Code edit (1 edits merged)
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Reduce generation speed
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Reduce generation speed
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creat green box from centor to move out
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Click the mouse to generate a red box
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Check the rows in the grid system and create an equal number of red boxes when the number exceeds 4
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Limit red boxes to be generated only in blue box areas
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Check the rows in the grid system and create an equal number of red boxes when the number exceeds 3
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Check the row in the grid system and create an equal number of red boxes where the mouse is hovering when the blue box quantity exceeds 3
User prompt
Check the row in the grid system and create an equal number of red boxes in situ when the blue box quantity exceeds 4
User prompt
Check the row in the grid system and create a red boxes when the blue box quantity exceeds 4
User prompt
Check the row in the grid system and create an equal number of red boxes when the blue box quantity exceeds 4
User prompt
Check the row in the grid system and create an equal number of red boxes when the number exceeds 4
User prompt
Check the rows in the grid system and create an equal number of red boxes when the number exceeds 4
Code edit (3 edits merged)
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Reduce the speed of snowflake generation
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Continuously generate snowflakes
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blue box can eat snowflake and creat a red box in situ
Code edit (1 edits merged)
Please save this source code
User prompt
Reduce the number of snowflakes generated
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Reduce the number of snowflakes generated
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creat snow
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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
User prompt
Create a red box when there are more than three blue boxes in a row in the grid system
/****
* 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
};
});
/****
* 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;
// 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
addButton.down = function (x, y, obj) {
addRandomDecoration();
};
// 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
}));
LK.setTimeout(function () {
blueBox.destroy();
}, 1000);
// Check if there are more than three blue boxes in a row
var blueBoxesInRow = game.children.filter(function (child) {
return child.assetId === 'blueBox' && child.y === gridY;
}).sort(function (a, b) {
return a.x - b.x;
});
for (var i = 0; i < blueBoxesInRow.length - 2; i++) {
if (blueBoxesInRow[i].x === blueBoxesInRow[i + 1].x - gridSize && blueBoxesInRow[i].x === blueBoxesInRow[i + 2].x - 2 * gridSize) {
var redBox = game.addChild(LK.getAsset('redBox', {
anchorX: 0.5,
anchorY: 0.5,
x: blueBoxesInRow[i].x,
y: blueBoxesInRow[i].y
}));
LK.setTimeout(function () {
redBox.destroy();
}, 1000);
break;
}
}
};
// 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.