User prompt
None of the music is playing fix this
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Please fix the bug: 'Script error.' in or related to this line: 'happinessBarFill.width = 400 * percentage;' Line Number: 550
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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
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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
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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
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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
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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 () { // Create food next to Summer var foodToEat = new Food(); foodToEat.x = summer.x + 60; foodToEat.y = summer.y - 50; game.addChild(foodToEat); // Animate food moving to Summer's mouth and shrinking tween(foodToEat, { x: summer.x, y: summer.y - 80, scaleX: 0.3, scaleY: 0.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Make food disappear with eating animation tween(foodToEat, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { foodToEat.destroy(); } }); } }); 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(); summer.showSpeechBubble("Yummy!"); }, 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.showSpeechBubble("Woof!"); }; 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; } }); } }); } }); }; self.showSpeechBubble = function (text) { var speechBubble = new Text2(text, { size: 40, fill: 0x000000 }); speechBubble.anchor.set(0.5, 1); speechBubble.x = self.x; speechBubble.y = self.y - summerGraphics.height / 2 - 20; // Position above Summer's head game.addChild(speechBubble); tween(speechBubble, { alpha: 0, y: speechBubble.y - 50 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { speechBubble.destroy(); } }); }; 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(); summer.showSpeechBubble("Zoomies!"); // 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 gameState = 'menu'; // 'menu' or 'playing' var menuSummer = null; var gamePlayElements = []; var happiness = 100; var hunger = 100; var foods = []; var toys = []; var hearts = []; var draggedToy = null; var summer = null; var happinessBarFill = null; var hungerBarFill = null; var happinessText = null; var hungerText = null; // Create main menu function createMainMenu() { // Play menu music LK.playMusic('menumusic', { loop: true }); // Game title var titleText = new Text2('RAISE A SUMMER', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; game.addChild(titleText); // Play button var playButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); playButton.width = 400; playButton.height = 150; playButton.x = 1024; playButton.y = 1400; playButton.tint = 0x32CD32; var playButtonText = new Text2('PLAY', { size: 80, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = playButton.x; playButtonText.y = playButton.y; game.addChild(playButtonText); // Floating Summer in background menuSummer = game.addChild(new Summer()); menuSummer.x = 1024; menuSummer.y = 2000; // Start floating animation startFloatingAnimation(); // Store menu elements for cleanup gamePlayElements = [titleText, playButton, playButtonText]; } function startFloatingAnimation() { if (!menuSummer) return; // Random floating movement - use full screen dimensions with boundaries // Screen is 2048x2732, leave margin for Summer's size (200px) var margin = 100; var targetX = margin + Math.random() * (2048 - 2 * margin); var targetY = margin + Math.random() * (2732 - 2 * margin); tween(menuSummer, { x: targetX, y: targetY, rotation: (Math.random() - 0.5) * 0.5 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Do a flip if (!menuSummer) return; tween(menuSummer, { rotation: menuSummer.rotation + Math.PI * 2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Continue floating startFloatingAnimation(); } }); } }); } function startGame() { // Stop menu music and start game music LK.stopMusic(); LK.playMusic('bgmusic', { loop: true }); // Remove menu elements for (var i = 0; i < gamePlayElements.length; i++) { gamePlayElements[i].destroy(); } gamePlayElements = []; // Remove menu Summer if (menuSummer) { menuSummer.destroy(); menuSummer = null; } // Create game Summer summer = game.addChild(new Summer()); summer.x = 1024; summer.y = 2200; // Create game UI and elements createGameUI(); gameState = 'playing'; } function createGameUI() { // Create UI bars var happinessBarBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); happinessBarBg.x = 200; happinessBarBg.y = 150; 