Code edit (11 edits merged)
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Please fix the bug: 'ReferenceError: hpText is not defined' in or related to this line: 'if (hpText) {' Line Number: 553
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Please fix the bug: 'ReferenceError: hpText is not defined' in or related to this line: 'hpText.anchor.set(0, 0.5);' Line Number: 464
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Create a text next to the bar that tells how much hp does the character currently have
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Please fix the bug: 'ReferenceError: O is not defined' in or related to this line: 'barFill.width = O;' Line Number: 282
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Refactor the ProgressBar update function ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create a debug function to test the barFill, if its showing in the screen
Code edit (6 edits merged)
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The xp bar is not filling
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Code edit (4 edits merged)
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Create more 3 Vector2 variables to set the position of the pet when it evolves, one for each level
Code edit (1 edits merged)
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Create a vector2 variable to set the position of the pet
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make the XP_PER_LEVEL double its value each time it evolves
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create a new background image and add to the game level
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Add a button to the main menu to reset the game data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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create a background image for the main menu only
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remove the pet image from the main menu, add a logo image to the main menu and a play button image to the main menu
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create an array of images, that will change the image of the pet to react to the tasks, create a new image to when the player feeds the pet, to when to player cleans the pet, to when the player click play item etc ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create an main menu level
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Pocket Creature Evolution
Initial prompt
Title: Pocket Creature A simple virtual pet game where players complete tasks to take care of their creature. As tasks are completed, the pet gains XP. Once the XP bar is full, the pet evolves into a new form with a different sprite. Core Mechanics Task System: Players are given basic tasks (Feed, Clean, Play). Completing a task grants XP. XP & Evolution: The pet’s XP bar gradually fills as tasks are completed. Upon reaching max XP, the pet evolves into a new sprite. Simple Controls: Tap on tasks to complete them. The pet reacts with simple animations. Minimal UI: A straightforward main menu with a single "Play Game" button leading to the main gameplay screen. Win Condition The game continues indefinitely as the pet keeps evolving with accumulated care and interaction. Players can aim to unlock all evolution stages.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
petLevel: 1,
petXp: 0,
lastFed: 0,
lastCleaned: 0,
lastPlayed: 0
});
/****
* Classes
****/
var ActionButton = Container.expand(function (actionType, position) {
var self = Container.call(this);
var buttonShape;
if (actionType === 'feed') {
buttonShape = self.attachAsset('foodItem', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (actionType === 'clean') {
buttonShape = self.attachAsset('cleaningItem', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (actionType === 'play') {
buttonShape = self.attachAsset('playItem', {
anchorX: 0.5,
anchorY: 0.5
});
}
self.buttonType = actionType;
self.interactive = true;
self.down = function (x, y, obj) {
tween(buttonShape, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100
});
};
self.up = function (x, y, obj) {
