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
User prompt
red box will move to tree
User prompt
Continuously generate red boxes over time at centor
User prompt
Continuously generate red boxes over time
User prompt
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.
User prompt
Connect adjacent blue boxes into one
User prompt
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
User prompt
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
User prompt
brin tree to top
User prompt
tree eat the red box
User prompt
tree can eat red box
===================================================================
--- original.js
+++ change.js
@@ -61,75 +61,60 @@
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) {
- // Check if mouse is over the pink button
- if (obj.target === pinkButton) {
- // Delete all red boxes
- game.children.forEach(function (child) {
- if (child.assetId === 'redBox') {
- child.destroy();
- }
- });
- } else {
- // 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;
- }
+ // 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) {
- // Check if mouse is over the pink button
- if (obj.target === pinkButton) {
- // Delete all red boxes
- game.children.forEach(function (child) {
- if (child.assetId === 'redBox') {
- child.destroy();
- }
- });
- } else {
- // 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', {
+ // 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
+ }));
+ var totalDistance = 0;
+ for (var i = 0; i < dreamHouse.decorations.length; i++) {
+ var dx = dreamHouse.decorations[i].x - blueBox.x;
+ var dy = dreamHouse.decorations[i].y - blueBox.y;
+ totalDistance += Math.sqrt(dx * dx + dy * dy);
+ }
+ if (totalDistance < 100) {
+ var redBox = game.addChild(LK.getAsset('redBox', {
anchorX: 0.5,
anchorY: 0.5,
- x: gridX,
- y: gridY
+ x: blueBox.x,
+ y: blueBox.y
}));
LK.setTimeout(function () {
- blueBox.destroy();
- var redBox = game.addChild(LK.getAsset('redBox', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: gridX,
- y: gridY
- }));
+ redBox.destroy();
}, 1000);
}
+ LK.setTimeout(function () {
+ blueBox.destroy();
+ }, 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.
\ No newline at end of file
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.