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When the red box appears, a pig is generated that only moves repeatedly within the range of the red box.
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random the pink box
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Please fix the bug: 'Uncaught ReferenceError: RedBox is not defined' in or related to this line: 'var redBox = game.addChild(new RedBox());' Line Number: 103
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Generate 5 pink boxes
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Generate 5 yellow boxes
Code edit (1 edits merged)
Please save this source code
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Slow down the generation speed of yellow boxes
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set yellow box in grid syston
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Slowly generate yellow boxes over time
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Randomly generate blue boxes
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Generate some green boxes flying around in red box only
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Set the red box as a prohibited area
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The red box cannot pass through the green box
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Please fix the bug: 'ReferenceError: redBoxes is not defined' in or related to this line: 'for (var i = 0; i < redBoxes.length; i++) {' Line Number: 47
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when green box touch the red box,it will been pushed.
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Count and display the number of eaten green boxes
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houseBase can eat the green box
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Generate some green boxes flying around
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Please fix the bug: 'ReferenceError: redBoxes is not defined' in or related to this line: 'redBoxes.forEach(function (redBox) {' Line Number: 35
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Generate a green box from the center that moves over the red box
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Please fix the bug: 'Uncaught TypeError: game.sortChildren is not a function' in or related to this line: 'game.sortChildren();' Line Number: 108
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Bring tree to top
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When the mouse is clicked, the same number of red boxes are emitted at the location of all blue boxes.
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When the mouse is clicked, a red box is superimposed on the position of the blue box.
/**** * Classes ****/ // Define a Decoration class for house decorations var Decoration = Container.expand(function (type) { var self = Container.call(this); var decoration = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Update method for decoration, if needed self.update = function () { // Update logic for the decoration }; }); // Assets will be automatically created and loaded by the LK engine based on usage in the game code. // Define a House class for managing the dream house var House = Container.expand(function () { var self = Container.call(this); // Initialize the house with a basic shape var houseBase = self.attachAsset('houseBase', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Placeholder for decorations self.decorations = []; // Add decoration to the house self.addDecoration = function (decorationType) { var decoration = self.attachAsset(decorationType, { anchorX: 0.5, anchorY: 0.5 }); self.decorations.push(decoration); }; // Update method for house, if needed in the future self.update = function () { // Update logic for the house }; }); // Define a Pig class that moves within the red box var Pig = Container.expand(function () { var self = Container.call(this); var pig = self.attachAsset('pig', { anchorX: 0.5, anchorY: 0.5 }); // Set the pig's movement range self.range = { x: 0, y: 0, width: 0, height: 0 }; // Set the pig's speed self.speed = { x: 1, y: 1 }; // Update method for pig self.update = function () { // Move the pig self.x += self.speed.x; self.y += self.speed.y; // If the pig hits the edge of the range, reverse its direction if (self.x < self.range.x || self.x > self.range.x + self.range.width) { self.speed.x *= -1; } if (self.y < self.range.y || self.y > self.range.y + self.range.height) { self.speed.y *= -1; } }; }); // Define a PinkBox class for pink boxes