tween(buttonShape, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
if (self.buttonType === 'feed') {
performFeedAction();
} else if (self.buttonType === 'clean') {
performCleanAction();
} else if (self.buttonType === 'play') {
performPlayAction();
}
}
});
};
return self;
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
// Background image
var background = self.attachAsset('menu_background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
// Game logo
var gameLogo = self.attachAsset('game_logo', {
anchorX: 0.5,
anchorY: 0.5
});
gameLogo.x = 2048 / 2;
gameLogo.y = 800;
// Play button image
var playButton = self.attachAsset('play_button', {
anchorX: 0.5,
anchorY: 0.5
});
playButton.x = 2048 / 2;
playButton.y = 2732 / 2 + 200;
playButton.interactive = true;
// Reset button
var resetButton = new Text2("Reset Game", {
size: 60,
fill: 0xFFFFFF
});
resetButton.anchor.set(0.5, 0.5);
resetButton.x = 2048 / 2;
resetButton.y = 2732 / 2 + 400;
resetButton.interactive = true;
self.addChild(resetButton);
// Button animations and interaction
playButton.down = function (x, y, obj) {
tween(playButton, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
};
playButton.up = function (x, y, obj) {
tween(playButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
if (self.onStartGame) {
self.onStartGame();
}
}
});
};
// Reset button interactions
resetButton.down = function (x, y, obj) {
tween(resetButton, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
};
resetButton.up = function (x, y, obj) {
tween(resetButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
if (self.onResetGame) {
self.onResetGame();
}
}
});
};
// Add some animation to the logo
function animateLogo() {
tween(gameLogo, {
y: gameLogo.y - 15
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gameLogo, {
y: gameLogo.y + 15
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: animateLogo
});
}
});
}
// Start the animation
animateLogo();
return self;
});
var Pet = Container.expand(function () {
var self = Container.call(this);
var currentLevel = storage.petLevel || 1;
var petAssetId = 'pet_baby';
// Determine which asset to use based on level
if (currentLevel === 1) {
petAssetId = 'pet_baby';
} else if (currentLevel === 2) {
petAssetId = 'pet_child';
} else if (currentLevel === 3) {
petAssetId = 'pet_teen';
} else if (currentLevel >= 4) {
petAssetId = 'pet_adult';
}
var petGraphics = self.attachAsset(petAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.happy = function () {
// Bounce animation
tween(self, {
y: self.y - 50
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: self.y + 50
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
petPosition.x = self.x;
petPosition.y = self.y;
}
});
}
});
};
self.evolve = function () {
// Evolution animation
LK.getSound('evolve').play();
// Flash and grow
LK.effects.flashObject(self, 0xFFFFFF, 1000);
tween(petGraphics, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Update to new visual based on new level
currentLevel = storage.petLevel;
var newPetAssetId;
if (currentLevel === 2) {
newPetAssetId = 'pet_child';
} else if (currentLevel === 3) {
newPetAssetId = 'pet_teen';
} else if (currentLevel >= 4) {
newPetAssetId = 'pet_adult';
}
// Remove old graphic and add new one
self.removeChild(petGraphics);
petGraphics = self.attachAsset(newPetAssetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Reset scale with animation
tween(petGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
});
};
return self;
});
var ProgressBar = Container.expand(function () {
var self = Container.call(this);
var barBackground = self.attachAsset('progressBar_bg', {
anchorX: 0,
anchorY: 0.5
});
var barFill = self.attachAsset('progressBar_fill', {
anchorX: 0,
anchorY: 0.5
});
// Set initial width to zero
barFill.width = 0;
self.update = function (current, max) {
var fillPercentage = current / max;
var targetWidth = fillPercentage * barBackground.width;
// Stop any existing tween on the barFill width
tween.stop(barFill, {
width: true
});
// Animate the progress bar fill using tween
tween(barFill, {
width: targetWidth
}, {
duration: 500,
