User prompt
Create an asset In the every empty grass asset space.
User prompt
Make a very rare maze out of it.
User prompt
Turn it into a so much rarer maze.
User prompt
Turn it into a much rarer maze.
User prompt
Turn it into a rarer maze.
User prompt
Turn it into a rarer maze.
User prompt
Turn it into a rarer maze.
User prompt
Turn grass asset into a maze.
User prompt
Change the blue background to green coloured.
Initial prompt
Grass cutter
/**** * Classes ****/ // GrassPatch class var GrassPatch = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass', { anchorX: 0.5, anchorY: 0.5 }); self.cut = false; self.update = function () { // Update logic for the grass patch }; }); //<Assets used in the game will automatically appear here> // LawnMower class var LawnMower = Container.expand(function () { var self = Container.call(this); var mowerGraphics = self.attachAsset('mower', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Update logic for the lawnmower }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Initialize arrays and variables var lawnMower; var grassPatches = []; var scoreTxt; var score = 0; // Create and position the lawnmower lawnMower = game.addChild(new LawnMower()); lawnMower.x = 2048 / 2; lawnMower.y = 2732 - 200; // Create and position grass patches for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { var grassPatch = new GrassPatch(); grassPatch.x = 2048 / 10 * i + 102.4; grassPatch.y = 2732 / 10 * j + 136.6; grassPatches.push(grassPatch); game.addChild(grassPatch); } } // Create and position the score text scoreTxt = new Text2('Score: 0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle move events function handleMove(x, y, obj) { lawnMower.x = x; lawnMower.y = y; // Check for collision with grass patches for (var i = 0; i < grassPatches.length; i++) { if (!grassPatches[i].cut && lawnMower.intersects(grassPatches[i])) { grassPatches[i].cut = true; grassPatches[i].alpha = 0.5; // Visually indicate the grass is cut score++; scoreTxt.setText('Score: ' + score); } } } // Mouse or touch move on game object game.move = handleMove; // Mouse or touch down on game object game.down = function (x, y, obj) { handleMove(x, y, obj); }; // Mouse or touch up on game object game.up = function (x, y, obj) { // No action needed on up event }; // Update game logic game.update = function () { // Update lawnmower and grass patches lawnMower.update(); for (var i = 0; i < grassPatches.length; i++) { grassPatches[i].update(); } };
/****
* Classes
****/
// GrassPatch class
var GrassPatch = Container.expand(function () {
var self = Container.call(this);
var grassGraphics = self.attachAsset('grass', {
anchorX: 0.5,
anchorY: 0.5
});
self.cut = false;
self.update = function () {
// Update logic for the grass patch
};
});
//<Assets used in the game will automatically appear here>
// LawnMower class
var LawnMower = Container.expand(function () {
var self = Container.call(this);
var mowerGraphics = self.attachAsset('mower', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for the lawnmower
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Init game with sky blue background
});
/****
* Game Code
****/
// Initialize arrays and variables
var lawnMower;
var grassPatches = [];
var scoreTxt;
var score = 0;
// Create and position the lawnmower
lawnMower = game.addChild(new LawnMower());
lawnMower.x = 2048 / 2;
lawnMower.y = 2732 - 200;
// Create and position grass patches
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
var grassPatch = new GrassPatch();
grassPatch.x = 2048 / 10 * i + 102.4;
grassPatch.y = 2732 / 10 * j + 136.6;
grassPatches.push(grassPatch);
game.addChild(grassPatch);
}
}
// Create and position the score text
scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle move events
function handleMove(x, y, obj) {
lawnMower.x = x;
lawnMower.y = y;
// Check for collision with grass patches
for (var i = 0; i < grassPatches.length; i++) {
if (!grassPatches[i].cut && lawnMower.intersects(grassPatches[i])) {
grassPatches[i].cut = true;
grassPatches[i].alpha = 0.5; // Visually indicate the grass is cut
score++;
scoreTxt.setText('Score: ' + score);
}
}
}
// Mouse or touch move on game object
game.move = handleMove;
// Mouse or touch down on game object
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
// Mouse or touch up on game object
game.up = function (x, y, obj) {
// No action needed on up event
};
// Update game logic
game.update = function () {
// Update lawnmower and grass patches
lawnMower.update();
for (var i = 0; i < grassPatches.length; i++) {
grassPatches[i].update();
}
};
grass. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
grass mower.
Bomb.
Paving stone. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Congratulation! Green wallpapper.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dog smile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dog shit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue and green button with "GO TO THE NEXT MAP" text.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.