User prompt
when i taked all eggs, come back aga
User prompt
dont finish after take all eggs ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
save best score
User prompt
when i taked all chicken eggs, come back in few minutes later. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
dont finish after take 8 eggs
User prompt
when i take an eggs, again come in few minutes.
User prompt
more eggs and chicken
User prompt
poppy follow more fast left click
User prompt
poppy follow left click
User prompt
Click on the poppy to follow
User prompt
every eggs and chicken in the box
User prompt
when i am around the eggs and take it, farmer chase me.
User prompt
when i am around the eggs, let the farmer chase me.
User prompt
when i around farmer. He is follow me.
User prompt
eggs in the house.
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(chicken, 0.5, {' Line Number: 280 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Generate the first version of the source code of my game: Sneaky Weasel: Egg Heist.
User prompt
Sneaky Weasel: Egg Heist
Initial prompt
I am a weasel. I will try to sneak into a chicken coop that the farmer is guarding. I will steal the eggs from under the chickens and take them out of the chicken coop. I will earn 10 points for each egg I take out. The game will end when all the eggs are out. If I get caught by the farmer, I will die. If I win, I will eat the eggs with pleasure.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Chicken = Container.expand(function () { var self = Container.call(this); var chickenGraphics = self.attachAsset('chicken', { anchorX: 0.5, anchorY: 0.5 }); self.hasEgg = true; self.egg = null; return self; }); var Egg = Container.expand(function () { var self = Container.call(this); var eggGraphics = self.attachAsset('egg', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.isDelivered = false; self.underChicken = null; return self; }); var Farmer = Container.expand(function () { var self = Container.call(this); var farmerGraphics = self.attachAsset('farmer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.direction = 1; self.patrolPoints = []; self.currentPoint = 0; self.lastX = 0; self.lastY = 0; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Check if weasel is near eggs - chase the weasel var weaselNearEggs = false; var distanceToWeasel = 0; var dx = 0; var dy = 0; // Check if weasel exists before checking proximity if (weasel) { // Calculate distance to weasel dx = weasel.x - self.x; dy = weasel.y - self.y; distanceToWeasel = Math.sqrt(dx * dx + dy * dy); // Check if weasel is near any eggs for (var i = 0; i < eggs.length; i++) { if (!eggs[i].isDelivered && !eggs[i].isCollected) { var eggDx = eggs[i].x - weasel.x; var eggDy = eggs[i].y - weasel.y; var distToEgg = Math.sqrt(eggDx * eggDx + eggDy * eggDy); if (distToEgg < 300) { weaselNearEggs = true; break; } } } } // Chase mode when weasel is near eggs if (weaselNearEggs && weasel) { // Increase speed when chasing self.speed = 6; // Move directly toward weasel with increased speed if (distanceToWeasel > self.speed) { self.x += dx / distanceToWeasel * self.speed; self.y += dy / distanceToWeasel * self.speed; } } else { // Normal patrol behavior self.speed = 3; if (self.patrolPoints.length > 0) { var targetPoint = self.patrolPoints[self.currentPoint]; // Move toward target point dx = targetPoint.x - self.x; dy = targetPoint.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { // Point reached, move to next point self.currentPoint = (self.currentPoint + 1) % self.patrolPoints.length; } // Randomly change direction occasionally if (Math.random() < 0.005) { self.currentPoint = Math.floor(Math.random() * self.patrolPoints.length); } } } }; return self; }); // Set farm background color var Weasel = Container.expand(function () { var self = Container.call(this); var weaselGraphics = self.attachAsset('weasel', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.hasEgg = false; self.carryingEgg = null; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Set farm background color game.setBackgroundColor(0x7CFC00); // Game variables var gameWidth = 2048; var gameHeight = 2732; var score = 0; var weasel; var farmer; var chickens = []; var eggs = []; var coop; var exit; var dragNode = null; var isGameOver = false; var lastIntersectingFarmer = false; var totalEggs = 8; var eggsDelivered = 0; // Create chicken coop area