User prompt
None of the music is playing fix this
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'happinessBarFill.width = 400 * percentage;' Line Number: 550
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'menuSummer.rotation')' in or related to this line: 'tween(menuSummer, {' Line Number: 366
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in the menu the dog just floats everywhere in the screen and no boundaries, except for the screen format of the game she cannot go off ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mega start menu when the game starts with a play button and menu music and the game name raise a summer and the dog summer will be floating around the background doing little flips and just floating around until players press then this main screen war here and also the menu music fades out in the real music, plays ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make food Appear next to the dog and make a eating animation, the food asset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The game has some silly humor not too serious Make this
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Make groom sound
User prompt
After the animation is done, she returns back to where she was ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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She chases toy in play animation and stops when over ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
O Dog says yummy! After eat
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Make a grooming bush spawn when grooming click then it disappears after animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Put command buttons like play eat groom or bathe and tapping them does it
Code edit (1 edits merged)
Please save this source code
User prompt
Summer's Pet Care - Virtual Chihuahua
Initial prompt
Name raise a summer # Summer's Pet Care Game - Expected Details ## Game Overview This is a virtual pet care game featuring "Summer," a Chihuahua that players need to take care of by managing her happiness and hunger levels through various interactions. ## Main Menu - **Background**: Soft pastel pink (0xFFE4E6) - **Title**: "Summer's Pet Care" in bright pink text - **Start Button**: Light green button with "PLAY" text - **Background Music**: Menu music that fades out when starting the game ## Main Game Elements ### Summer (The Pet) - **Appearance**: A brown square representing a brindle-colored Chihuahua - **Position**: Center-bottom of the screen (x: 1024, y: 1600) - **Stats**: - Happiness (0-100, starts at 100) - Hunger (0-100, starts at 100) - **Interactions**: - **Petting**: Tap Summer directly to pet her (+5 happiness, plays bark sound, creates floating heart animation) - **Feeding**: Tap food items to feed Summer (+20 hunger, +10 happiness, plays eat sound) - **Playing**: Drag toys near Summer to play (+15 happiness, plays happy sound) ### UI Elements - **Title**: "Summer the Chihuahua" at the top - **Happiness Bar**: Green bar with background, shows current happiness level - **Hunger Bar**: Orange/red bar with background, shows current hunger level - **Bar Colors**: Change from green → yellow → red as levels decrease - **Text Labels**: Display exact happiness and hunger values ### Food Items - **Types**: Treats (small squares) and Bones (rectangles) - **Spawning**: Start with 2 food items, new ones spawn every 30 seconds (max 4 total) - **Interaction**: Tap to feed Summer, then the food disappears - **Positioning**: Random locations in the lower-middle area ### Toys - **Types**: Ball and Stick (different colored squares/rectangles) - **Interaction**: Drag toys around the screen to Summer to initiate play - **Starting Position**: Two toys placed on the lower sides of the screen ### Animations - **Eating**: Summer scales slightly when eating food - **Playing**: Summer bounces up and down with slight rotation when playing with toys - **Hearts**: Floating hearts appear when petting Summer, they float upward while fading out and scaling up - **Menu Transitions**: Smooth fade animations when transitioning from menu