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make the villager alway move
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the villager have to alway move
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Fix Bug: 'ReferenceError: villagers is not defined' in this line: 'var villagerB = villagers[j];' Line Number: 251
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Fix Bug: 'ReferenceError: villagers is not defined' in this line: 'var villagerA = villagers[i];' Line Number: 250
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Fix Bug: 'ReferenceError: villagers is not defined' in this line: 'for (var j = i + 1; j < villagers.length; j++) {' Line Number: 249
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Fix Bug: 'ReferenceError: villagers is not defined' in this line: 'for (var i = 0; i < villagers.length; i++) {' Line Number: 248
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Fix Bug: 'ReferenceError: villagers is not defined' in this line: 'for (var i = 0; i < villagers.length; i++) {' Line Number: 327
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Fix Bug: 'TypeError: self.updateResourceDisplay is not a function' in this line: 'self.updateResourceDisplay();' Line Number: 322
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'villagerCountText.setText('Villagers: ' + self.villagers.length);' Line Number: 236
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'villagers')' in this line: 'self.villagers = game.villagers;' Line Number: 226
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'villagerCountText.setText('Villagers: ' + villagers.length);' Line Number: 235
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'villagerCountText.setText('Villagers: ' + villagers.length);' Line Number: 235
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Fix Bug: 'ReferenceError: villagerCountDisplay is not defined' in this line: 'villagerCountDisplay.update();' Line Number: 318
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Fix Bug: 'ReferenceError: villagerCountDisplay is not defined' in this line: 'villagerCountDisplay.update();' Line Number: 318
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Fix Bug: 'TypeError: self.updateVillagerCountDisplay is not a function' in this line: 'self.updateVillagerCountDisplay();' Line Number: 318
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Fix Bug: 'Uncaught ReferenceError: workplaces is not defined' in this line: 'workplaces.push(workplace);' Line Number: 315
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Fix Bug: 'Uncaught ReferenceError: workplaces is not defined' in this line: 'workplaces.push(self.createAndAddWorkplace());' Line Number: 306
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in this line: 'this.workplaces.push(workplace);' Line Number: 302
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in this line: 'this.houses.push(house);' Line Number: 292
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Fix Bug: 'Uncaught ReferenceError: villagers is not defined' in this line: 'villagers.push(self.createAndAddVillager(1024, 1366));' Line Number: 284
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in this line: 'this.villagers.push(villager);' Line Number: 280
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improve all the code in 20 pass
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improve all the code in 10 pass
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improve all the code
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improve 8 time
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 ResourceCollector = Container.expand(function () { var self = Container.call(this); self.collect = function (villager) { if (villager.workplace) { if (villager.workplace instanceof Tree) { villager.gameResources.food.amount += 1; villager.carriedFood += 1; } else if (villager.workplace.resourceType) { var resource = villager.workplace.resourceType; resource.amount += 1; } villager.moveTo(villager.home.x, villager.home.y, 'goingHome'); } }; }); 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); }); var Villager = Container.expand(function (resources) { var self = Container.call(this); 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.isDoingSomething = function () { return this.state === 'goingToWork' || this.state === 'working' || this.state === 'goingHome' || this.state === 'resting' || this.state === 'plantingTree' || this.state === 'buildingHouse'; }; Villager.prototype.carriedWood = 0; Villager.prototype.carriedRock = 0; Villager.prototype.carriedFood = 0; Villager.prototype.tiredness = 0; Villager.prototype.canBuildHouse = function (gameResources) { return gameResources.wood.amount >= 200 && gameResources.rock.amount >= 200 && gameResources.food.amount >= 200; }; Villager.prototype.calculateBuildUtility = function () { return this.canBuildHouse() ? 