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when the gride syston one row has more than three blue box,creat redbox in situ
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Create a red box when there are more than two blue boxes in a row in the grid system
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Create a red box when there are more than three blue boxes in a row in the grid system
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create a flying box
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Create a red box when there are more than three blue boxes in the grid system
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Create a red box when there are more than two blue boxes in a row in the grid system
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Create a red box when there are more than three blue boxes in a row in the grid system
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Please fix the bug: 'ReferenceError: BlueBox is not defined' in or related to this line: 'return child instanceof BlueBox;' Line Number: 118
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Check the number of blue boxes that are continuous horizontally and vertically. When this value is greater than 2, a red box is generated in place.
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The green box can only move on the blue box
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The green box can move toward the center of the scene through the connected blue box
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Continuously generate green boxes based on time
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bring houseBase to top
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set blue in grid syston
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creat blue box on mouseover
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creat blue box on mouseover
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When the blue box is on the box it can increase the lifespan
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when blue box touch the box,itwill ignore life limit
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creat blue box generate on mouseover
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'blueBox.x = game.mouse.x;' Line Number: 97
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Set the blue box to follow the mouse movement
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creat glider
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creat glider follow the mouse
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Please fix the bug: 'Uncaught TypeError: game.hitTestPoint is not a function' in or related to this line: 'var box = game.hitTestPoint(x, y);' Line Number: 83
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When the mouse is hovering over the grid system, the life of the box in the grid will be increased by 5 seconds.
/****
* 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
self.lifeTime--;
if (self.lifeTime <= 0) {
self.destroy();
}
};
self.lifeTime = 60; // 60 frames = 1 second
});
// 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
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to simulate sky
});
/****
* Game Code
****/
// Initialize the dream house
var dreamHouse = game.addChild(new House());
dreamHouse.x = game.width / 2;
dreamHouse.y = game.height / 2;
// Create boxes in a grid system to fill the scene
var gridSizeX = Math.ceil(game.width / 100);
var gridSizeY = Math.ceil(game.height / 100);
var boxSizeX = game.width / gridSizeX;
var boxSizeY = game.height / gridSizeY;
for (var i = 0; i < gridSizeX; i++) {
for (var j = 0; j < gridSizeY; j++) {
var box = game.addChild(new Decoration('box'));
box.x = i * boxSizeX + boxSizeX / 2;
box.y = j * boxSizeY + boxSizeY / 2;
}
}
// Mouse hover event on game object
game.move = function (x, y, obj) {
// Get the box under the mouse cursor
var box = game.hitTestPoint(x, y);
if (box && box instanceof Decoration) {
// Increase the box life by 5 seconds (300 frames)
box.lifeTime += 300;
}
};
// Update the game state
game.update = function () {
// This could include logic for automatically adding decorations or other game mechanics
};
// 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.
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.