
villagers.forEach(function (villager) {
villager.faith += 1;
if (villager.faith > 100) villager.faith = 100;
});
};
});
var Barracks = Container.expand(function () {
var self = Container.call(this);
self.barracksGraphics = self.createAsset('barracks', 'Barracks Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.barracksGraphics.width, self.barracksGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.trainSoldiers = function (villagers) {
villagers.forEach(function (villager) {
villager.strength += 1;
if (villager.strength > 100) villager.strength = 100;
});
};
});
var Farm = Container.expand(function () {
var self = Container.call(this);
self.farmGraphics = self.createAsset('farm', 'Farm Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.farmGraphics.width, self.farmGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.plantCrops = function () {};
});
var Workshop = Container.expand(function () {
var self = Container.call(this);
self.workshopGraphics = self.createAsset('workshop', 'Workshop Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.workshopGraphics.width, self.workshopGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.craftItem = function (villager, item) {};
});
var FishingHut = Container.expand(function () {
var self = Container.call(this);
self.hutGraphics = self.createAsset('fishingHut', 'Fishing Hut Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.hutGraphics.width, self.hutGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.storeCatch = function (villager) {};
});
var GuardTower = Container.expand(function () {
var self = Container.call(this);
self.towerGraphics = self.createAsset('guardTower', 'Guard Tower Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.towerGraphics.width, self.towerGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.watch = function () {};
});
var Library = Container.expand(function () {
var self = Container.call(this);
self.libraryGraphics = self.createAsset('library', 'Library Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.libraryGraphics.width, self.libraryGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.study = function (villager) {
if (villager.gameResources.wood.amount >= 1) {
villager.gameResources.wood.amount -= 1;
villager.iq += 5;
if (villager.iq > 200) villager.iq = 200;
}
};
});
var Stable = Container.expand(function () {
var self = Container.call(this);
self.stableGraphics = self.createAsset('stable', 'Stable Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.stableGraphics.width, self.stableGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.provideHorse = function (villager) {
if (villager.gameResources.food.amount >= 5) {
villager.gameResources.food.amount -= 5;
villager.speed += 5;
if (villager.speed > 20) villager.speed = 20;
}
};
});
var TownHall = Container.expand(function () {
var self = Container.call(this);
self.townHallGraphics = self.createAsset('townHall', 'Town Hall Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.townHallGraphics.width, self.townHallGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.hostMeeting = function (villagers) {
villagers.forEach(function (villager) {
villager.happiness += 2;
if (villager.happiness > 100) villager.happiness = 100;
});
};
});
var Apothecary = Container.expand(function () {
var self = Container.call(this);
self.apothecaryGraphics = self.createAsset('apothecary', 'Apothecary Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.apothecaryGraphics.width, self.apothecaryGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.provideMedicine = function (villager) {
if (villager.gameResources.food.amount >= 2) {
villager.gameResources.food.amount -= 2;
villager.health += 10;
if (villager.health > 100) villager.health = 100;
}
};
});
var BlacksmithShop = Container.expand(function () {
var self = Container.call(this);
self.shopGraphics = self.createAsset('blacksmithShop', 'Blacksmith Shop Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.shopGraphics.width, self.shopGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.forgeWeapon = function (villager) {
if (villager.gameResources.wood.amount >= 5 && villager.gameResources.rock.amount >= 5) {
villager.gameResources.wood.amount -= 5;
villager.gameResources.rock.amount -= 5;
