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"); var storage = LK.import("@upit/storage.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; // Add method to show egg regeneration animation self.regenerateEgg = function () { if (!self.hasEgg && self.egg) { self.hasEgg = true; // Visual feedback when egg regenerates var originalY = self.y; tween(self, { y: self.y - 20 }, { duration: 300, complete: function complete() { tween(self, { y: originalY }, { duration: 300 }); } }); } }; 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 has an egg and if farmer should chase if (weasel && weasel.hasEgg) { // Chase the weasel at a faster speed var chaseSpeed = self.speed * 1.5; var dx = weasel.x - self.x; var dy = weasel.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > chaseSpeed) { self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; } } else if (self.patrolPoints.length > 0) { var targetPoint = self.patrolPoints[self.currentPoint]; // Move toward target point var dx = targetPoint.x - self.x; var 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 = 10; // Increased from 5 to 10 for faster movement self.hasEgg = false; self.carryingEgg = null; self.targetX = undefined; self.targetY = undefined; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Follow mouse click target if it exists if (self.targetX !== undefined && self.targetY !== undefined) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If we're close enough to the target, stop moving if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; // Clear the target once reached self.targetX = undefined; self.targetY = undefined; } else { // Move toward the target self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Update egg position if carrying one if (self.hasEgg && self.carryingEgg) { self.carryingEgg.x = self.x; self.carryingEgg.y = self.y - 30; } } // Alert nearby chickens and farmer when near eggs if (eggs && chickens) { for (var i = 0; i < eggs.length; i++) { var egg = eggs[i]; if (!egg.isCollected && egg.underChicken) { // Calculate distance to egg var dx = self.x - egg.x; var dy = self.y - egg.y; var distance = Math.sqrt(dx * dx + dy * dy); // If close to an egg, make the chicken flutter if (distance < 150 && egg.underChicken) { // Make chicken flutter by adding a slight movement var chicken = egg.underChicken; if (LK.ticks % 10 === 0) { chicken.x += (Math.random() - 0.5) * 5; chicken.y += (Math.random() - 0.5) * 5; } } } } } }; 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 bestScore = storage.bestScore || 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; var lastEggCollectionTime = storage.lastEggCollectionTime || 0; var eggRegenerationTime = 30 * 1000; // 30 seconds in milliseconds for faster regeneration var collectedEggIds = storage.collectedEggIds || []; // 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 best score text var bestScoreTxt = new Text2('Best: ' + bestScore, { size: 60, fill: 0xFFD700 }); bestScoreTxt.anchor.set(0.5, 0); bestScoreTxt.y = 100; LK.gui.top.addChild(bestScoreTxt); // 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; } } } // We don't need move handler since we're following clicks game.move = function (x, y, obj) {}; game.down = function (x, y, obj) { if (!isGameOver) { // Instead of setting dragNode, set a target position for the weasel to follow weasel.targetX = x; weasel.targetY = y; } }; 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(); // Track collected egg with its index if (!collectedEggIds.includes(i)) { collectedEggIds.push(i); } // Store current time as last collection time lastEggCollectionTime = Date.now(); // Save to storage storage.lastEggCollectionTime = lastEggCollectionTime; storage.collectedEggIds = collectedEggIds; // When egg is taken, immediately alert the farmer by increasing his speed temporarily var oldSpeed = farmer.speed; farmer.speed = farmer.speed * 2; LK.setTimeout(function () { farmer.speed = oldSpeed; }, 3000); } } } // 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); // Check if we've beaten the best score if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; bestScoreTxt.setText('Best: ' + bestScore); } LK.getSound('success').play(); // Update scores when delivering all eggs, but don't end the game if (eggsDelivered >= totalEggs) { // Update best score if current score is higher if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; bestScoreTxt.setText('Best: ' + bestScore); } LK.effects.flashScreen(0x00FF00, 1000); // Reset eggs delivered counter so player can continue collecting eggsDelivered = 0; scoreTxt.setText("Eggs: " + eggsDelivered + "/" + totalEggs); } weasel.carryingEgg = null; } // Check if eggs should regenerate (after eggRegenerationTime has passed) var currentTime = Date.now(); if (lastEggCollectionTime > 0 && currentTime - lastEggCollectionTime >= eggRegenerationTime) { // Regenerate all collected eggs for (var i = 0; i < collectedEggIds.length; i++) { var eggId = collectedEggIds[i]; if (eggId < eggs.length && eggs[eggId]) { var egg = eggs[eggId]; var chicken = egg.underChicken; if (chicken) { // Reset egg and chicken states egg.isCollected = false; egg.isDelivered = false; chicken.hasEgg = true; // Call the chicken's regenerateEgg method to get animation chicken.regenerateEgg(); // Visually emphasize egg regeneration with a tween effect egg.alpha = 0; game.addChild(egg); tween(egg, { alpha: 1 }, { duration: 1000 }); } } } // Reset collection tracking collectedEggIds = []; lastEggCollectionTime = 0; storage.collectedEggIds = collectedEggIds; storage.lastEggCollectionTime = lastEggCollectionTime; // Show visual notification that eggs have regenerated var eggRegeneratedText = new Text2('Eggs Regenerated!', { size: 100, fill: 0x00FF00 }); eggRegeneratedText.anchor.set(0.5, 0.5); eggRegeneratedText.x = gameWidth / 2; eggRegeneratedText.y = gameHeight / 2; game.addChild(eggRegeneratedText); // Remove notification after 2 seconds LK.setTimeout(function () { if (eggRegeneratedText.parent) { eggRegeneratedText.parent.removeChild(eggRegeneratedText); } }, 2000); } // 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
@@ -189,9 +189,9 @@
var lastIntersectingFarmer = false;
var totalEggs = 8;
var eggsDelivered = 0;
var lastEggCollectionTime = storage.lastEggCollectionTime || 0;
-var eggRegenerationTime = 2 * 60 * 1000; // 2 minutes in milliseconds
+var eggRegenerationTime = 30 * 1000; // 30 seconds in milliseconds for faster regeneration
var collectedEggIds = storage.collectedEggIds || [];
// Create chicken coop area
coop = game.addChild(LK.getAsset('coop', {
anchorX: 0.5,
@@ -390,8 +390,10 @@
// Reset egg and chicken states
egg.isCollected = false;
egg.isDelivered = false;
chicken.hasEgg = true;
+ // Call the chicken's regenerateEgg method to get animation
+ chicken.regenerateEgg();
// Visually emphasize egg regeneration with a tween effect
egg.alpha = 0;
game.addChild(egg);
tween(egg, {
@@ -406,8 +408,23 @@
collectedEggIds = [];
lastEggCollectionTime = 0;
storage.collectedEggIds = collectedEggIds;
storage.lastEggCollectionTime = lastEggCollectionTime;
+ // Show visual notification that eggs have regenerated
+ var eggRegeneratedText = new Text2('Eggs Regenerated!', {
+ size: 100,
+ fill: 0x00FF00
+ });
+ eggRegeneratedText.anchor.set(0.5, 0.5);
+ eggRegeneratedText.x = gameWidth / 2;
+ eggRegeneratedText.y = gameHeight / 2;
+ game.addChild(eggRegeneratedText);
+ // Remove notification after 2 seconds
+ LK.setTimeout(function () {
+ if (eggRegeneratedText.parent) {
+ eggRegeneratedText.parent.removeChild(eggRegeneratedText);
+ }
+ }, 2000);
}
// Make chickens occasionally look around (random movement)
if (LK.ticks % 60 === 0) {
for (var j = 0; j < chickens.length; j++) {
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