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