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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 }; }); // Define a GreenBox class for green boxes var GreenBox = Container.expand(function () { var self = Container.call(this); var greenBox = self.attachAsset('greenBox', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 10 - 5; self.speedY = Math.random() * 10 - 5; self.update = function () { self.x += self.speedX; self.y += self.speedY; if (self.x < 0 || self.x > game.width) { self.speedX *= -1; } if (self.y < 0 || self.y > game.height) { self.speedY *= -1; } }; }); // 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 an array to store blue boxes var blueBoxes = []; 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 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; var greenBox = game.addChild(new GreenBox()); greenBox.x = redBox.x; greenBox.y = redBox.y; }); }; // 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
@@ -19,21 +19,17 @@
var greenBox = self.attachAsset('greenBox', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set initial speed and direction for the green box
self.speedX = Math.random() * 10 - 5;
self.speedY = Math.random() * 10 - 5;
- // Update method for green box
self.update = function () {
- // Update position based on speed
self.x += self.speedX;
self.y += self.speedY;
- // Bounce off the edges of the screen
- if (self.x < 0 || self.x > 2048) {
+ if (self.x < 0 || self.x > game.width) {
self.speedX *= -1;
}
- if (self.y < 0 || self.y > 2732) {
+ if (self.y < 0 || self.y > game.height) {
self.speedY *= -1;
}
};
});
@@ -57,38 +53,13 @@
anchorY: 0.5
});
self.decorations.push(decoration);
};
- // Update method for house
+ // Update method for house, if needed in the future
self.update = function () {
- // Check for collisions with green boxes
- for (var i = greenBoxes.length - 1; i >= 0; i--) {
- if (self.intersects(greenBoxes[i])) {
- // Remove the green box from the game and the array
- greenBoxes[i].destroy();
- greenBoxes.splice(i, 1);
- // Increment the count of eaten green boxes and update the display text
- eatenGreenBoxes++;
- eatenGreenBoxesText.setText('Eaten Green Boxes: ' + eatenGreenBoxes);
- }
- }
- // Check for collisions with red boxes
- for (var i = redBoxes.length - 1; i >= 0; i--) {
- if (self.intersects(redBoxes[i])) {
- // Game over if the house intersects with a red box
- LK.showGameOver();
- }
- }
+ // Update logic for the house
};
});
-// 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
****/
@@ -98,23 +69,13 @@
/****
* Game Code
****/
-// Initialize arrays to store blue boxes and green boxes
+// Initialize an array to store blue boxes
var blueBoxes = [];
-var greenBoxes = [];
-var eatenGreenBoxes = 0;
var dreamHouse = game.addChild(new House());
dreamHouse.x = game.width / 2;
dreamHouse.y = game.height / 2;
-// Create a text object to display the count of eaten green boxes
-var eatenGreenBoxesText = new Text2('Eaten Green Boxes: 0', {
- size: 50,
- fill: "#ffffff"
-});
-eatenGreenBoxesText.anchor.set(0.5, 0); // Center at top
-eatenGreenBoxesText.y = 20; // Slightly below the top edge
-LK.gui.top.addChild(eatenGreenBoxesText);
// Sample decorations
var decorationTypes = ['tree', 'flower', 'fence'];
// Function to add random decoration
function addRandomDecoration() {
@@ -138,25 +99,16 @@
blueBoxes.forEach(function (blueBox) {
var redBox = game.addChild(new RedBox());
redBox.x = blueBox.x;
redBox.y = blueBox.y;
+ var greenBox = game.addChild(new GreenBox());
+ greenBox.x = redBox.x;
+ greenBox.y = redBox.y;
});
};
// Update the game state
game.update = function () {
- // Generate a green box at a random interval
- if (Math.random() < 0.01) {
- var greenBox = game.addChild(new GreenBox());
- greenBox.x = Math.random() * 2048;
- greenBox.y = Math.random() * 2732;
- greenBoxes.push(greenBox);
- }
- // Update all green boxes
- for (var i = 0; i < greenBoxes.length; i++) {
- greenBoxes[i].update();
- }
- // Update the house
- dreamHouse.update();
+ // 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
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.