coop = game.addChild(LK.getAsset('coop', { anchorX: 0.5, anchorY: 0.5, x: gameWidth / 2, y: gameHeight / 2, alpha: 0.3 })); // Create exit at bottom of screen exit = game.addChild(LK.getAsset('exit', { anchorX: 0.5, anchorY: 0.5, x: gameWidth / 2, y: gameHeight - 100 })); // Create score text var scoreTxt = new Text2('Eggs: 0/' + totalEggs, { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create the player character (weasel) weasel = new Weasel(); weasel.x = gameWidth / 2; weasel.y = gameHeight - 200; weasel.lastX = weasel.x; weasel.lastY = weasel.y; game.addChild(weasel); // Create the farmer farmer = new Farmer(); farmer.x = gameWidth / 4; farmer.y = gameHeight / 3; farmer.lastX = farmer.x; farmer.lastY = farmer.y; game.addChild(farmer); // Set up farmer patrol points farmer.patrolPoints = [{ x: gameWidth / 4, y: gameHeight / 3 }, { x: 3 * gameWidth / 4, y: gameHeight / 3 }, { x: 3 * gameWidth / 4, y: 2 * gameHeight / 3 }, { x: gameWidth / 4, y: 2 * gameHeight / 3 }]; // Create chickens and eggs for (var i = 0; i < totalEggs; i++) { var chicken = new Chicken(); // Position chickens in a grid-like pattern var row = Math.floor(i / 4); var col = i % 4; chicken.x = (col + 1) * (gameWidth / 5); chicken.y = (row + 1) * (gameHeight / 4); game.addChild(chicken); chickens.push(chicken); // Create egg under chicken var egg = new Egg(); egg.x = chicken.x; egg.y = chicken.y; egg.underChicken = chicken; chicken.egg = egg; // Add egg to the game so it's visible game.addChild(egg); eggs.push(egg); } // Drag handling functions function handleMove(x, y, obj) { if (dragNode && !isGameOver) { dragNode.x = x; dragNode.y = y; // Check if weasel is carrying an egg if (weasel.hasEgg && weasel.carryingEgg) { weasel.carryingEgg.x = weasel.x; weasel.carryingEgg.y = weasel.y - 30; } } } game.move = handleMove; game.down = function (x, y, obj) { if (!isGameOver) { dragNode = weasel; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update logic game.update = function () { // Skip updates if game is over if (isGameOver) return; // Update farmer and weasel positions farmer.update(); weasel.update(); // Check for farmer collision var intersectingFarmer = weasel.intersects(farmer); if (!lastIntersectingFarmer && intersectingFarmer) { // Weasel got caught by farmer isGameOver = true; LK.getSound('caught').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } lastIntersectingFarmer = intersectingFarmer; // Check for egg pickup for (var i = 0; i < eggs.length; i++) { var egg = eggs[i]; if (!egg.isCollected && egg.underChicken && weasel.intersects(egg.underChicken)) { // Weasel is near a chicken with an egg if (!weasel.hasEgg) { // Pick up the egg egg.isCollected = true; egg.underChicken.hasEgg = false; weasel.hasEgg = true; weasel.carryingEgg = egg; game.addChild(egg); // Move egg to top layer LK.getSound('pickup').play(); } } } // Check for egg delivery if (weasel.hasEgg && weasel.carryingEgg && weasel.intersects(exit)) { // Deliver the egg weasel.carryingEgg.isDelivered = true; weasel.hasEgg = false; // Remove the delivered egg if (weasel.carryingEgg.parent) { weasel.carryingEgg.parent.removeChild(weasel.carryingEgg); } eggsDelivered++; score += 10; LK.setScore(score); scoreTxt.setText("Eggs: " + eggsDelivered + "/" + totalEggs); LK.getSound('success').play(); // Check for win condition if (eggsDelivered >= totalEggs) { isGameOver = true; LK.effects.flashScreen(0x00FF00, 1000); LK.showYouWin(); } weasel.carryingEgg = null; } // Check if weasel is near eggs and add visual feedback for farmer chasing var weaselNearEggs = false; for (var i = 0; i < eggs.length; i++) { if (!eggs[i].isDelivered && !eggs[i].isCollected) { var eggDx = eggs[i].x - weasel.x; var eggDy = eggs[i].y - weasel.y; var distToEgg = Math.sqrt(eggDx * eggDx + eggDy * eggDy); if (distToEgg < 300) { weaselNearEggs = true; break; } } } // Change farmer appearance when chasing if (weaselNearEggs) { farmer.alpha = 1; farmer.scale.x = 1.2; farmer.scale.y = 1.2; } else { farmer.alpha = 0.9; farmer.scale.x = 1; farmer.scale.y = 1; } // Make chickens occasionally look around (random movement) if (LK.ticks % 60 === 0) { for (var j = 0; j < chickens.length; j++) { if (Math.random() < 0.3) { var chicken = chickens[j]; var randomOffsetX = (Math.random() - 0.5) * 20; var randomOffsetY = (Math.random() - 0.5) * 20; tween(chicken, { x: chicken.x + randomOffsetX, y: chicken.y + randomOffsetY }, { duration: 500 }); } } } };