villager.gameResources.weapon.amount += 1;
}
};
});
var Guard = Container.expand(function () {
var self = Container.call(this);
self.guardGraphics = self.createAsset('guard', 'Guard Graphics', 0.5, 0.5);
self.addChild(self.guardGraphics);
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
self.speed = 2;
self.isDaytime = true;
self.patrolArea = function () {
if (!self.isDaytime) {
var patrolX = Math.random() * 2048;
var patrolY = Math.random() * 2732;
self.moveTo(patrolX, patrolY, self.speed);
}
};
self.sleep = function () {
if (self.isDaytime) {
self.x = self.home.x;
self.y = self.home.y;
}
};
LK.on('tick', function () {
if (self.isDaytime) {
self.sleep();
} else {
self.patrolArea();
}
});
});
var Brewery = Container.expand(function () {
var self = Container.call(this);
self.breweryGraphics = self.createAsset('brewery', 'Brewery Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.breweryGraphics.width, self.breweryGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.produceBeverage = function () {
LK.setTimeout(function () {
self.parent.villagers.forEach(function (villager) {
villager.happiness += 5;
if (villager.happiness > 100) villager.happiness = 100;
});
}, 30000);
};
self.produceBeverage();
});
var Lumberjack = Container.expand(function (resources) {
var self = Container.call(this);
self.lumberjackGraphics = self.createAsset('lumberjack', 'Lumberjack Graphics', 0.5, 0.5);
self.gameResources = resources;
self.choppingPower = 5;
self.targetX = Math.random() * 2048;
self.targetY = Math.random() * 2732;
self.speed = 6;
self.move = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 5) {
self.targetX = Math.random() * 2048;
self.targetY = Math.random() * 2732;
} else if (distance < 500) {
self.x += dx / distance * self.speed * 2.5;
self.y += dy / distance * self.speed * 2.5;
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
};
LK.on('tick', function () {
self.move();
var nearbyLumberjacks = self.parent.children.filter(function (child) {
return child !== self && child instanceof Lumberjack && self.intersects(child);
});
if (nearbyLumberjacks.length > 0) {
self.talkTo(nearbyLumberjacks[0]);
}
});
self.chopTree = function (tree) {
if (tree instanceof Tree) {
self.gameResources.wood.amount += self.choppingPower;
tree.amount -= self.choppingPower;
if (tree.amount <= 0) {
tree.destroy();
}
}
};
});
var Miner = Container.expand(function (resources) {
var self = Container.call(this);
self.minerGraphics = self.createAsset('miner', 'Miner Graphics', 0.5, 0.5);
self.gameResources = resources;
self.miningPower = 5;
self.mineRock = function (rock) {
if (rock instanceof Rock) {
self.gameResources.rock.amount += self.miningPower;
if (self.gameResources.rock.amount > 100) self.gameResources.rock.amount = 100;
}
};
});
var Fisherman = Container.expand(function (resources) {
var self = Container.call(this);
self.fishermanGraphics = self.createAsset('fisherman', 'Fisherman Graphics', 0.5, 0.5);
self.gameResources = resources;
self.fishingPower = 5;
self.catchFish = function () {};
});
var PositionInitializer = Container.expand(function () {
var self = Container.call(this);
self.initializeRandomPosition = function (entity, width, height, overlapCheckCallback) {
do {
entity.x = Math.random() * (2048 - width) + width / 2;
entity.y = Math.random() * (2732 - height) + height / 2;
} while (entity.parent && overlapCheckCallback(entity));
};
});
var Building = Container.expand(function (assetName) {
var self = Container.call(this);
self.graphics = self.createAsset(assetName.toLowerCase(), assetName + ' Graphics', 0.5, 0.5);
self.checkOverlapWithOtherBuildings = function () {
var buildings = self.parent.children.filter(function (child) {
return child !== self && child instanceof Building;
});
return buildings.some(function (building) {
var dx = self.x - building.x;
var dy = self.y - building.y;
return Math.sqrt(dx * dx + dy * dy) < 300 + Math.max(self.graphics.width, self.graphics.height) / 2 + Math.max(building.graphics.width, building.graphics.height) / 2;
});
};
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.graphics.width, self.graphics.height, self.checkOverlapWithOtherBuildings);
});
var School = Building.expand(function () {
var self = Building.call(this, 'School');
self.isTeaching = false;