0.8 : 0; }; Villager.prototype.hasResources = function () { return this.carriedWood > 0 || this.carriedRock > 0 || this.carriedFood > 0; }; Villager.prototype.canFallInLove = function (otherVillager) { return this.state === 'atHome' && otherVillager.state === 'atHome' && !this.partner && !otherVillager.partner; }; self.gameResources = resources; Villager.prototype.buildHouse = function (houseBuilder) { if (this.canBuildHouse(this.gameResources)) { houseBuilder.build(this); this.gameResources.wood.amount -= 200; this.gameResources.rock.amount -= 200; this.gameResources.food.amount -= 200; } }; self.collectResource = function () { self.resourceCollector.collect(self); }; self.arriveHome = function () { self.restAtHome(); }; self.startWorking = function () { self.state = 'working'; self.workplace.employ(self); }; 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.state = 'goingToWork'; self.speed = 12; self.moveTo = function (x, y, state) { self.targetX = x; self.targetY = y; if (state) self.state = state; }; self.update = function () { var randomX = Math.random() * 2048; var randomY = Math.random() * 2732; self.moveTo(randomX, randomY, 'wandering'); 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.startWorking(); } } break; case 'working': self.collectResource(); break; case 'goingHome': if (self.home && self.home.x != null && self.home.y != null) { self.moveTowards(self.home.x, self.home.y); if (self.intersects(self.home)) { self.arriveHome(); } } break; case 'resting': self.restAtHome(); break; case 'plantingTree': if (!self.workplace) { var tree = new Tree(); tree.x = Math.random() * 2048; tree.y = Math.random() * 2732; self.parent.addChild(tree); self.workplace = tree; self.gameResources.food.amount -= 100; } break; case 'buildingHouse': self.buildHouse(); break; } }; self.calculateWorkUtility = function () { return self.workplace && self.workplace.resourceType && self.workplace.resourceType.amount > 0 ? 0.8 : 0.2; }; self.calculateHomeUtility = function () { return self.tiredness > 0.7 || self.hasResources() ? 0.8 : 0.2; }; self.calculatePlantUtility = function () { return self.gameResources.food.amount > 100 && !self.workplace ? 0.7 : 0; }; self.moveTowards = function (x, y) { if (self.x !== x || self.y !== y) { 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; if (self.state === 'goingToWork' || self.state === 'goingHome') { self.state = 'atHome'; } } 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 OccupiableHouse = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.createAsset('house', 'House Graphics', .5, .5); self.isOccupiable = true; self.occupy = function (villager) {}; }); 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.moveTo(villager.workplace.x, villager.workplace.y, 'goingToWork'); }, 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 (resources) { var self = Container.call(this); 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 ' + resources.wood.amount + ' Rock ' + resources.rock.amount + ' Food ' + resources.food.amount); }; }); var VillagerCountDisplay = 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; villagerCountText.y = 50; LK.gui.topCenter.addChild(villagerCountText); self.update = function () { villagerCountText.setText('Villagers: ' + (self.villagers ? self.villagers.length : 0)); }; }); var Game = Container.expand(function () { var self = Container.call(this); self.villagers = []; self.villagerCountDisplay = new VillagerCountDisplay(self); self.updateResourceDisplay = function () { var resourceDisplay = new ResourceDisplay(resources); 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)) { var newVillager = self.createAndAddVillager(villagerA.home.x, villagerA.home.y); newVillager.home = villagerA.home; newVillager.workplace = houses[Math.floor(Math.random() * houses.length)]; villagers.push(newVillager); villagerA.partner = villagerB; villagerB.partner = villagerA; 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); var resourceCollector = new ResourceCollector(); Game.prototype.createAndAddVillager = function (x, y) { var villager = new Villager(this.resources); villager.x = x; villager.y = y; this.addChild(villager); this.villagers.push(villager); return villager; }; self.villagers = []; self.houses = []; self.villagers.push(self.createAndAddVillager(1024, 1366)); self.villagers.push(self.createAndAddVillager(1024, 1500)); Game.prototype.createAndAddHouse = function (x, y) { var house = new House(); house.x = x; house.y = y; this.addChild(house); this.houses.push(house); return house; }; var houses = []; houses.push(self.createAndAddHouse(2048 / 2, 2732 / 2)); Game.prototype.createAndAddWorkplace = function () { var workplace = new EmployingWorkPlace(); workplace.x = Math.random() * 2048; workplace.y = Math.random() * 2732; this.addChild(workplace); this.workplaces.push(workplace); return workplace; }; self.workplaces = []; self.workplaces.push(self.createAndAddWorkplace()); var house = new OccupiableHouse(); 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); LK.on('tick', function () { self.villagerCountDisplay.update(); self.updateResourceDisplay(); for (var i = 0; i < self.villagers.length; i++) { self.villagers[i].update(); } self.handleVillagersFallingInLove(); }); });
===================================================================
--- original.js
+++ change.js
@@ -97,19 +97,11 @@
self.targetY = y;
if (state) self.state = state;
};
self.update = function () {
- if (!self.isDoingSomething()) {
- if (self.workplace) {
- self.moveTo(self.workplace.x, self.workplace.y, 'goingToWork');
- } else if (self.home) {
- self.moveTo(self.home.x, self.home.y, 'goingHome');
- } else {
- var randomX = Math.random() * 2048;
- var randomY = Math.random() * 2732;
- self.moveTo(randomX, randomY, 'wandering');
- }
- }
+ var randomX = Math.random() * 2048;
+ var randomY = Math.random() * 2732;
+ self.moveTo(randomX, randomY, 'wandering');
switch (self.state) {
case 'goingToWork':
if (self.workplace && self.workplace.x != null && self.workplace.y != null) {
self.moveTowards(self.workplace.x, self.workplace.y);
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.