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Migrate to the latest version of LK
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the tree will delete the snow
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creat a blue box
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Create a person who can clear the number.
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Mouse deletes trees
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When the mouse is hovering, the tree will be deleted and food will be generated in place.
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creat a new box name's"tiger"walking stay away from trees,it will eat the old box when it alone.
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the new tree will disappears after 30 seconds and generates new food in its place.
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The tree disappears after 30 seconds and generates new food in its place.
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The tree will turn into new food after 30 seconds.
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Food will no longer be added after 10 seconds after the game starts.
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The upper limit of food's attributes increasing over time is 10
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The new tree will inherit the properties of the slowdown area.
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When the box eats food, it will produce 5 trees
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The box will generate a tree 5 seconds after eating the food.
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A tree is generated where the mouse is hovering and exists for 10 seconds. The tree will change the direction of the box and slow it down
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When the box eats 2 piece of food, a new box will be generated in place.but it will move slow.
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When the box eats food, a new box will be generated in place.
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When a box eats a pieces of food, it will stop for 10 seconds and generate a new box in situ. If the box slow down it will disappear.
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When a box eats a pieces of food, it will stop for 10 seconds and generate a new box. If the box continues to slow down it will disappear.
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When a box eats 5 pieces of food, it will stop for 10 seconds and generate a new box. If the box continues to slow down it will disappear.
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Every 5 seconds when the mouse is hovering, a trap will be generated to destroy the box.
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Every 5 seconds when the mouse is hovering, a trap will be generated to destroy the box and gain points.
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Please fix the bug: 'ReferenceError: decelerationAreas is not defined' in or related to this line: 'for (var j = 0; j < decelerationAreas.length; j++) {' Line Number: 343
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Generates a deceleration area where the mouse is hovering
===================================================================
--- original.js
+++ change.js
@@ -15,9 +15,9 @@
// Placeholder for box speed
self.speedX = Math.random() * 10 - 5;
self.speedY = Math.random() * 10 - 5;
// Method for updating the box position
- self.update = function () {
+ self._update_migrated = function () {
self.x += self.speedX;
self.y += self.speedY;
// Bounce the box off the edges of the screen
if (self.x < 0 || self.x > 2048) {
@@ -113,9 +113,9 @@
self.y = -100;
// Set the speed of the snow particle to a random value for a more natural look
self.speedY = Math.random() * 5 + 1;
// Update the position of the snow particle every frame
- self.update = function () {
+ self._update_migrated = function () {
self.y += self.speedY;
// If the snow particle has moved off the bottom of the screen, reset its position to the top
if (self.y > 2732) {
self.y = -100;
@@ -186,25 +186,25 @@
puzzleBoard.y = 2732 / 2 - puzzleBoard.height / 2;
// Placeholder for the currently dragged puzzle piece
var draggedPiece = null;
// Event listener for dragging puzzle pieces
-game.on('down', function (obj) {
- var pos = obj.event.getLocalPosition(game);
+game.on('down', function (x, y, obj) {
+ var pos = game.toLocal(obj.global);
// Check if a puzzle piece was clicked and set it as the dragged piece
puzzleBoard.pieces.forEach(function (piece) {
if (piece.containsPoint(pos)) {
draggedPiece = piece;
}
});
});
-game.on('move', function (obj) {
+game.on('move', function (x, y, obj) {
if (draggedPiece) {
- var pos = obj.event.getLocalPosition(game);
+ var pos = game.toLocal(obj.global);
draggedPiece.x = pos.x;
draggedPiece.y = pos.y;
}
});
-game.on('up', function (obj) {
+game.on('up', function (x, y, obj) {
// Check if the dragged piece is in the correct position
if (draggedPiece && draggedPiece.isInCorrectPosition()) {
// Snap to correct position
draggedPiece.x = draggedPiece.correctX;
@@ -219,22 +219,13 @@
// Update function for game logic
LK.on('tick', function () {
// Update the flying boxes positions
for (var i = 0; i < flyingBoxes.length; i++) {
- flyingBoxes[i].update();
+ flyingBoxes[i]._update_migrated();
}
// Update the snow particles
for (var i = 0; i < snowParticles.length; i++) {
- snowParticles[i].update();
- // Check if any of the snow particles intersects with a tree
- for (var j = 0; j < trees.length; j++) {
- if (snowParticles[i].intersects(trees[j])) {
- // Remove the snow particle from the game
- game.removeChild(snowParticles[i]);
- snowParticles.splice(i, 1);
- break;
- }
- }
+ snowParticles[i]._update_migrated();
}
// Check if any of the flying boxes intersects with the puzzle board
for (var i = 0; i < flyingBoxes.length; i++) {
if (flyingBoxes[i].intersects(puzzleBoard)) {