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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
var Market = Container.expand(function () { var self = Container.call(this); var marketGraphics = self.createAsset('market', 'Market Graphics', .5, .5); self.x = 2048 / 2; self.y = 2732 / 2; self.availableResources = { wood: 0, rock: 0, food: 0 }; self.trade = function (villager, resourceType, amount) { if (self.availableResources[resourceType] >= amount) { self.availableResources[resourceType] -= amount; villager.gameResources[resourceType].amount += amount; } }; self.addResource = function (resourceType, amount) { self.availableResources[resourceType] += amount; }; }); var HouseBuilder = Container.expand(function () { var self = Container.call(this); self.build = function (villager) { var newHouse = new House(); newHouse.initializeRandomPosition(); villager.parent.addChild(newHouse); villager.state = 'atHome'; villager.home = newHouse; newHouse.scheduleVillagerWork(villager); }; }); var Resource = Container.expand(function (type, amount) { var self = Container.call(this); self.type = type; self.amount = amount; var resourceGraphics = self.createAsset(type.toLowerCase() + 'Image', type + ' Image', .5, .5); }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.createAsset('treeImage', 'Tree Image', .5, .5); self.resourceType = 'food'; self.amount = 100; self.collectResource = function (villager) { if (self.amount > 0) { var collectedAmount = Math.min(5, self.amount); villager.gameResources.food.amount += collectedAmount; villager.carriedFood += collectedAmount; self.amount -= collectedAmount; if (self.amount <= 0) { self.destroy(); } } }; }); var Villager = Container.expand(function (resources) { var self = Container.call(this); Villager.prototype.calculateOverallUtility = function (utilities) { var weights = { 'work': 1.0, 'home': 0.8, 'plant': 0.5, 'buildHouse': 0.7, 'trade': 0.6 }; utilities.forEach(function (utility) { var weightedUtility = utility.utility * (weights[utility.action] || 1); if (utility.action === 'home' && this.tiredness > 0.5) { weightedUtility *= 1.5; } if (utility.action === 'trade' && this.hasResources()) { weightedUtility *= 1.2; } utility.utility = weightedUtility; }, this); return utilities.reduce(function (highest, current) { return highest.utility > current.utility ? highest : current; }); }; Villager.prototype.kiss = function (partner) { if (this.canFallInLove(partner)) { this.createBabyWith(partner); } }; Villager.prototype.createBabyWith = function (partner) { var babyX = (this.x + partner.x) / 2; var babyY = (this.y + partner.y) / 2; var babyVillager = this.parent.createAndAddVillager(babyX, babyY, true); babyVillager.home = this.home || partner.home; babyVillager.workplace = this.workplace || partner.workplace; }; Villager.prototype.continuousMove = function () { if (this.x < this.speed || this.x > 2048 - this.speed) this.directionX *= -1; if (this.y < this.speed || this.y > 2732 - this.speed) this.directionY *= -1; this.x = Math.max(this.speed, Math.min(2048 - this.speed, this.x + this.speed * this.directionX)); this.y = Math.max(this.speed, Math.min(2732 - this.speed, this.y + this.speed * this.directionY)); if (Math.random() < 0.5) { this.directionX = Math.random() < 0.5 ? -1 : 1; this.directionY = Math.random() < 0.5 ? -1 : 1; } }; Villager.prototype.directionX = 1; Villager.prototype.directionY = 1; Villager.prototype.restAtHome = function () { this.state = 'resting'; this.tiredness = Math.max(0, this.tiredness - 0.1); if (this.home) { this.home.occupy(this); } if (this.tiredness <= 0) { this.state = 'atHome'; } }; Villager.prototype.hasResources = function () { return this.carriedWood > 0 || this.carriedRock > 0 || this.carriedFood > 0; }; Villager.prototype.isDoingSomething = function () { return this.state === 'goingToWork' || this.state === 'working' || this.state === 'goingHome' || this.state === 'resting' || this.state === 'plantingTree' || this.state === 'buildingHouse'; }; self.carriedWood = 0; self.carriedRock = 0; self.carriedFood = 0; self.tiredness = 0; Villager.prototype.canBuildHouse = function () { return this.gameResources && this.gameResources.wood.amount >= 200 && this.gameResources.rock.amount >= 200 && this.gameResources.food.amount >= 200; }; Villager.prototype.calculateBuildUtility = function () { return this.canBuildHouse() ? 