self.teach = function (villager) {
if (!self.isTeaching) return;
villager.iq += 10;
};
self.startTeaching = function () {
self.isTeaching = true;
LK.setTimeout(function () {
self.isTeaching = false;
}, 20000);
};
});
var Resource = Container.expand(function (type, amount) {
var self = Container.call(this);
self.type = type;
self.resourceGraphics = self.createAsset(type.toLowerCase(), type + ' Graphics', 0.5, 0.5);
self.amount = amount;
self.collectResource = function (villager) {
if (self.amount > 0) {
var collectedAmount = Math.min(villager.collectingPower, self.amount);
villager.gameResources[self.type.toLowerCase()].amount += collectedAmount;
self.amount -= collectedAmount;
if (self.amount <= 0) {
self.destroy();
}
}
};
});
var Food = Resource.expand(function () {
var self = Resource.call(this, 'Food', 100);
});
var Rock = Resource.expand(function () {
var self = Resource.call(this, 'Rock', 100);
});
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);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.wellGraphics.width, self.wellGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.checkOverlapWithOtherBuildings = function () {
var buildings = self.parent.children.filter(function (child) {
return child !== self && child instanceof Building;
});
return buildings.some(function (building) {
var dx = self.x - building.x;
var dy = self.y - building.y;
return Math.sqrt(dx * dx + dy * dy) < 300 + Math.max(self.wellGraphics.width, self.wellGraphics.height) / 2 + Math.max(building.width, building.height) / 2;
});
};
positionInitializer.initializeRandomPosition(self, self.wellGraphics.width, self.wellGraphics.height, self.checkOverlapWithOtherBuildings);
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.innGraphics = self.createAsset('inn', 'Inn Graphics', 0.5, 0.5);
self.initializeRandomPosition = function () {
do {
self.x = Math.random() * (2048 - self.innGraphics.width) + self.innGraphics.width / 2;
self.y = Math.random() * (2732 - self.innGraphics.height) + self.innGraphics.height / 2;
} while (self.parent && self.checkOverlapWithOtherBuildings());
};
self.checkOverlapWithOtherBuildings = function () {
var buildings = self.parent.children.filter(function (child) {
return child !== self && child instanceof Building;
});
return buildings.some(function (building) {
var dx = self.x - building.x;
var dy = self.y - building.y;
return Math.sqrt(dx * dx + dy * dy) < 300 + Math.max(self.innGraphics.width, self.innGraphics.height) / 2 + Math.max(building.width, building.height) / 2;
});
};
self.initializeRandomPosition();
self.isOccupiable = true;
self.occupy = function (villager) {
if (!self.isOccupiable) return;
self.isOccupiable = false;
villager.state = 'restingAtInn';
villager.tiredness = Math.max(villager.tiredness - 20, 0);
LK.setTimeout(function () {
self.isOccupiable = true;
}, 10000);
};
});
var Gardener = Container.expand(function () {
var self = Container.call(this);
self.homeGraphics = self.createAsset('home', 'Home Graphics', 0.5, 0.5);
do {
self.x = Math.random() * (2048 - self.homeGraphics.width) + self.homeGraphics.width / 2;
self.y = Math.random() * (2732 - self.homeGraphics.height) + self.homeGraphics.height / 2;
} while (self.parent && self.checkOverlapWithOtherBuildings());
self.checkOverlapWithOtherBuildings = function () {
var buildings = self.parent.children.filter(function (child) {
return child !== self && child instanceof Building;
});
return buildings.some(function (building) {
var dx = self.x - building.x;
var dy = self.y - building.y;
return Math.sqrt(dx * dx + dy * dy) < 200 + Math.max(self.homeGraphics.width, self.homeGraphics.height) / 2 + Math.max(building.width, building.height) / 2;
});
};
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.festivalGraphics = self.createAsset('festival', 'Festival Graphics', 0.5, 0.5);
self.x = 2048 / 2;
self.y = 2732 / 2 - 800;
self.isActive = false;
self.activateFestival = function () {
self.isActive = true;
self.parent.villagers.forEach(function (villager) {
villager.happiness += 20;
if (villager.happiness > 100) villager.happiness = 100;
});
LK.setTimeout(function () {
self.isActive = false;
self.parent.villagers.forEach(function (villager) {
villager.happiness -= 20;
if (villager.happiness < 0) villager.happiness = 0;
