User prompt
When the mouse is clicked, a red box is generated at the location all of the blue box
User prompt
When the mouse is clicked, generated red box at the location of the blue box
User prompt
when tree been created,red box will fly to the tree
User prompt
Please fix the bug: 'ReferenceError: tree is not defined' in or related to this line: 'redBox.target = tree;' Line Number: 101
User prompt
red box will fly to the tree
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red box will move to tree
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Continuously generate red boxes over time at centor
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Continuously generate red boxes over time
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mouse hovers houseBase and creat a red box
User prompt
When the mouse hovers over houseBase,it will creat a red box
User prompt
When the mouse clicks houseBase,it will creat a red box
User prompt
When the mouse clicks houseBase, it will start from houseBase to find the path to the nearest tree and generate a red box.
User prompt
When mouse over the houseBase, a red box will be generated at the location of the disappeared blue box.
User prompt
Add code to check if the blue box intersects with the tree and generated at the location of the disappeared blue box.
User prompt
Add code to check if the blue box intersects with the puzzle board and generated at the location of the disappeared blue box.
User prompt
When the blue box touches the tree, a red box will be generated at the location of the disappeared blue box.
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Connect adjacent blue boxes into one
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Determine whether the total distance between the blue box and other objects is greater than 100, otherwise a red box will be generated at the position of the blue box
User prompt
when mouse click the pink button,delete all the red box
User prompt
mouse hover the pink button,delete all the red box
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always brin tree to top
User prompt
Please fix the bug: 'Uncaught TypeError: tree.bringToTop is not a function' in or related to this line: 'tree.bringToTop();' Line Number: 98
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brin tree to top
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tree eat the red box
User prompt
tree can eat red 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
self.update = function () {
// Check for collision with red box
game.children.forEach(function (child) {
if (child.id === 'redBox' && self.intersects(child)) {
child.destroy(); // 'Eat' the red box by destroying it
}
});
};
});
// 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 pinkButton = game.addChild(LK.getAsset('pinkButton', {
anchorX: 0.5,
anchorY: 1,
x: game.width / 2,
y: game.height - 100
}));
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;
var tree = game.addChild(new Decoration('tree'));
tree.x = gridX;
tree.y = gridY;
};
// 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();
var redBox = game.addChild(LK.getAsset('redBox', {
anchorX: 0.5,
anchorY: 0.5,
x: gridX,
y: gridY
}));
}, 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.
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.