25000 : 0; }; Villager.prototype.canFallInLove = function (otherVillager) { return this.state === 'atHome' && otherVillager.state === 'atHome' && !this.partner && !otherVillager.partner; }; self.gameResources = resources; var villagerGraphics = self.createAsset('villager', 'Villager Graphics', .5, .5); self.targetX = null; self.targetY = null; self.home = null; self.workplace = null; self.resourceType = null; self.speed = 12; self.moveTo = function (x, y, state) { self.targetX = x; self.targetY = y; if (state) self.state = state; }; self.update = function () { self.continuousMove(); self.executeCurrentAction(); }; self.decideNextAction = function () { var utilities = [{ action: 'work', utility: self.calculateWorkUtility() }, { action: 'home', utility: self.calculateHomeUtility() }, { action: 'plant', utility: self.calculatePlantUtility(self.gameResources) }, { action: 'buildHouse', utility: self.calculateBuildUtility() }, { action: 'trade', utility: self.calculateTradeUtility() }]; var highestUtilityAction = self.calculateOverallUtility(utilities); self.state = highestUtilityAction.action; if (self.state === 'work') { self.moveTo(self.workplace.x, self.workplace.y, 'goingToWork'); } }; self.executeCurrentAction = function () { switch (self.state) { case 'goingToWork': if (self.workplace && self.workplace.x !== null && self.workplace.y !== null) { self.moveTowards(self.workplace.x, self.workplace.y); if (self.intersects(self.workplace)) { self.state = 'working'; self.startWorking(); } } break; case 'working': if (self.workplace && typeof self.workplace.collectResource === 'function') { self.workplace.collectResource(self); } break; case 'goingHome': if (self.home) { self.moveTowards(self.home.x, self.home.y); if (self.intersects(self.home)) { self.arriveHome(); } } break; case 'resting': self.restAtHome(); break; case 'plantingTree': self.plantTree(); break; case 'buildingHouse': self.buildHouse(); break; case 'trade': if (self.parent.market) { self.moveTowards(self.parent.market.x, self.parent.market.y); if (self.intersects(self.parent.market)) { if (self.carriedWood > 10) self.parent.market.trade(self, 'wood', 10); if (self.carriedRock > 10) self.parent.market.trade(self, 'rock', 10); if (self.carriedFood > 10) self.parent.market.trade(self, 'food', 10); self.state = 'atHome'; } } break; } }; self.calculateWorkUtility = function () { return self.workplace && self.workplace.resourceType && self.workplace.resourceType.amount > 0 ? 25000 : 1; }; self.calculateHomeUtility = function () { return self.tiredness > 0.7 || self.hasResources() ? 25000 : 1; }; self.calculatePlantUtility = function (gameResources) { return self.gameResources && self.gameResources.food.amount > 50 && !self.workplace ? 25000 : 0; }; self.calculateTradeUtility = function () { var excessResources = (self.carriedWood > 10 ? 1 : 0) + (self.carriedRock > 10 ? 1 : 0) + (self.carriedFood > 10 ? 1 : 0); return excessResources > 1 ? 25000 : 0; }; self.moveTowards = function (x, y) { var dx = x - self.x; var dy = y - self.y; if (dx !== 0 || dy !== 0) { self.moveTo(x, y); self.moveTowardsTarget(); } }; self.moveTowardsTarget = function () { if (self.targetX !== null && self.targetY !