});
}, 30000);
};
});
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 Marketplace = Container.expand(function () {
var self = Container.call(this);
self.marketplaceGraphics = self.createAsset('marketplace', 'Marketplace Graphics', 0.5, 0.5);
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;
};
self.initializePosition = function () {
if (!self.parent) return;
if (self.parent) {
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
}
};
self.initializePosition();
});
var Wood = Resource.expand(function () {
var self = Resource.call(this, 'Wood', 100);
});
var GoldResource = Resource.expand(function () {
var self = Resource.call(this, 'Gold', 50);
self.collectResource = function (villager) {
if (self.amount > 0) {
var collectedAmount = Math.min(villager.collectingPower, self.amount);
villager.gameResources.gold.amount += collectedAmount;
self.amount -= collectedAmount;
if (self.amount <= 0) {
self.destroy();
}
}
};
});
var FoodResource = Resource.expand(function () {
var self = Resource.call(this, 'Food', 100);
});
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(50, 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.farmerGraphics = self.createAsset('farmer', 'Farmer Graphics', 0.5, 0.5);
self.gameResources = resources;
self.plantCrops = function () {};
self.harvestCrops = function () {};
});
var Blacksmith = Container.expand(function (resources) {
var self = Container.call(this);
self.blacksmithGraphics = self.createAsset('blacksmith', 'Blacksmith Graphics', 0.5, 0.5);
self.gameResources = resources;
self.forgeTool = function () {};
self.forgeWeapon = function () {};
});
var Merchant = Container.expand(function (resources) {
var self = Container.call(this);
self.merchantGraphics = self.createAsset('merchant', 'Merchant Graphics', 0.5, 0.5);
self.gameResources = resources;
self.tradeWithMarketplace = function (marketplace, resourceType, amount) {
if (marketplace.availableResources[resourceType] >= amount) {
marketplace.availableResources[resourceType] -= amount;
self.gameResources[resourceType].amount += amount;
}
};
self.tradeWithVillager = function (villager, resourceType, amount) {
if (self.gameResources[resourceType].amount >= amount) {
self.gameResources[resourceType].amount -= amount;
villager.gameResources[resourceType].amount += amount;
}
};
});
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);
LK.on('tick', function () {
var currentTime = Date.now();
var elapsedTime = (currentTime - self.startTime) / 1000;
var hours = Math.floor(elapsedTime % 24);
var minutes = Math.floor(elapsedTime % 1 * 60);
self.timeOfDayText.setText(hours + ':' + (minutes < 10 ? '0' : '') + minutes);
self.updateVillagerBehaviorBasedOnTime(hours);
});
self.updateVillagerBehaviorBasedOnTime = function (hours) {
var isDaytime = hours >= 6 && hours < 18;
self.parent.villagers.forEach(function (villager) {
villager.isDaytime = isDaytime;
});
};
});
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 Bakery = Container.expand(function () {
var self = Container.call(this);
self.bakeryGraphics = self.createAsset('bakery', 'Bakery Graphics', 0.5, 0.5);
self.initializeRandomPosition = function () {
do {
self.x = Math.random() * (2048 - self.bakeryGraphics.width) + self.bakeryGraphics.width / 2;
self.y = Math.random() * (2732 - self.bakeryGraphics.height) + self.bakeryGraphics.height / 2;
} while (self.parent && self.checkOverlapWithOtherBuildings());
};
self.checkOverlapWithOtherBuildings = function () {
var buildings = self.parent.children.filter(function (child) {
return child !== self && child instanceof Building;
});
return buildings.some(function (building) {
var dx = self.x - building.x;
var dy = self.y - building.y;
return Math.sqrt(dx * dx + dy * dy) < 300 + Math.max(self.bakeryGraphics.width, self.bakeryGraphics.height) / 2 + Math.max(building.width, building.height) / 2;
});
};
self.bakeBread = function (villager) {
if (villager.gameResources.wood.amount >= 5 && villager.gameResources.food.amount >= 2) {
villager.gameResources.wood.amount -= 5;
villager.gameResources.food.amount -= 2;
villager.gameResources.food.amount += 10;
if (villager.gameResources.food.amount > 100) villager.gameResources.food.amount = 100;
}
};
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
