User prompt
You must save the poop, hunger and bored state of the pet ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Remake the whole function to allow to play with pet. It should have a bool variable canplay, if true, the play with pet button works, if false the button doesnt perform the action. It starts as true, then the player can play, when player plays it it sets to false, and only sets to true again when the bored message appears
User prompt
Remake the whole function to allow to feed pet. It should have a bool variable canFeedPet, if true, the feed pet button works, if false the button doesnt perform the action. It starts as true, then the player can feed, when player feeds it it sets to false, and only sets to true again when hunger message appears
User prompt
The pet can be fed once if not hungry
User prompt
The can feed the pet once before the pet is hungry
User prompt
Set to be able to feed the pet once before the hunger message appears
User prompt
Set to only be able to play with pet once before the bored speech bubble appears
User prompt
Set to only be able to clean the pet after it poops
Code edit (1 edits merged)
Please save this source code
User prompt
Make the pet loose xp if the player doesnt play with the pet after some time
User prompt
Add a speech bubble to when the pet is bored
User prompt
Add a speech bubble for when poop is there for more than one minute, and if the player doesnt clean it after 2 minutes decrease xp each 2 minutes the player doesnt clean
User prompt
Set to only be one image to represent the poop
User prompt
Make it so the player can only feed the pet once if not hungry, then can only feed him when he is hungry = when the speech buble saying hes hungry appears
Code edit (1 edits merged)
Please save this source code
User prompt
Make the pet poop
User prompt
Add a mechanica that if the player doesnt feed the pet after 5 mins it loses xp
Code edit (3 edits merged)
Please save this source code
User prompt
After 1 minute it should appear the speech bubble in the screen saying that the pet is hungry
Code edit (4 edits merged)
Please save this source code
User prompt
Create a new image with name bubble_speech
Code edit (1 edits merged)
Please save this source code
User prompt
in the addBarFillXp function add an tween animation to animate smoothly the change of values between the current xp and the xp that was gained ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: barFill is not defined' in or related to this line: 'barFill.width = petXp / XP_PER_LEVEL * barBackground.width;' Line Number: 569
/****
* 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 BubbleSpeech = Container.expand(function (text) {
var self = Container.call(this);
// Create the bubble background
var bubbleBackground = LK.getAsset('bubble_speech', {
anchorX: 0.5,
anchorY: 0.5,
width: 600,
height: 150,
tint: 0xFFFFFF
});
// Round the corners by scaling
bubbleBackground.scale.set(1);
self.addChild(bubbleBackground);
// Add text to bubble
var bubbleText = new Text2(text || "", {
size: 50,
fill: 0x000000
});
bubbleText.anchor.set(0.5, 0.5);
self.addChild(bubbleText);
// Public methods
self.setText = function (newText) {
bubbleText.setText(newText);
};
// Show with animation
self.show = function (duration) {
self.alpha = 0;
self.scale.set(0.5);
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: duration || 300,
easing: tween.easeOutBack
});
};
// Hide with animation
self.hide = function (duration, callback) {
tween(self, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: duration || 300,
easing: tween.easeInBack,
onFinish: function onFinish() {
if (callback) {
callback();
}
}
});
};
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 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 state - load these first
var petLevel = storage.petLevel || 1;
var petXp = storage.petXp || 0;
var lastFed = storage.lastFed || 0;
var lastCleaned = storage.lastCleaned || 0;
var lastPlayed = storage.lastPlayed || 0;
var speechBubble; // Variable for the speech bubble
var hungerTimer; // Timer for hunger message
// Game constants - calculate after loading state
var BASE_XP_PER_LEVEL = 500;
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
var hpText; // Define hpText in global scope
var barFill; // Define barFill in global scope
var barBackground; // Define barBackground in global scope
// 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 progressBar = new Container();
var currentScreen = "menu";
var mainMenu, pet, progressBar, statusText, levelText;
var feedButton, cleanButton, playButton;
var progressBarContainer = new Container();
// 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() {
console.log("Initializing game screen");
// 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);
// 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);
console.log("Current petLevel:", petLevel, "XP_PER_LEVEL:", XP_PER_LEVEL);
// Make sure all values are calculated before updating progress bar
XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1);
// Update the progress bar on start
console.log("Initial progress bar update with petXp:", petXp, "XP_PER_LEVEL:", XP_PER_LEVEL);
// Make sure variables are initialized properly
petXp = petXp || 0;
XP_PER_LEVEL = XP_PER_LEVEL || BASE_XP_PER_LEVEL;
// Now create HP text after progress bar exists
hpText = new Text2("XP: " + petXp + "/" + XP_PER_LEVEL, {
size: 60,
fill: 0xFFFFFF
});
hpText.anchor.set(0, 0.5);
hpText.x = progressBar.x + 10;
hpText.y = progressBar.y - 50;
game.addChild(hpText);
// Create HP text display
console.log("Creating HP text with petXp:", petXp, "XP_PER_LEVEL:", XP_PER_LEVEL);
hpText = new Text2("XP: " + petXp + "/" + XP_PER_LEVEL, {
size: 60,
fill: 0xFFFFFF
});
hpText.anchor.set(0, 0.5);
game.addChild(hpText);
console.log("Game screen initialization complete");
createProgressBar();
addBarFillXp();
// Status text
statusText = new StatusText("");
statusText.x = 2048 / 2 + 300;
statusText.y = 2732 / 2 + -500;
statusText.alpha = 0;
game.addChild(statusText);
// Create speech bubble for hunger message
speechBubble = new BubbleSpeech("I'm hungry!");
speechBubble.x = pet.x;
speechBubble.y = pet.y - 300; // Position above pet
speechBubble.alpha = 0; // Start invisible
game.addChild(speechBubble);
// Clear any existing timer
if (hungerTimer) {
LK.clearTimeout(hungerTimer);
}
// Set timer to show hunger bubble after 1 minute (60000ms)
hungerTimer = LK.setTimeout(function () {
// Show speech bubble with animation
game.addChild(speechBubble); // Make sure it's in the display tree
speechBubble.show(500);
}, 60000);
} //[3J]
// Clear all game elements
function clearGameElements() {
// Clear hunger timer if exists
if (hungerTimer) {
LK.clearTimeout(hungerTimer);
hungerTimer = null;
}
while (game.children.length > 0) {
game.removeChild(game.children[0]);
} //[3K]
} //[3L]
// Start with main menu
initMainMenu();
// Play background music
LK.playMusic('bgmusic');
function performFeedAction() {
console.log("performFeedAction called");
var currentTime = Date.now(); //[3O]
if (currentTime - lastFed < COOLDOWN_TIME) {
statusText.showMessage("Pet is still full! Wait a moment.");
console.log("Action on cooldown, can't feed yet");
return; //[3P]
} //[3Q]
console.log("Feeding pet, adding XP:", XP_GAIN_FEED);
LK.getSound('feed').play();
pet.happy(); //[3R]
lastFed = currentTime;
storage.lastFed = lastFed;
addXp(XP_GAIN_FEED);
console.log("After addXp call");
statusText.showMessage("Pet fed! +20 XP");
// Hide hunger speech bubble if visible
if (speechBubble && speechBubble.alpha > 0) {
speechBubble.hide(300);
}
// Reset hunger timer
if (hungerTimer) {
LK.clearTimeout(hungerTimer);
}
hungerTimer = LK.setTimeout(function () {
// Show speech bubble with animation
speechBubble.show(500);
}, 60000);
} //[3S]
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) {
console.log("addXp called with amount:", amount);
petXp += amount;
storage.petXp = petXp;
// Check for level up
if (petXp >= XP_PER_LEVEL) {
console.log("Level up condition met!");
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);
console.log("New level:", petLevel, "New XP_PER_LEVEL:", XP_PER_LEVEL);
// 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 the HP text with current XP
if (hpText) {
hpText.setText("XP: " + petXp + "/" + XP_PER_LEVEL);
} else {
console.log("hpText is undefined or null");
}
addBarFillXp();
}
function createProgressBar() {
// Initialize position first
progressBar.x = 2048 / 2 - 400; // Center it
progressBar.y = 2732 - 200; // Near bottom
barBackground = LK.getAsset('progressBar_bg', {
anchorX: 0,
anchorY: 0.5
});
progressBar.addChild(barBackground);
barFill = LK.getAsset('progressBar_fill', {
anchorX: 0,
anchorY: 0.5
});
progressBar.addChild(barFill);
// Add progress bar to game
game.addChild(progressBar);
// Update hpText position now that progressBar exists
if (hpText) {
hpText.x = progressBar.x + 10;
hpText.y = progressBar.y - 50;
}
}
function addBarFillXp() {
// Store current width to animate from
var currentWidth = barFill.width;
// Calculate target width
var targetWidth = petXp / XP_PER_LEVEL * barBackground.width;
// Animate the width change
tween(barFill, {
width: targetWidth
}, {
duration: 800,
easing: tween.easeOutQuad
});
}
// Game update function
game.update = function () {
// Screen-specific updates
if (currentScreen === "game") {
// Ensure we're not continuously updating the progress bar every frame
// This was the source of the undefined parameters call
}
}; ===================================================================
--- original.js
+++ change.js
@@ -483,10 +483,10 @@
createProgressBar();
addBarFillXp();
// Status text
statusText = new StatusText("");
- statusText.x = 2048 / 2;
- statusText.y = progressBar.y + 100;
+ statusText.x = 2048 / 2 + 300;
+ statusText.y = 2732 / 2 + -500;
statusText.alpha = 0;
game.addChild(statusText);
// Create speech bubble for hunger message
speechBubble = new BubbleSpeech("I'm hungry!");
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