/****
* 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;
};