User prompt
Сделай кнопки с погодой рабочими, если нажать на дождь/ливень, то из верха на траву пойдут капли, голубые пиксели, гроза, белые длинные пиксели которые траву делает красной, голубые пиксели очищают от огня(красных пикселей) и становится трава без огнч
User prompt
Перемести кнопку в середину
User prompt
Добавь кнопку в нижнем правом углу, тут выбор языка, русский, английский, арабский, и тд, кнопка размером средняя, кнопка цвета черного
User prompt
Добавь такую, музыку, веселую
User prompt
Подожди, сделай обычный океан в поле, тоесть вся планета — поле с травкой
User prompt
Добавь что то полезное, деревья это зелено-темные блоки, цветы будут разного цвета
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У меня лучшая идея, сделай так чтобы люди и животные двигались по рандомному, выбор передвижения делает нейросеть
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Добавь животных, они красные
User prompt
Ты хочешь сказать люди купаются? Перемести их на траву, поле побольше прошу вас
User prompt
Почему люди только синии? Добавь их реакции
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Сделай територии поля больше, люди должны находится на островах
User prompt
Create people, these are small black moving pixels, for example, from fear they will become red, when happy they will be yellow, and sadness blue
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Create new button, its choose of Language
User prompt
Please fix the bug: 'Uncaught TypeError: game.getChildById is not a function' in or related to this line: 'game.removeChild(game.getChildById(t));' Line Number: 94
User prompt
Create weathers: Strong rain, thunderstorn, and tornado
User prompt
Please fix the bug: 'Uncaught TypeError: game.getChildByName is not a function' in or related to this line: 'game.removeChild(game.getChildByName(t));' Line Number: 84
Initial prompt
God weather simulator
/**** * Classes ****/ // Animal class to represent different animals in the game var Animal = Container.expand(function (x, y) { var self = Container.call(this); var animalGraphics = self.attachAsset('animal', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; }); // Lightning class to represent lightning in the game var Lightning = Container.expand(function (x, y) { var self = Container.call(this); var lightningGraphics = self.attachAsset('thunderstorm', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.update = function () { // Make the lightning flash lightningGraphics.alpha = Math.random(); // Destroy the lightning after a while if (LK.ticks % 60 == 0) { self.destroy(); } }; }); // Location class to represent different locations on the map var Location = Container.expand(function (name, x, y) { var self = Container.call(this); var locationGraphics = self.attachAsset('location', { anchorX: 0.5, anchorY: 0.5, width: 8192, height: 10928 }); self.name = name; self.x = x; self.y = y; self.weather = null; self.setWeather = function (weatherType) { if (self.weather) { self.weather.destroy(); } self.weather = new Weather(weatherType); self.weather.x = self.x; self.weather.y = self.y; game.addChild(self.weather); }; self.down = function (x, y, obj) { // Show weather selection UI showWeatherSelection(self); }; }); // People class to represent different people in the game var People = Container.expand(function (x, y) { var self = Container.call(this); var peopleGraphics = self.attachAsset('people', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.emotion = null; self.setEmotion = function (emotion) { if (self.emotion) { self.emotion.destroy(); } self.emotion = new Emotion(emotion); self.emotion.x = self.x; self.emotion.y = self.y; game.addChild(self.emotion); }; self.update = function () { // Update people's emotion color based on their emotion if (self.emotion === 'fear') { peopleGraphics.tint = 0xff0000; // red } else if (self.emotion === 'happy') { peopleGraphics.tint = 0xffff00; // yellow } else if (self.emotion === 'sad') { peopleGraphics.tint = 0x0000ff; // blue } // Add random movement for people using a neural network var direction = neuralNetwork.predict(self.emotion); // Assume neuralNetwork is a pre-trained model self.x += direction.x; self.y += direction.y; }; }); // Raindrop class to represent raindrops in the game var Raindrop = Container.expand(function (x, y) { var self = Container.call(this); var raindropGraphics = self.attachAsset('strongRain', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.update = function () { // Make the raindrop fall down self.y += 5; // Destroy the raindrop if it's out of the screen if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Weather class to represent different weather types // Tree class to represent trees in the game var Tree = Container.expand(function (x, y) { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; }); var Weather = Container.expand(function (type) { var self = Container.call(this); var weatherGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.update = function () { // Update weather effects if needed if (self.type === 'strongRain') { // Update strong rain effects // People feel fear in strong rain people.forEach(function (person) { if (person.intersects(self)) { person.setEmotion('fear'); } }); // Create raindrops if (LK.ticks % 5 == 0) { var raindrop = new Raindrop(Math.random() * 2048, 0); game.addChild(raindrop); } } else if (self.type === 'thunderstorm') { // Update thunderstorm effects // People feel fear in thunderstorm people.forEach(function (person) { if (person.intersects(self)) { person.setEmotion('fear'); } }); // Create lightning if (LK.ticks % 60 == 0) { var lightning = new Lightning(Math.random() * 2048, 0); game.addChild(lightning); } } else if (self.type === 'tornado') { // Update tornado effects // People feel fear in tornado people.forEach(function (person) { if (person.intersects(self)) { person.setEmotion('fear'); } }); } else { // People feel happy in other weathers people.forEach(function (person) { if (person.intersects(self)) { person.setEmotion('happy'); } }); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ LK.playMusic('cheerfulMusic'); // Initialize locations var locations = []; locations.push(new Location('Ocean', 4096, 5464)); // Add locations to the game locations.forEach(function (location) { game.addChild(location); }); // Function to show weather selection UI function showWeatherSelection(location) { // Create weather selection buttons var weatherTypes = ['sunny', 'rainy', 'snowy', 'stormy', 'strongRain', 'thunderstorm', 'tornado']; var buttonY = 100; weatherTypes.forEach(function (type) { var button = new Text2(type, { size: 100, fill: "#ffffff" }); button.x = 2048 / 2; button.y = buttonY; button.anchor.set(0.5, 0.5); button.down = function (x, y, obj) { location.setWeather(type); // Remove weather selection buttons weatherTypes.forEach(function (t) { game.removeChild(game.getChildByName(t)); }); }; button.name = type; game.addChild(button); buttonY += 150; }); // Create language selection button var languageButton = new Text2('Language', { size: 100, fill: "#ffffff" }); languageButton.x = 2048 / 2; // Position the button in the center of the screen languageButton.y = 2732 / 2; // Position the button in the center of the screen languageButton.anchor.set(0.5, 0.5); languageButton.down = function (x, y, obj) { // Implement language selection logic here // For example, show a list of languages (Russian, English, Arabic, etc.) for the player to choose from }; languageButton.name = 'language'; game.addChild(languageButton); } // Initialize people var people = []; for (var i = 0; i < 100; i++) { var x = Math.random() * 8192; var y = Math.random() * 10928; var person = new People(x, y); people.push(person); game.addChild(person); } // Initialize animals var animals = []; for (var i = 0; i < 50; i++) { var x = Math.random() * 8192; var y = Math.random() * 10928; var animal = new Animal(x, y); animals.push(animal); game.addChild(animal); } // Initialize trees var trees = []; for (var i = 0; i < 100; i++) { var x = Math.random() * 8192; var y = Math.random() * 10928; var tree = new Tree(x, y); trees.push(tree); game.addChild(tree); } // Update function to handle game logic game.update = function () { // Update all people people.forEach(function (person) { person.update(); }); // Update all locations locations.forEach(function (location) { if (location.weather) { location.weather.update(); } }); }; // Add update method to Animal class for random movement Animal.prototype.update = function () { // Add random movement for animals using a neural network var direction = neuralNetwork.predict('animal'); // Assume neuralNetwork is a pre-trained model this.x += direction.x; this.y += direction.y; };
===================================================================
--- original.js
+++ change.js
@@ -10,8 +10,26 @@
});
self.x = x;
self.y = y;
});
+// Lightning class to represent lightning in the game
+var Lightning = Container.expand(function (x, y) {
+ var self = Container.call(this);
+ var lightningGraphics = self.attachAsset('thunderstorm', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = x;
+ self.y = y;
+ self.update = function () {
+ // Make the lightning flash
+ lightningGraphics.alpha = Math.random();
+ // Destroy the lightning after a while
+ if (LK.ticks % 60 == 0) {
+ self.destroy();
+ }
+ };
+});
// Location class to represent different locations on the map
var Location = Container.expand(function (name, x, y) {
var self = Container.call(this);
var locationGraphics = self.attachAsset('location', {
@@ -71,8 +89,26 @@
self.x += direction.x;
self.y += direction.y;
};
});
+// Raindrop class to represent raindrops in the game
+var Raindrop = Container.expand(function (x, y) {
+ var self = Container.call(this);
+ var raindropGraphics = self.attachAsset('strongRain', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = x;
+ self.y = y;
+ self.update = function () {
+ // Make the raindrop fall down
+ self.y += 5;
+ // Destroy the raindrop if it's out of the screen
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
+});
//<Assets used in the game will automatically appear here>
// Weather class to represent different weather types
// Tree class to represent trees in the game
var Tree = Container.expand(function (x, y) {
@@ -100,16 +136,26 @@
if (person.intersects(self)) {
person.setEmotion('fear');
}
});
+ // Create raindrops
+ if (LK.ticks % 5 == 0) {
+ var raindrop = new Raindrop(Math.random() * 2048, 0);
+ game.addChild(raindrop);
+ }
} else if (self.type === 'thunderstorm') {
// Update thunderstorm effects
// People feel fear in thunderstorm
people.forEach(function (person) {
if (person.intersects(self)) {
person.setEmotion('fear');
}
});
+ // Create lightning
+ if (LK.ticks % 60 == 0) {
+ var lightning = new Lightning(Math.random() * 2048, 0);
+ game.addChild(lightning);
+ }
} else if (self.type === 'tornado') {
// Update tornado effects
// People feel fear in tornado
people.forEach(function (person) {