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; hungerBarFill = game.addChild(LK.getAsset('hungerBar', { anchorX: 0, anchorY: 0 })); hungerBarFill.x = 200; hungerBarFill.y = 250; // Create UI text happinessText = new Text2('Happiness: 100', { size: 50, fill: 0x000000 }); happinessText.anchor.set(0, 0.5); happinessText.x = 650; happinessText.y = 170; game.addChild(happinessText); 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); // Initial spawn spawnFood(); spawnToy(); } // Timers var hungerTimer = 0; var happinessTimer = 0; var foodSpawnTimer = 0; var toySpawnTimer = 0; // Initialize main menu createMainMenu(); function updateHappinessBar() { var percentage = happiness / 100; if (happinessBarFill) { happinessBarFill.width = 400 * percentage; if (happiness > 60) { happinessBarFill.tint = 0x00FF00; } else if (happiness > 30) { happinessBarFill.tint = 0xFFFF00; } else { happinessBarFill.tint = 0xFF0000; } } if (happinessText) { happinessText.setText('Happiness: ' + happiness); } } function updateHungerBar() { var percentage = hunger / 100; if (hungerBarFill) { hungerBarFill.width = 400 * percentage; if (hunger > 60) { hungerBarFill.tint = 0x00FF00; } else if (hunger > 30) { hungerBarFill.tint = 0xFFFF00; } else { hungerBarFill.tint = 0xFF0000; } } if (hungerText) { 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) { // Handle menu state if (gameState === 'menu') { // Check for play button click (centered at 1024, 1400) if (x >= 824 && x <= 1224 && y >= 1325 && y <= 1475) { startGame(); return; } return; } // Handle gameplay state if (gameState === 'playing') { // 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) { // Create food next to Summer var foodToEat = new Food(); foodToEat.x = summer.x + 60; foodToEat.y = summer.y - 50; game.addChild(foodToEat); // Animate food moving to Summer's mouth and shrinking tween(foodToEat, { x: summer.x, y: summer.y - 80, scaleX: 0.3, scaleY: 0.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Make food disappear with eating animation tween(foodToEat, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { foodToEat.destroy(); } }); } }); 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(); summer.showSpeechBubble("Yummy!"); }, 500); return; } // Play button if (x >= 1100 - buttonWidth / 2 && x <= 1100 + buttonWidth / 2) { happiness = Math.min(100, happiness + 15); updateHappinessBar(); LK.getSound('play').play(); // Find nearest toy to chase var nearestToy = null; var nearestDistance = Infinity; for (var i = 0; i < toys.length; i++) { var toy = toys[i]; var distance = Math.sqrt(Math.pow(summer.x - toy.x, 2) + Math.pow(summer.y - toy.y, 2)); if (distance < nearestDistance) { nearestDistance = distance; nearestToy = toy; } } // Chase the nearest toy if one exists if (nearestToy && !summer.isAnimating) { summer.isAnimating = true; // Store original position var originalX = summer.x; var originalY = summer.y; // Chase animation - move Summer towards the toy tween(summer, { x: nearestToy.x, y: nearestToy.y }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Play animation when reaching the toy summer.playAnimation(); // Return to original position after play animation LK.setTimeout(function () { tween(summer, { x: originalX, y: originalY }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { summer.isAnimating = false; } }); }, 900); // Wait for play animation to finish } }); } else { summer.playAnimation(); } return; } // Groom button if (x >= 1500 - buttonWidth / 2 && x <= 1500 + buttonWidth / 2) { happiness = Math.min(100, happiness + 8); updateHappinessBar(); LK.getSound('groom').play(); summer.bounce(); summer.showSpeechBubble("So fresh!"); // 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 () { // Only run game logic during gameplay if (gameState === 'playing') { // 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(); } } };
===================================================================
--- original.js
+++ change.js
@@ -288,9 +288,11 @@
var hungerText = null;
// Create main menu
function createMainMenu() {
// Play menu music
- LK.playMusic('menumusic');
+ LK.playMusic('menumusic', {
+ loop: true
+ });
// Game title
var titleText = new Text2('RAISE A SUMMER', {
size: 120,
fill: 0xFFFFFF
@@ -356,15 +358,12 @@
}
});
}
function startGame() {
- // Fade out menu music and fade in game music
+ // Stop menu music and start game music
+ LK.stopMusic();
LK.playMusic('bgmusic', {
- fade: {
- start: 0,
- end: 1,
- duration: 1000
- }
+ loop: true
});
// Remove menu elements
for (var i = 0; i < gamePlayElements.length; i++) {
gamePlayElements[i].destroy();
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