self.initializeMovement = function (speed) {
self.speed = speed * 1.5;
self.cloudGraphics = self.createAsset('cloud', 'Cloud Graphics', 0.5, 0.5);
self.addChild(self.cloudGraphics);
self.move = function () {
self.x += self.speed;
if (self.x > 2048) {
self.x = -self.cloudGraphics.width;
}
};
LK.on('tick', self.move);
};
});
var EmployingWorkPlace = Container.expand(function () {
var self = Container.call(this);
});
var RockResource = Container.expand(function (amount) {
var self = Container.call(this);
self.type = 'Rock';
self.amount = amount;
self.collect = function (villager) {};
});
var Home = Container.expand(function () {
var self = Container.call(this);
self.homeGraphics = self.createAsset('home', 'Home Graphics', 0.5, 0.5);
self.initializeRandomPosition = function () {
do {
self.x = Math.random() * (2048 - self.homeGraphics.width) + self.homeGraphics.width / 2;
self.y = Math.random() * (2732 - self.homeGraphics.height) + self.homeGraphics.height / 2;
} while (self.parent && self.checkOverlapWithOtherBuildings());
};
self.checkOverlapWithOtherBuildings = function () {
var buildings = self.parent.children.filter(function (child) {
return child !== self && child instanceof Building;
});
return buildings.some(function (building) {
var dx = self.x - building.x;
var dy = self.y - building.y;
return Math.sqrt(dx * dx + dy * dy) < 300 + Math.max(self.homeGraphics.width, self.homeGraphics.height) / 2 + Math.max(building.width, building.height) / 2;
});
};
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.width, self.height, function () {
return self.checkOverlapWithOtherBuildings();
});
});
var Trader = Container.expand(function (resources) {
var self = Container.call(this);
self.traderGraphics = self.createAsset('trader', 'Trader Graphics', 0.5, 0.5);
self.addChild(self.traderGraphics);
self.gameResources = resources;
self.trade = function (resourceType, amount, targetResourceType) {
if (self.gameResources[resourceType].amount >= amount) {
self.gameResources[resourceType].amount -= amount;
self.gameResources[targetResourceType].amount += amount * self.getExchangeRate(resourceType, targetResourceType);
}
};
self.getExchangeRate = function (resourceType, targetResourceType) {
return 1;
};
});
var Villager = Container.expand(function (resources, iq) {
var self = Container.call(this);
Villager.prototype.createSpeechBubble = function (message) {};
Villager.prototype.updateMood = function () {
if (this.happiness > 80) {
this.mood = 'happy';
} else if (this.happiness < 20) {
this.mood = 'sad';
} else if (this.flirtiness > 50) {
this.mood = 'flirty';
this.initiateFlirtyConversation();
} else if (this.psychopathy > 50) {
this.mood = 'psychopathic';
} else {
this.mood = 'neutral';
}
};
Villager.prototype.initiateFlirtyConversation = function () {
var flirtyLines = ['Hey there, good lookin". Wanna go on an adventure together?', 'Is it hot out here, or is it just you?', 'You must be a magician, because whenever I look at you, everyone else disappears.', 'Do you have a map? I just keep getting lost in your eyes.'];
var message = flirtyLines[Math.floor(Math.random() * flirtyLines.length)];
this.createSpeechBubble(message);
};
this.createSpeechBubble = function (message) {};
self.gameResources = resources;
self.iq = iq;
self.mood = 'flirty';
self.flirtiness = 0;
self.psychopathy = 0;
MovementBehavior.prototype.moveTo = function (targetX, targetY, speed) {
var dx = targetX - this.villager.x;
var dy = targetY - this.villager.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
this.villager.x += dx / distance * speed;
this.villager.y += dy / distance * speed;
}
};
self.performBehavior = function () {
self.movementBehavior.wanderRandomly();
};
self.movementBehavior = new MovementBehavior(self);
function MovementBehavior(villager) {
this.villager = villager;
this.wanderRandomly = function () {
if (!this.villager.targetX || !this.villager.targetY || this.villager.hasReachedTarget(this.villager.targetX, this.villager.targetY)) {
this.setRandomTarget();
}
this.villager.moveTo(this.villager.targetX, this.villager.targetY, this.villager.speed);
};
this.setRandomTarget = function () {
this.villager.targetX = Math.random() * 2048;
this.villager.targetY = Math.random() * 2732;
};
}