to game ### Game Mechanics - **Stat Decay**: - Hunger decreases by 1 every 5 seconds - Happiness decreases by 1 every 10 seconds - If hunger is below 30, happiness decreases faster (by 2 every 5 seconds) - **Game Over**: Occurs when both happiness and hunger reach 0 - **Music**: Background game music plays during gameplay ### Instructions - Text at the bottom explaining: "Tap Summer to pet her! Drag toys to play! Tap food to feed her!" ## Expected Assets The game uses simple geometric shapes as placeholders: - `simple_square`: For Summer, food items, toys, menu elements, and UI bars - `heart`: For the floating heart effect - Various colored versions for different game elements ## Sound Effects - `eat`: Plays when feeding Summer - `happy`: Plays when playing with Summer - `bark`: Plays when petting Summer - `menu_music`: Background music for the start menu - `game_music`: Background music during gameplay The game is designed to be a relaxing, casual pet care experience where players maintain Summer's well-being through simple touch interactions.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Food = Container.expand(function () { var self = Container.call(this); var foodGraphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { self.feed(); }; self.feed = function () { hunger = Math.min(100, hunger + 20); happiness = Math.min(100, happiness + 10); updateHungerBar(); updateHappinessBar(); LK.getSound('eat').play(); LK.setTimeout(function () { LK.getSound('yummy').play(); }, 500); // Remove from foods array var index = foods.indexOf(self); if (index > -1) { foods.splice(index, 1); } self.destroy(); }; return self; }); var GroomBrush = Container.expand(function () { var self = Container.call(this); var brushGraphics = self.attachAsset('groomBrush', { anchorX: 0.5, anchorY: 0.5 }); self.performGrooming = function () { // Start grooming animation - move brush back and forth tween(self, { x: self.x + 50, rotation: 0.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: self.x - 100, rotation: -0.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: self.x + 50, rotation: 0, alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); } }); } }); }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.floatUp = function () { tween(self, { y: self.y - 150, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { var index = hearts.indexOf(self); if (index > -1) { hearts.splice(index, 1); } self.destroy(); } }); }; return self; }); var Summer = Container.expand(function () { var self = Container.call(this); var summerGraphics = self.attachAsset('summer', { anchorX: 0.5, anchorY: 1.0 }); self.originalScale = 1.0; self.isAnimating = false; self.down = function (x, y, obj) { if (!self.isAnimating) { self.pet(); } }; self.pet = function () { happiness = Math.min(100, happiness + 5); updateHappinessBar(); LK.getSound('bark').play(); self.createHeart(); self.bounce(); }; self.createHeart = function () { var heart = new Heart(); heart.x = self.x + (Math.random() - 0.5) * 100; heart.y = self.y - 50; game.addChild(heart); hearts.push(heart); }; self.bounce = function () { if (self.isAnimating) return; self.isAnimating = true; tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: self.originalScale, scaleY: self.originalScale }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.isAnimating = false; } }); } }); }; self.playAnimation = function () { if (self.isAnimating) return; self.isAnimating = true; tween(self, { rotation: 0.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: -0.