easing: tween.easeOut
});
};
return self;
});
var StatusText = Text2.expand(function (initialText) {
var self = Text2.call(this, initialText, {
size: 60,
fill: 0xFFFFFF
});
self.anchor.set(0.5, 0.5);
self.showMessage = function (message) {
self.setText(message);
self.alpha = 1;
tween(self, {
alpha: 0
}, {
duration: 3000,
easing: tween.linear
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x7ED6DF
});
/****
* Game Code
****/
// Game constants
var BASE_XP_PER_LEVEL = 100;
var XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1); // Doubles with each level
var XP_GAIN_FEED = 20;
var XP_GAIN_CLEAN = 15;
var XP_GAIN_PLAY = 25;
var COOLDOWN_TIME = 10000; // 10 seconds cooldown between actions
// Game state
var petXp = storage.petXp || 0;
var petLevel = storage.petLevel || 1;
var lastFed = storage.lastFed || 0;
var lastCleaned = storage.lastCleaned || 0;
var lastPlayed = storage.lastPlayed || 0;
// Vector2 positions for pet at different evolution levels
var petBabyPosition = {
x: 2048 / 2,
y: 2732 / 2 + 250
};
var petChildPosition = {
x: 2048 / 2,
y: 2732 / 2 + 200
};
var petTeenPosition = {
x: 2048 / 2,
y: 2732 / 2 + 150
};
var petAdultPosition = {
x: 2048 / 2,
y: 2732 / 2 + 150
};
// Track current game state
var currentScreen = "menu";
var mainMenu, pet, progressBar, statusText, levelText;
var feedButton, cleanButton, playButton;
// Current pet position based on level
var petPosition = petBabyPosition;
// Initialize menu
function initMainMenu() {
// Clear previous game elements if they exist
clearGameElements();
// Create and setup main menu
mainMenu = new MainMenu();
game.addChild(mainMenu);
// Set up start game callback
mainMenu.onStartGame = function () {
currentScreen = "game";
initGameScreen();
};
// Set up reset game callback
mainMenu.onResetGame = function () {
// Reset all storage values
storage.petLevel = 1;
storage.petXp = 0;
storage.lastFed = 0;
storage.lastCleaned = 0;
storage.lastPlayed = 0;
// Show confirmation text
var confirmText = new Text2("Game data reset!", {
size: 60,
fill: 0xFFFFFF
});
confirmText.anchor.set(0.5, 0.5);
confirmText.x = 2048 / 2;
confirmText.y = 2732 / 2 + 500;
mainMenu.addChild(confirmText);
// Fade out confirmation text
tween(confirmText, {
alpha: 0
}, {
duration: 2000,
onFinish: function onFinish() {
mainMenu.removeChild(confirmText);
}
});
};
// Play background music
LK.playMusic('bgmusic');
}
// Initialize game screen
function initGameScreen() {
// Clear previous elements
clearGameElements();
// Add game background
var gameBackground = LK.getAsset('game_background', {
anchorX: 0.5,
anchorY: 0.5
});
gameBackground.x = 2048 / 2;
gameBackground.y = 2732 / 2;
game.addChild(gameBackground);
// Create game elements
pet = new Pet();
pet.x = petPosition.x;
pet.y = petPosition.y;
game.addChild(pet);
// Progress bar
progressBar = new ProgressBar();
progressBar.x = (2048 - progressBar.children[0].width) / 2;
progressBar.y = 2732 - 200;
game.addChild(progressBar);
// Status text
statusText = new StatusText("");
statusText.x = 2048 / 2;
statusText.y = progressBar.y + 100;
statusText.alpha = 0;
game.addChild(statusText);
// Level text
levelText = new Text2("Level " + petLevel, {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 2048 / 2;
levelText.y = 200;
game.addChild(levelText);
// Create action buttons
feedButton = new ActionButton('feed');
feedButton.x = 2048 / 4;
feedButton.y = 2732 - 400;
game.addChild(feedButton);
cleanButton = new ActionButton('clean');
cleanButton.x = 2048 / 2;
cleanButton.y = 2732 - 400;
game.addChild(cleanButton);
playButton = new ActionButton('play');
playButton.x = 2048 * 3 / 4;
playButton.y = 2732 - 400;
game.addChild(playButton);
// Recalculate XP_PER_LEVEL based on current level
XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1);
// Update the progress bar on start
progressBar.update(petXp, XP_PER_LEVEL);
}
// Clear all game elements
function clearGameElements() {
while (game.children.length > 0) {
game.removeChild(game.children[0]);
}
}
// Start with main menu
initMainMenu();
// Play background music
LK.playMusic('bgmusic');
function performFeedAction() {
var currentTime = Date.now();