MovementBehavior.prototype.hasReachedTarget = function (targetX, targetY) {
var dx = this.villager.x - targetX;
var dy = this.villager.y - targetY;
return Math.sqrt(dx * dx + dy * dy) < 5;
};
self.setRandomTarget = function () {
self.targetX = Math.random() * 2048;
self.targetY = Math.random() * 2732;
};
self.update = function () {
self.performBehavior();
self.updateMood();
};
});
var Granary = Container.expand(function () {
var self = Container.call(this);
self.granaryGraphics = self.createAsset('granary', 'Granary Graphics', 0.5, 0.5);
var positionInitializer = new PositionInitializer();
positionInitializer.initializeRandomPosition(self, self.granaryGraphics.width, self.granaryGraphics.height, function () {
return self.checkOverlapWithOtherBuildings();
});
self.storeFood = function (amount) {
self.gameResources.food.amount += amount;
if (self.gameResources.food.amount > 1000) self.gameResources.food.amount = 1000;
};
});
var VillagerConversation = Container.expand(function () {
var self = Container.call(this);
self.conversationStarters = ['Hey there, good lookin". Wanna go on an adventure together?', 'Is it hot out here, or is it just you?', 'You must be a magician, because whenever I look at you, everyone else disappears.', 'Do you have a map? I just keep getting lost in your eyes.', 'If beauty were a grain of sand, you’d be a million beaches.'];
});
VillagerConversation.prototype.initiateConversation = function (villager, otherVillager) {
villager.speed = 0;
LK.setTimeout(function () {
villager.speed = villager.baseSpeed;
}, 1000);
};
Lumberjack.prototype.talkTo = function (otherLumberjack) {
var currentTime = Date.now();
if (!this.speechBubble && (!this.lastTalkTime || currentTime - this.lastTalkTime >= 10000)) {
this.lastTalkTime = currentTime;
var conversation = new Conversation();
conversation.initiate(this, this, otherLumberjack);
var conversation = new Conversation();
var message = conversation.conversationStarters[Math.floor(Math.random() * conversation.conversationStarters.length)];
this.speechBubble = new Text2(message, {
size: 50,
fill: "#ffffff"
});
var midX = (this.x + otherLumberjack.x) / 2;
var midY = (this.y + otherLumberjack.y) / 2;
var offsetX = this.x < otherLumberjack.x ? -300 : 300;
var offsetY = this.y < otherLumberjack.y ? -300 : 300;
this.speechBubble.x = midX + offsetX;
this.speechBubble.y = midY + offsetY;
this.parent.addChild(this.speechBubble);
var that = this;
LK.setTimeout(function () {
that.speechBubble.destroy();
that.speechBubble = null;
that.speed = that.choppingPower;
}, 3000);
}
};
Lumberjack.prototype.initiateConversation = function (message, otherLumberjack) {};
this.weatherSystem = new WeatherSystem();
Villager.prototype.performBehaviorBasedMovement = function () {
switch (this.state) {
case 'idle':
this.wanderRandomly();
break;
case 'goingHomeToRest':
this.moveTo(this.home.x, this.home.y, this.speed);
break;
case 'goingToWork':
this.moveTo(this.workplace.x, this.workplace.y, this.speed);
break;
case 'seekingFood':
case 'seekingWood':
case 'seekingRock':
this.seekResource(this.state.substring(7).toLowerCase());
break;
case 'trading':
this.moveTo(this.targetX, this.targetY, this.speed);
if (this.hasReachedTarget(this.targetX, this.targetY)) {
this.tradeWithMarketplace();
}
break;
default:
this.wanderRandomly();
break;
}
};
Villager.prototype.wanderRandomly = function () {
if (!this.targetX || !this.targetY || this.hasReachedTarget(this.targetX, this.targetY)) {
this.setRandomTarget();
}
this.moveTo(this.targetX, this.targetY, this.speed);
};
Villager.prototype.hasReachedTarget = function (targetX, targetY) {
var dx = this.x - targetX;
var dy = this.y - targetY;
return Math.sqrt(dx * dx + dy * dy) < 5;
};
Villager.prototype.tradeWithMarketplace = function () {
if (this.marketplace) {
this.marketplace.trade(this, 'wood', 10, 'food');
this.decideNextAction();
}
};
Villager.prototype.setRandomTarget = function () {
this.targetX = Math.random() * 2048;
this.targetY = Math.random() * 2732;
};
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;
}
};
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;
};
var Game = Container.expand(function () {
var self = Container.call(this);
var villagerGraphics = LK.getAsset('villager', 'Villager Graphics', 0.5, 0.5);