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { self.isAnimating = false; } }); } }); } }); }; return self; }); var Toy = Container.expand(function () { var self = Container.call(this); var toyGraphics = self.attachAsset('toy', { anchorX: 0.5, anchorY: 0.5 }); self.isDragging = false; self.down = function (x, y, obj) { self.isDragging = true; self.startDragX = x; self.startDragY = y; }; self.checkPlayInteraction = function () { var distance = Math.sqrt(Math.pow(self.x - summer.x, 2) + Math.pow(self.y - summer.y, 2)); if (distance < 150) { happiness = Math.min(100, happiness + 15); updateHappinessBar(); LK.getSound('play').play(); summer.playAnimation(); // Remove from toys array var index = toys.indexOf(self); if (index > -1) { toys.splice(index, 1); } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFB6C1 }); /**** * Game Code ****/ var happiness = 100; var hunger = 100; var foods = []; var toys = []; var hearts = []; var draggedToy = null; var summer = game.addChild(new Summer()); summer.x = 1024; summer.y = 2200; // Create UI bars var happinessBarBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); happinessBarBg.x = 200; happinessBarBg.y = 150; var happinessBarFill = game.addChild(LK.getAsset('happinessBar', { anchorX: 0, anchorY: 0 })); happinessBarFill.x = 200; happinessBarFill.y = 150; var hungerBarBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); hungerBarBg.x = 200; hungerBarBg.y = 250; var hungerBarFill = game.addChild(LK.getAsset('hungerBar', { anchorX: 0, anchorY: 0 })); hungerBarFill.x = 200; hungerBarFill.y = 250; // Create UI text var happinessText = new Text2('Happiness: 100', { size: 50, fill: 0x000000 }); happinessText.anchor.set(0, 0.5); happinessText.x = 650; happinessText.y = 170; game.addChild(happinessText); var hungerText = new Text2('Hunger: 100', { size: 50, fill: 0x000000 }); hungerText.anchor.set(0, 0.5); hungerText.x = 650; hungerText.y = 270; game.addChild(hungerText); var instructionText = new Text2('Use buttons below to care for Summer!', { size: 40, fill: 0x333333 }); instructionText.anchor.set(0.5, 1); instructionText.x = 1024; instructionText.y = 2680; game.addChild(instructionText); // Create command buttons var buttonWidth = 300; var buttonHeight = 120; var buttonY = 2400; var buttonSpacing = 400; // Pet button var petButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); petButton.width = buttonWidth; petButton.height = buttonHeight; petButton.x = 300; petButton.y = buttonY; petButton.tint = 0xFF69B4; var petButtonText = new Text2('PET', { size: 50, fill: 0xFFFFFF }); petButtonText.anchor.set(0.5, 0.5); petButtonText.x = petButton.x; petButtonText.y = petButton.y; game.addChild(petButtonText); // Feed button var feedButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); feedButton.width = buttonWidth; feedButton.height = buttonHeight; feedButton.x = 700; feedButton.y = buttonY; feedButton.tint = 0x32CD32; var feedButtonText = new Text2('FEED', { size: 50, fill: 0xFFFFFF }); feedButtonText.anchor.set(0.5, 0.5); feedButtonText.x = feedButton.x; feedButtonText.y = feedButton.y; game.addChild(feedButtonText); // Play button var playButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); playButton.width = buttonWidth; playButton.height = buttonHeight; playButton.x = 1100; playButton.y = buttonY; playButton.tint = 0x4169E1; var playButtonText = new Text2('PLAY', { size: 50, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = playButton.x; playButtonText.y = playButton.y; game.addChild(playButtonText); // Groom button var groomButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); groomButton.width = buttonWidth; groomButton.height = buttonHeight; groomButton.x = 1500; groomButton.y = buttonY; groomButton.tint = 0x9370DB; var groomButtonText = new Text2('GROOM', { size: 50, fill: 0xFFFFFF }); groomButtonText.anchor.set(0.5, 0.5); groomButtonText.x = groomButton.x; groomButtonText.y = groomButton.y; game.addChild(groomButtonText); // Timers var hungerTimer = 0; var happinessTimer = 0; var foodSpawnTimer = 0; var toySpawnTimer = 0; function updateHappinessBar() { var percentage = happiness / 100; happinessBarFill.width = 400 * percentage; if (happiness > 60) { happinessBarFill.tint = 0x00FF00; } else if (happiness > 30) { happinessBarFill.tint = 0xFFFF00; } else { happinessBarFill.tint = 0xFF0000; } happinessText.setText('Happiness: ' + happiness); } function updateHungerBar() { var percentage = hunger / 100; hungerBarFill.width = 400 * percentage; if (hunger > 60) { hungerBarFill.tint = 0x00FF00; } else if (hunger > 30) { hungerBarFill.tint = 0xFFFF00; } else { hungerBarFill.tint = 0xFF0000; } hungerText.setText('Hunger: ' + hunger); } function spawnFood() { if (foods.length < 4) { var food = new Food(); food.x = Math.random() * 1800 + 124; food.y = Math.random() * 1000 + 400; foods.push(food); game.addChild(food); } } function spawnToy() { if (toys.length < 2) { var toy = new Toy(); toy.x = Math.random() * 1800 + 124; toy.y = Math.random() * 1000 + 400; toys.push(toy); game.addChild(toy); } } game.move = function (x, y, obj) { if (draggedToy) { draggedToy.x = x; draggedToy.y = y; } }; game.down = function (x, y, obj) { // Check button clicks var buttonY = 2400; var buttonHeight = 120; var buttonWidth = 300; // Check if clicking in button area if (y >= buttonY - buttonHeight / 2 && y <= buttonY + buttonHeight / 2) { // Pet button if (x >= 300 - buttonWidth / 2 && x <= 300 + buttonWidth / 2) { summer.pet(); return; } // Feed button if (x >= 700 - buttonWidth / 2 && x <= 700 + buttonWidth / 2) { hunger = Math.min(100, hunger + 20); happiness = Math.min(100, happiness + 10); updateHungerBar(); updateHappinessBar(); LK.getSound('eat').play(); LK.setTimeout(function () { LK.getSound('yummy').play(); }, 500); return; } // Play button if (x >= 1100 - buttonWidth / 2 && x <= 1100 + buttonWidth / 2) { happiness = Math.min(100, happiness + 15); updateHappinessBar(); LK.getSound('play').play(); summer.playAnimation(); return; } // Groom button if (x >= 1500 - buttonWidth / 2 && x <= 1500 + buttonWidth / 2) { happiness = Math.min(100, happiness + 8); updateHappinessBar(); LK.getSound('bark').play(); summer.bounce(); // Spawn grooming brush near Summer var groomBrush = new GroomBrush(); groomBrush.x = summer.x - 80; groomBrush.y = summer.y - 100; game.addChild(groomBrush); groomBrush.performGrooming(); return; } } // Check if clicking on a toy for (var i = 0; i < toys.length; i++) { var toy = toys[i]; var distance = Math.sqrt(Math.pow(x - toy.x, 2) + Math.pow(y - toy.y, 2)); if (distance < 50) { draggedToy = toy; break; } } }; game.up = function (x, y, obj) { if (draggedToy) { draggedToy.checkPlayInteraction(); draggedToy = null; } }; game.update = function () { // Update timers hungerTimer++; happinessTimer++; foodSpawnTimer++; toySpawnTimer++; // Hunger decreases every 5 seconds (300 ticks) if (hungerTimer >= 300) { hunger = Math.max(0, hunger - 1); updateHungerBar(); hungerTimer = 0; } // Happiness decreases every 10 seconds (600 ticks) or faster when hungry var happinessDecayRate = hunger < 30 ? 300 : 600; if (happinessTimer >= happinessDecayRate) { happiness = Math.max(0, happiness - 1); updateHappinessBar(); happinessTimer = 0; } // Spawn food every 30 seconds (1800 ticks) if (foodSpawnTimer >= 1800) { spawnFood(); foodSpawnTimer = 0; } // Spawn toys every 45 seconds (2700 ticks) if (toySpawnTimer >= 2700) { spawnToy(); toySpawnTimer = 0; } // Update floating hearts for (var i = hearts.length - 1; i >= 0; i--) { var heart = hearts[i]; if (heart.alpha === 1) { heart.floatUp(); } } // Check game over condition if (happiness <= 0 && hunger <= 0) { LK.showGameOver(); } }; // Start background music LK.playMusic('bgmusic'); // Initial spawn spawnFood(); spawnToy();
===================================================================
--- original.js
+++ change.js
@@ -20,8 +20,11 @@
happiness = Math.min(100, happiness + 10);
updateHungerBar();
updateHappinessBar();
LK.getSound('eat').play();
+ LK.setTimeout(function () {
+ LK.getSound('yummy').play();
+ }, 500);
// Remove from foods array
var index = foods.indexOf(self);
if (index > -1) {
foods.splice(index, 1);
@@ -424,8 +427,11 @@
happiness = Math.min(100, happiness + 10);
updateHungerBar();
updateHappinessBar();
LK.getSound('eat').play();
+ LK.setTimeout(function () {
+ LK.getSound('yummy').play();
+ }, 500);
return;
}
// Play button
if (x >= 1100 - buttonWidth / 2 && x <= 1100 + buttonWidth / 2) {
Pink heart no outline or shine. In-Game asset. 2d. High contrast. No shadows
Dog food. In-Game asset. 2d. High contrast. No shadows
Dog groom brush. In-Game asset. 2d. High contrast. No shadows
Pink tennis ball. In-Game asset. 2d. High contrast. No shadows
Car. In-Game asset. 2d. High contrast. No shadows
Full body person. In-Game asset. 2d. High contrast. No shadows