var PinkBox = Container.expand(function () { var self = Container.call(this); var pinkBox = self.attachAsset('pinkBox', { anchorX: 0.5, anchorY: 0.5 }); }); // Define a RedBox class for red boxes var RedBox = Container.expand(function () { var self = Container.call(this); var redBox = self.attachAsset('redBox', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ // Initialize an array to store blue boxes var blueBoxes = []; var dreamHouse = game.addChild(new House()); dreamHouse.x = game.width / 2; dreamHouse.y = game.height / 2; // Initialize 5 pink boxes at random positions for (var i = 0; i < 5; i++) { var pinkBox = game.addChild(new PinkBox()); pinkBox.x = Math.random() * game.width; pinkBox.y = Math.random() * game.height; } // Sample decorations var decorationTypes = ['tree', 'flower', 'fence']; // Function to add random decoration function addRandomDecoration() { var randomDecorationType = decorationTypes[Math.floor(Math.random() * decorationTypes.length)]; dreamHouse.addDecoration(randomDecorationType); } // Add a simple GUI button for adding decorations var addButton = LK.gui.bottom.addChild(new Text2('Add Decoration', { size: 50, fill: "#ffffff" })); addButton.anchor.set(0.5, 1); // Center at bottom addButton.y = -20; // Slightly above the bottom edge // Handle touch on the add button game.down = function (x, y, obj) { // Define the size of the grid var gridSize = 100; // Calculate the grid position var gridX = Math.floor(x / gridSize) * gridSize; var gridY = Math.floor(y / gridSize) * gridSize; blueBoxes.forEach(function (blueBox) { var redBox = game.addChild(new RedBox()); redBox.x = blueBox.x; redBox.y = blueBox.y; // Generate a pig at the same location var pig = game.addChild(new Pig()); pig.x = redBox.x; pig.y = redBox.y; // Set the pig's movement range to the size of the red box pig.range = { x: redBox.x, y: redBox.y, width: redBox.width, height: redBox.height }; }); }; // Update the game state game.update = function () { // This could include logic for automatically adding decorations or other game mechanics }; // Handle mouseover on the game game.move = function (x, y, obj) { // Define the size of the grid var gridSize = 100; // Calculate the grid position var gridX = Math.floor(x / gridSize) * gridSize; var gridY = Math.floor(y / gridSize) * gridSize; var blueBox = game.addChild(LK.getAsset('blueBox', { anchorX: 0.5, anchorY: 0.5, x: gridX, y: gridY })); blueBoxes.push(blueBox); LK.setTimeout(function () { blueBox.destroy(); var index = blueBoxes.indexOf(blueBox); if (index > -1) { blueBoxes.splice(index, 1); } }, 1000); }; // Note: This is a simplified example. In a full game, you would likely have more complex logic for selecting and placing decorations, managing game state, and possibly saving/loading player progress.
===================================================================
--- original.js
+++ change.js
@@ -38,8 +38,41 @@
self.update = function () {
// Update logic for the house
};
});
+// Define a Pig class that moves within the red box
+var Pig = Container.expand(function () {
+ var self = Container.call(this);
+ var pig = self.attachAsset('pig', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set the pig's movement range
+ self.range = {
+ x: 0,
+ y: 0,
+ width: 0,
+ height: 0
+ };
+ // Set the pig's speed
+ self.speed = {
+ x: 1,
+ y: 1
+ };
+ // Update method for pig
+ self.update = function () {
+ // Move the pig
+ self.x += self.speed.x;
+ self.y += self.speed.y;
+ // If the pig hits the edge of the range, reverse its direction
+ if (self.x < self.range.x || self.x > self.range.x + self.range.width) {
+ self.speed.x *= -1;
+ }
+ if (self.y < self.range.y || self.y > self.range.y + self.range.height) {
+ self.speed.y *= -1;
+ }
+ };
+});
// Define a PinkBox class for pink boxes
var PinkBox = Container.expand(function () {
var self = Container.call(this);
var pinkBox = self.attachAsset('pinkBox', {
@@ -101,8 +134,19 @@
blueBoxes.forEach(function (blueBox) {
var redBox = game.addChild(new RedBox());
redBox.x = blueBox.x;
redBox.y = blueBox.y;
+ // Generate a pig at the same location
+ var pig = game.addChild(new Pig());
+ pig.x = redBox.x;
+ pig.y = redBox.y;
+ // Set the pig's movement range to the size of the red box
+ pig.range = {
+ x: redBox.x,
+ y: redBox.y,
+ width: redBox.width,
+ height: redBox.height
+ };
});
};
// Update the game state
game.update = function () {
house,low geometry style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
realy
rabbit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
butterfly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.