var villager = self.addChildAt(villagerGraphics, self.children.length);
villager.x = 1024;
villager.y = 1366;
this.createBackground = function () {
var background = this.createAsset('background', 'Game Background', 0, 0);
background.width = 2048 * 1.5;
background.height = 2732 * 1.5;
background.anchor.set(0.5, 0.5);
background.x = 2048 / 2;
background.y = 2732 / 2;
this.addChildAt(background, 0);
};
this.createBackground();
Game.prototype.createAndAddVillager = function () {
var iq = Math.random() * 50 + 100;
var villager = new Villager(this.resources, iq);
this.addChildAt(villager, this.children.length - 1);
this.villagers.push(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.createVillager(iq);
villager.setAge(isBaby);
villager.x = x;
villager.y = y;
this.addChildAt(villager, this.children.length);
this.initializeVillagerProperties(villager);
this.villagers.push(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) {
if (typeof villager.decideNextAction === 'function') {
villager.decideNextAction();
}
}
};
LK.on('tick', function () {
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];
if (typeof villager.updateStateAndPosition === 'function') {
villager.updateStateAndPosition();
}
self.makeVillagerDecisions(villager);
}
self.handleVillagersFallingInLove();
});
self.framerateDisplay = new Text2('FPS: 0', {
size: 100,
fill: "#ffffff"
});
self.framerateDisplay.anchor.set(1, 0);
self.framerateDisplay.x = 2048;
self.framerateDisplay.y = 0;
LK.gui.topRight.addChild(self.framerateDisplay);
self.timerText = new Text2('Time: 0', {
size: 50,
fill: "#ffffff"
});
self.timerText.anchor.set(0.5, 0);
self.timerText.x = 2048 / 2;
self.timerText.y = 100;
LK.gui.topCenter.addChild(self.timerText);
self.startTime = Date.now();
var brewery = new Brewery();
self.addChild(brewery);
var newBrewery = new Brewery();
self.addChild(newBrewery);
var bakery = new Bakery();
self.addChild(bakery);
var newBakery = new Bakery();
self.addChild(newBakery);
var well = new Well();
self.addChild(well);
var newWell = new Well();
self.addChild(newWell);
self.resources = createResources();
self.resourceDisplay = new ResourceDisplay(self.resources);
LK.gui.topLeft.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 Wood(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 = 6;
villager.energy = 100;
villager.tiredness = 0;
villager.state = 'idle';
villager.home = null;
villager.workplace = null;
villager.currentAction = null;
villager.targetX = null;
villager.targetY = null;
};
this.villagers = [];
self.houses = [];
this.createClouds = function (count, speed) {
for (var i = 0; i < count; i++) {
var cloud = new Cloud();
cloud.initializeMovement(speed);
self.cloudLayer.addChild(cloud);
self.clouds.push(cloud);
}
};
self.cloudLayer = new Container();
self.clouds = [];
this.createClouds(20, 1);
self.villagerFactory = new VillagerFactory(self.resources);
this.createVillagers = function (villagerTypes, count) {
villagerTypes.forEach(function (villagerType) {
for (var i = 0; i < count; i++) {
var iq = Math.random() * 50 + 50;
var x = Math.random() * 2048;
var y = Math.random() * 2732;
var villager = new Villager(self.resources, iq);
villager.x = x;
villager.y = y;
self.addChild(villager);
self.villagers.push(villager);
}
});
};
this.createVillagers(['Miner', 'Fisherman', 'Guard', 'Farmer', 'Blacksmith', 'Merchant', 'Gardener'], 4);
for (var i = 0; i < 8; i++) {
var iq = Math.random() * 50 + 50;
var x = Math.random() * 2048;
var y = Math.random() * 2732;
var lumberjack = new Lumberjack(self.resources, iq);
lumberjack.x = x;
lumberjack.y = y;
lumberjack.speed /= 2;
self.addChildAt(lumberjack, self.children.length);
self.villagers.push(lumberjack);
}
for (var i = 0; i < 20; 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);
}
self.market = new Marketplace();
self.addChild(self.market);
Game.prototype.createHouse = function (x, y) {
var house = new Home();
house.x = x;
house.y = y;
return house;
};
Game.prototype.addHouse = function (house) {
this.addChild(house);
this.houses.push(house);
};
this.createHouses = function (count) {
for (var i = 0; i < count; i++) {
var x = Math.random() * 2048;
var y = Math.random() * 2732;
var house = new Home();
house.x = x;
house.y = y;
self.addChild(house);
self.houses.push(house);