===================================================================
--- original.js
+++ change.js
@@ -42,34 +42,62 @@
self.update = function () {
// Store last position
self.lastX = self.x;
self.lastY = self.y;
- // Check distance to weasel
- var dx = game.weasel.x - self.x;
- var dy = game.weasel.y - self.y;
- var distanceToWeasel = Math.sqrt(dx * dx + dy * dy);
- // If weasel is close (within 300px), follow the weasel
- if (distanceToWeasel < 300) {
- // Follow weasel
- self.x += dx / distanceToWeasel * self.speed;
- self.y += dy / distanceToWeasel * self.speed;
- } else if (self.patrolPoints.length > 0) {
- var targetPoint = self.patrolPoints[self.currentPoint];
- // Move toward target point
- var dxTarget = targetPoint.x - self.x;
- var dyTarget = targetPoint.y - self.y;
- var distance = Math.sqrt(dxTarget * dxTarget + dyTarget * dyTarget);
- if (distance > self.speed) {
- self.x += dxTarget / distance * self.speed;
- self.y += dyTarget / distance * self.speed;
- } else {
- // Point reached, move to next point
- self.currentPoint = (self.currentPoint + 1) % self.patrolPoints.length;
+ // Check if weasel is near eggs - chase the weasel
+ var weaselNearEggs = false;
+ var distanceToWeasel = 0;
+ var dx = 0;
+ var dy = 0;
+ // Check if weasel exists before checking proximity
+ if (weasel) {
+ // Calculate distance to weasel
+ dx = weasel.x - self.x;
+ dy = weasel.y - self.y;
+ distanceToWeasel = Math.sqrt(dx * dx + dy * dy);
+ // Check if weasel is near any eggs
+ for (var i = 0; i < eggs.length; i++) {
+ if (!eggs[i].isDelivered && !eggs[i].isCollected) {
+ var eggDx = eggs[i].x - weasel.x;
+ var eggDy = eggs[i].y - weasel.y;
+ var distToEgg = Math.sqrt(eggDx * eggDx + eggDy * eggDy);
+ if (distToEgg < 300) {
+ weaselNearEggs = true;
+ break;
+ }
+ }
}
- // Randomly change direction occasionally
- if (Math.random() < 0.005) {
- self.currentPoint = Math.floor(Math.random() * self.patrolPoints.length);
+ }
+ // Chase mode when weasel is near eggs
+ if (weaselNearEggs && weasel) {
+ // Increase speed when chasing
+ self.speed = 6;
+ // Move directly toward weasel with increased speed
+ if (distanceToWeasel > self.speed) {
+ self.x += dx / distanceToWeasel * self.speed;
+ self.y += dy / distanceToWeasel * self.speed;
}
+ } else {
+ // Normal patrol behavior
+ self.speed = 3;
+ if (self.patrolPoints.length > 0) {
+ var targetPoint = self.patrolPoints[self.currentPoint];
+ // Move toward target point
+ dx = targetPoint.x - self.x;
+ dy = targetPoint.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > self.speed) {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ } else {
+ // Point reached, move to next point
+ self.currentPoint = (self.currentPoint + 1) % self.patrolPoints.length;
+ }
+ // Randomly change direction occasionally
+ if (Math.random() < 0.005) {
+ self.currentPoint = Math.floor(Math.random() * self.patrolPoints.length);
+ }
+ }
}
};
return self;
});
@@ -147,9 +175,8 @@
weasel.y = gameHeight - 200;
weasel.lastX = weasel.x;
weasel.lastY = weasel.y;
game.addChild(weasel);
-game.weasel = weasel; // Store reference to weasel for farmer to access
// Create the farmer
farmer = new Farmer();
farmer.x = gameWidth / 4;
farmer.y = gameHeight / 3;
@@ -266,8 +293,31 @@
LK.showYouWin();
}
weasel.carryingEgg = null;
}
+ // Check if weasel is near eggs and add visual feedback for farmer chasing
+ var weaselNearEggs = false;
+ for (var i = 0; i < eggs.length; i++) {
+ if (!eggs[i].isDelivered && !eggs[i].isCollected) {
+ var eggDx = eggs[i].x - weasel.x;
+ var eggDy = eggs[i].y - weasel.y;
+ var distToEgg = Math.sqrt(eggDx * eggDx + eggDy * eggDy);
+ if (distToEgg < 300) {
+ weaselNearEggs = true;
+ break;
+ }
+ }
+ }
+ // Change farmer appearance when chasing
+ if (weaselNearEggs) {
+ farmer.alpha = 1;
+ farmer.scale.x = 1.2;
+ farmer.scale.y = 1.2;
+ } else {
+ farmer.alpha = 0.9;
+ farmer.scale.x = 1;
+ farmer.scale.y = 1;
+ }
// Make chickens occasionally look around (random movement)
if (LK.ticks % 60 === 0) {
for (var j = 0; j < chickens.length; j++) {
if (Math.random() < 0.3) {
its a chicken. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
egg. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
angry farmer with all body. In-Game asset. 2d. High contrast. No shadows
without egg
hole. In-Game asset. 2d. High contrast. No shadows
Çit. In-Game asset. 2d. High contrast. No shadows