== null) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; self.targetX = null; self.targetY = null; } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * Math.min(self.speed, distance); self.y += Math.sin(angle) * Math.min(self.speed, distance); } } }; }); var EmployingWorkPlace = Container.expand(function () { var self = Container.call(this); var workplaceGraphics = self.createAsset('workplace', 'Workplace Graphics', .5, .5); self.isEmploying = true; self.employ = function (villager) {}; }); var House = Container.expand(function () { var self = Container.call(this); House.prototype.scheduleVillagerWork = function (villager) { LK.setTimeout(function () { villager.state = 'goingToWork'; villager.moveTo(villager.workplace.x, villager.workplace.y); }, 5000); }; House.prototype.initializeRandomPosition = function () { this.x = Math.random() * 2048; this.y = Math.random() * 2732; }; var houseGraphics = self.createAsset('house', 'House Graphics', .5, .5); self.isOccupiable = true; House.prototype.occupy = function (villager) { if (!this.isOccupiable) return; this.isOccupiable = false; villager.home = this; this.scheduleVillagerWork(villager); }; }); var ResourceDisplay = Container.expand(function (gameResources) { var self = Container.call(this); self.gameResources = gameResources || ({ wood: { amount: 0 }, rock: { amount: 0 }, food: { amount: 0 } }); var resourceDisplayText = new Text2('', { size: 50, fill: "#ffffff" }); resourceDisplayText.anchor.set(0.5, 0); resourceDisplayText.x = 2048 / 2 - 800 - 500 + 100; resourceDisplayText.y = 50; LK.gui.topCenter.addChild(resourceDisplayText); self.update = function () { resourceDisplayText.setText('Resources: Wood ' + self.gameResources.wood.amount + ' units, Rock ' + self.gameResources.rock.amount + ' units, Food ' + self.gameResources.food.amount + ' units'); }; }); var VillagerAndFramerateDisplay = Container.expand(function (game) { var self = Container.call(this); self.villagers = game.villagers; var villagerCountText = new Text2('', { size: 50, fill: "#ffffff" }); villagerCountText.anchor.set(0.5, 0); villagerCountText.x = 2048 / 2 - 200; villagerCountText.y = 50; LK.gui.topCenter.addChild(villagerCountText); var startTime = Date.now(); var framerateText = new Text2('', { size: 50, fill: "#ffffff" }); framerateText.anchor.set(0, 1); framerateText.x = 500; framerateText.y = 2732; LK.gui.topCenter.addChild(framerateText); var framerateText = new Text2('', { size: 50, fill: "#ffffff" }); framerateText.anchor.set(0, 1); framerateText.x = 500; framerateText.y = 2732; LK.gui.topCenter.addChild(framerateText); var lastTick = LK.ticks; var frameCount = 0; var lastSecond = Math.floor(lastTick / 60); self.update = function () { var currentTick = LK.ticks; var currentSecond = Math.floor(currentTick / 60); frameCount++; if (currentSecond > lastSecond) { framerateText.setText('FPS: ' + frameCount); framerateText.visible = true; frameCount = 0; lastSecond = currentSecond; } villagerCountText.setText('Villagers: ' + (self.villagers ? self.villagers.length : 0)); }; }); var Game = Container.expand(function () { var self = Container.call(this); self.makeVillagerDecisions = function (villager) { if (!villager.isDoingSomething()) { villager.decideNextAction(); } }; LK.on('tick', function () { self.villagerAndFramerateDisplay.update(); var currentTime = Date.now(); var elapsedTime = Math.floor((currentTime - self.startTime) / 1000); self.timerText.setText('Time: ' + elapsedTime); self.updateResourceDisplay(); for (var i = 0; i < self.villagers.length; i++) { self.villagers[i].update(); self.makeVillagerDecisions(self.villagers[i]); } self.handleVillagersFallingInLove(); }); self.timerText = new Text2('Time: 0', { size: 100, fill: "#ffffff" }); self.timerText.anchor.set(1, 1); self.timerText.x = 2048 - 500; self.timerText.y = 2732; LK.gui.topCenter.addChild(self.timerText); self.startTime = Date.now(); self.villagers = []; self.villagerAndFramerateDisplay = new VillagerAndFramerateDisplay(self); self.resourceDisplay = new ResourceDisplay(resources); self.updateResourceDisplay = function () { self.resourceDisplay.update(); }; self.handleVillagersFallingInLove = function () { for (var i = 0; i < self.villagers.length; i++) { for (var j = i + 1; j < self.villagers.length; j++) { var villagerA = self.villagers[i]; var villagerB = self.villagers[j]; if (villagerA.canFallInLove(villagerB) && Math.random() < 0.5) { villagerA.partner = villagerB; villagerB.partner = villagerA; LK.setTimeout(function () { var home = villagerA.home || villagerB.home; var childX = home.x; var childY = home.y; var childVillager = self.createAndAddVillager(childX, childY, true); childVillager.home = home; childVillager.workplace = self.workplaces[Math.floor(Math.random() * self.workplaces.length)]; childVillager.state = 'goingToWork'; childVillager.moveTo(childVillager.workplace.x, childVillager.workplace.y); villagerA.kiss(villagerB); }, 1000); break; } } } }; function createResources() { return { wood: new Resource('Wood', 100), rock: new Resource('Rock', 100), food: new Resource('Food', 100) }; } var resources = createResources(); self.addChild(resources.wood); self.addChild(resources.rock); self.addChild(resources.food); var background = self.createAsset('background', 'Background Graphics', 0, 0); background.width = 4096 * 0.8; background.height = 5464 * 0.8; background.x = (2048 - background.width) / 2; background.y = (2732 - background.height) / 2 - 400; self.addChildAt(background, 0); Game.prototype.createVillager = function (x, y, isBaby) { var villager = new Villager(this.resources); villager.x = x; villager.y = y; if (isBaby) { villager.scale.x = 0.5; villager.scale.y = 0.5; } return villager; }; Game.prototype.addVillager = function (villager) { this.addChild(villager); this.villagers.push(villager); }; self.villagers = []; self.houses = []; var newVillager = self.createVillager(1024, 1366); self.addVillager(newVillager); var newVillager = self.createVillager(1024, 1500); self.addVillager(newVillager); self.market = new Market(); self.addChild(self.market); Game.prototype.createHouse = function (x, y) { var house = new House(); house.x = x; house.y = y; return house; }; Game.prototype.addHouse = function (house) { this.addChild(house); this.houses.push(house); }; var houses = []; var newHouse = self.createHouse(2048 / 2, 2732 / 2); self.addHouse(newHouse); houses.push(newHouse); Game.prototype.createWorkplace = function () { var workplace = new EmployingWorkPlace(); workplace.x = Math.random() * 2048; workplace.y = Math.random() * 2732; return workplace; }; Game.prototype.addWorkplace = function (workplace) { this.addChild(workplace); this.workplaces.push(workplace); }; self.workplaces = []; var workplace = self.createWorkplace(); self.addWorkplace(workplace); self.workplaces.push(workplace); var house = new House(); house.x = 2048 / 2; house.y = 2732 / 2; houses.push(house); self.addChild(house); var workplace = new EmployingWorkPlace(); workplace.x = Math.random() * 2048; workplace.y = Math.random() * 2732; self.workplaces.push(workplace); self.addChild(workplace); self.villagerCreationInterval = LK.setInterval(function () { if (self.resources && self.resources.food.amount >= 10) { self.createAndAddVillager(Math.random() * 2048, Math.random() * 2732); self.resources.food.amount -= 10; } }, 10000); LK.on('tick', function () { self.villagerAndFramerateDisplay.update(); var currentTime = Date.now(); var elapsedTime = Math.floor((currentTime - self.startTime) / 1000); self.timerText.setText('Time: ' + elapsedTime); self.updateResourceDisplay(); for (var i = 0; i < self.villagers.length; i++) { self.villagers[i].update(); } self.handleVillagersFallingInLove(); }); });
===================================================================
--- original.js
+++ change.js
@@ -109,10 +109,10 @@
if (this.tiredness <= 0) {
this.state = 'atHome';
}
};
- self.hasResources = function () {
- return self.carriedWood > 0 || self.carriedRock > 0 || self.carriedFood > 0;
+ Villager.prototype.hasResources = function () {
+ return this.carriedWood > 0 || this.carriedRock > 0 || this.carriedFood > 0;
};
Villager.prototype.isDoingSomething = function () {
return this.state === 'goingToWork' || this.state === 'working' || this.state === 'goingHome' || this.state === 'resting' || this.state === 'plantingTree' || this.state === 'buildingHouse';
};
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.