}
};
self.houses = [];
this.createHouses(10);
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);
};
this.createWorkplaces = function (count) {
for (var i = 0; i < count; i++) {
var workplace = new EmployingWorkPlace();
workplace.x = Math.random() * 2048;
workplace.y = Math.random() * 2732;
self.addChild(workplace);
self.workplaces.push(workplace);
}
};
self.workplaces = [];
this.createWorkplaces(5);
var wood = new Wood();
wood.x = 2048 / 2;
wood.y = 2732 / 2 - 400;
self.addChild(wood);
var rock = new Rock();
rock.x = 2048 / 2 + 100;
rock.y = 2732 / 2 - 300;
self.addChild(rock);
var workplace = new EmployingWorkPlace();
workplace.x = Math.random() * 2048;
workplace.y = Math.random() * 2732;
self.workplaces.push(workplace);
self.addChild(workplace);
var initialRock = new Rock();
initialRock.x = 1024;
initialRock.y = 1366;
self.addChild(initialRock);
var initialFood = new Food();
initialFood.x = 1024;
initialFood.y = 1566;
self.addChild(initialFood);
var villager1 = new Villager(self.resources, 100);
villager1.x = 500;
villager1.y = 500;
self.addChild(villager1);
self.villagers.push(villager1);
var villager2 = new Villager(self.resources, 100);
villager2.x = 600;
villager2.y = 600;
self.addChild(villager2);
self.villagers.push(villager2);
var home = new Home();
home.x = 700;
home.y = 700;
self.addChild(home);
var inn = new Inn();
inn.x = 900;
inn.y = 900;
self.addChild(inn);
var newInn = new Inn();
self.addChild(newInn);
var bakery = new Bakery();
bakery.x = 1000;
bakery.y = 1000;
self.addChild(bakery);
var well = new Well();
well.x = 1100;
well.y = 1100;
self.addChild(well);
var gardener = new Gardener();
gardener.x = 1200;
gardener.y = 1200;
self.addChild(gardener);
var festival = new Festival();
festival.x = 1300;
festival.y = 1300;
self.addChild(festival);
var house = new Home();
house.x = 1400;
house.y = 1400;
self.addChild(house);
var newHome = new Home();
self.addChild(newHome);
var employingWorkPlace = new EmployingWorkPlace();
employingWorkPlace.x = 1500;
employingWorkPlace.y = 1500;
self.addChild(employingWorkPlace);
var newEmployingWorkPlace = new EmployingWorkPlace();
self.addChild(newEmployingWorkPlace);
});
===================================================================
--- original.js
+++ change.js
@@ -5,9 +5,12 @@
};
});
var Conversation = Container.expand(function () {
var self = Container.call(this);
- self.conversationStarters = ['Hey there, good lookin". Wanna go on an adventure together?', 'Is it hot out here, or is it just you?', 'You must be a magician, because whenever I look at you, everyone else disappears.', 'Do you have a map? I just keep getting lost in your eyes.', 'If beauty were a grain of sand, you’d be a million beaches.', 'Are you a time traveler? Because I see you in my future.', 'Do you believe in love at first sight, or should I walk by again?', 'You’re like a fine wine. The more of you I drink in, the better I feel.', 'You’ve got everything I’ve been searching for, and believe me—I’ve been looking a long time.', 'You’re like a candy bar: half sweet and half nuts.'];
+ self.conversationStarters = {
+ 'flirty': ['Hey there, good lookin". Wanna go on an adventure together?', 'Is it hot out here, or is it just you?', 'You must be a magician, because whenever I look at you, everyone else disappears.', 'Do you have a map? I just keep getting lost in your eyes.', 'If beauty were a grain of sand, you’d be a million beaches.', 'Are you a time traveler? Because I see you in my future.', 'Do you believe in love at first sight, or should I walk by again?', 'You’re like a fine wine. The more of you I drink in, the better I feel.', 'You’ve got everything I’ve been searching for, and believe me—I’ve been looking a long time.', 'You’re like a candy bar: half sweet and half nuts.'],
+ 'flirty2': ['Did the sun come out or did you just smile at me?', 'Do you have a Band-Aid? Because I just scraped my knee falling for you.', 'Do you have a name or can I call you mine?', 'Is there an airport nearby or is it my heart taking off?']
+ };
self.addConversationStarter = function (newStarter) {
if (typeof newStarter === 'string' && newStarter.trim() !== '') {
this.conversationStarters.push(newStarter);
}
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.