if (currentTime - lastFed < COOLDOWN_TIME) {
statusText.showMessage("Pet is still full! Wait a moment.");
return;
}
LK.getSound('feed').play();
pet.happy();
lastFed = currentTime;
storage.lastFed = lastFed;
addXp(XP_GAIN_FEED);
statusText.showMessage("Pet fed! +20 XP");
}
function performCleanAction() {
var currentTime = Date.now();
if (currentTime - lastCleaned < COOLDOWN_TIME) {
statusText.showMessage("Pet is already clean! Wait a moment.");
return;
}
LK.getSound('clean').play();
pet.happy();
lastCleaned = currentTime;
storage.lastCleaned = lastCleaned;
addXp(XP_GAIN_CLEAN);
statusText.showMessage("Pet cleaned! +15 XP");
}
function performPlayAction() {
var currentTime = Date.now();
if (currentTime - lastPlayed < COOLDOWN_TIME) {
statusText.showMessage("Pet is tired! Wait a moment.");
return;
}
LK.getSound('play').play();
pet.happy();
lastPlayed = currentTime;
storage.lastPlayed = lastPlayed;
addXp(XP_GAIN_PLAY);
statusText.showMessage("Played with pet! +25 XP");
}
function addXp(amount) {
petXp += amount;
storage.petXp = petXp;
// Check for level up
if (petXp >= XP_PER_LEVEL) {
petLevel += 1;
petXp = 0;
storage.petLevel = petLevel;
storage.petXp = petXp;
// Recalculate XP_PER_LEVEL for next level - doubles with each level
XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1);
// Update pet position based on new level
if (petLevel === 2) {
petPosition = petChildPosition;
} else if (petLevel === 3) {
petPosition = petTeenPosition;
} else if (petLevel >= 4) {
petPosition = petAdultPosition;
}
// Update pet position
pet.x = petPosition.x;
pet.y = petPosition.y;
levelText.setText("Level " + petLevel);
pet.evolve();
if (petLevel >= 4) {
statusText.showMessage("Maximum level reached!");
} else {
statusText.showMessage("Pet evolved to level " + petLevel + "! Next level: " + XP_PER_LEVEL + " XP");
}
}
// Update progress bar
progressBar.update(petXp, XP_PER_LEVEL);
}
// Game update function
game.update = function () {
// Screen-specific updates
if (currentScreen === "game") {
// Any per-frame updates for gameplay can go here
} else if (currentScreen === "menu") {
// Any per-frame updates for menu can go here
}
}; ===================================================================
--- original.js
+++ change.js
@@ -253,9 +253,9 @@
anchorX: 0,
anchorY: 0.5
});
// Set initial width to zero
- barFill.width = O;
+ barFill.width = 0;
self.update = function (current, max) {
var fillPercentage = current / max;
var targetWidth = fillPercentage * barBackground.width;
// Stop any existing tween on the barFill width
create a cute creature baby. In-Game asset. 2d. High contrast. No shadows
create a cute logo with Pocket Creature written. In-Game asset. 2d. High contrast. No shadows
create a cute button with play written inside. In-Game asset. 2d. High contrast. No shadows
create a cute room, lo fi room. In-Game asset. 2d. High contrast. No shadows
create a cute icon for cleaning item. In-Game asset. 2d. High contrast. No shadows
reimagine as a food item
Generate a smaller younger version of this character
Generate a smaller younger and cute version of this
Zoom out so it doesnt cut any elements off screen
Reimagine as younger cute version of this character
Reimagine as a younger cute version of this character
Reimagine as a cute younger version of this character
zoom out so it doesnt cut any elements off screen, make the outline thicker
Make a drawing of a cute poop. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's back. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a play ball. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a chicken leg food. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a cute poop. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a cute pocket creature. In-Game asset. 2d. High contrast. No shadows
create a cute egg with some pattern and a peach and bege colors. In-Game asset. 2d. High contrast. No shadows
create a cute egg with some pattern and a light orange and light red colors. In-Game asset. 2d. High contrast. No shadows
simplify the eyes
Create a cute speech bubble with a heart. In-Game asset. 2d. High contrast. No shadows