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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
/**** * Classes ****/ // Flying Box Class var FlyingBox = Container.expand(function () { var self = Container.call(this); // Placeholder for the flying box graphics var boxGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 0.5 }); // Placeholder for box position self.x = Math.random() * 2048; self.y = Math.random() * 2732; // Placeholder for box speed self.speedX = Math.random() * 10 - 5; self.speedY = Math.random() * 10 - 5; // Method for updating the box position 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) { self.speedX *= -1; } if (self.y < 0 || self.y > 2732) { self.speedY *= -1; } // Avoid obstacles for (var i = 0; i < obstacles.length; i++) { if (self.intersects(obstacles[i])) { self.speedX *= -1; self.speedY *= -1; } } }; }); // Food Class var Food = Container.expand(function () { var self = Container.call(this); // Placeholder for the food graphics var foodGraphics = self.attachAsset('puzzlePiece', { anchorX: 0.5, anchorY: 0.5 }); }); // Obstacle Class var Obstacle = Container.expand(function () { var self = Container.call(this); // Placeholder for the obstacle graphics var obstacleGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); }); // Puzzle Board Class var PuzzleBoard = Container.expand(function () { var self = Container.call(this); // Placeholder for the puzzle board graphics var boardGraphics = self.attachAsset('puzzleBoard', { anchorX: 0.5, anchorY: 0.5 }); // Placeholder for storing puzzle pieces self.pieces = []; // Placeholder for initializing puzzle pieces self.initPieces = function () { // Initialize puzzle pieces here }; // Placeholder for checking if the puzzle is solved self.isSolved = function () { return self.pieces.every(function (piece) { return piece.isInCorrectPosition(); }); }; }); // Assets will be automatically created based on usage in the code. // Puzzle Piece Class var PuzzlePiece = Container.expand(function () { var self = Container.call(this); // Placeholder for the puzzle piece graphics var pieceGraphics = self.attachAsset('puzzlePiece', { anchorX: 0.5, anchorY: 0.5 }); // Placeholder for piece position self.correctX = 0; self.correctY = 0; // Placeholder for checking if the piece is in the correct position self.isInCorrectPosition = function () { return self.x === self.correctX && self.y === self.correctY; }; }); // Restore Area Class var RestoreArea = Container.expand(function () { var self = Container.call(this); // Placeholder for the restore area graphics var restoreAreaGraphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 0.5 }); }); // Snow Particle Class var SnowParticle = Container.expand(function () { var self = Container.call(this); // Create a simple white circle for the snow particle var particleGraphics = self.attachAsset('snowParticle', { anchorX: 0.5, anchorY: 0.5 }); // Set the initial position of the snow particle to a random x and a y off the top of the screen self.x = Math.random() * 2048; 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_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; self.x = Math.random() * 2048; } }; }); // Tree Class var Tree = Container.expand(function () { var self = Container.call(this); // Placeholder for the tree graphics var treeGraphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize flying boxes var flyingBoxes = []; for (var i = 0; i < 5; i++) { var flyingBox = game.addChild(new FlyingBox()); flyingBoxes.push(flyingBox); } // Initialize food var foods = []; for (var i = 0; i < 5; i++) { var food = game.addChild(new Food()); food.x = Math.random() * 2048; food.y = Math.random() * 2732; foods.push(food); } // Initialize restore areas var restoreAreas = []; for (var i = 0; i < 50; i++) { var restoreArea = game.addChild(new RestoreArea()); restoreArea.x = Math.random() * 2048; restoreArea.y = Math.random() * 2732; restoreAreas.push(restoreArea); } // Initialize obstacles var obstacles = []; for (var i = 0; i < 10; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * 2732; obstacles.push(obstacle); } // Initialize snow particles var snowParticles = []; for (var i = 0; i < 100; i++) { var snowParticle = game.addChild(new SnowParticle()); snowParticles.push(snowParticle); } var puzzleBoard = game.addChild(new PuzzleBoard()); puzzleBoard.initPieces(); // Center the puzzle board on the screen puzzleBoard.x = 2048 / 2 - puzzleBoard.width / 2; 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 (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 (x, y, obj) { if (draggedPiece) { var pos = game.toLocal(obj.global); draggedPiece.x = pos.x; draggedPiece.y = pos.y; } }); 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; draggedPiece.y = draggedPiece.correctY; } draggedPiece = null; // Check if the puzzle is solved if (puzzleBoard.isSolved()) { LK.showGameOver(); // Show game over when the puzzle is solved } }); // 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_migrated(); } // Update the snow particles for (var i = 0; i < snowParticles.length; i++) { 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)) { // Push the puzzle board in the direction of the flying box's movement puzzleBoard.x += flyingBoxes[i].speedX; puzzleBoard.y += flyingBoxes[i].speedY; } } // Check if any of the flying boxes intersects with the food for (var i = 0; i < flyingBoxes.length; i++) { for (var j = 0; j < foods.length; j++) { if (flyingBoxes[i].intersects(foods[j])) { // Double the size of the box flyingBoxes[i].scaleX *= 2; flyingBoxes[i].scaleY *= 2; // Increase the speed of the box flyingBoxes[i].speedX *= 1.5; flyingBoxes[i].speedY *= 1.5; // Remove the food from the game game.removeChild(foods[j]); foods.splice(j, 1); // Generate 5 trees for (var k = 0; k < 5; k++) { var tree = game.addChild(new Tree()); tree.x = Math.random() * 2048; tree.y = Math.random() * 2732; } break; } } } // Check if any of the flying boxes intersects with the restore area for (var i = 0; i < flyingBoxes.length; i++) { for (var j = 0; j < restoreAreas.length; j++) { if (flyingBoxes[i].intersects(restoreAreas[j])) { // Restore the speed of the box flyingBoxes[i].speedX = Math.random() * 10 - 5; flyingBoxes[i].speedY = Math.random() * 10 - 5; // Remove the restore area from the game game.removeChild(restoreAreas[j]); restoreAreas.splice(j, 1); break; } } } // Create a timer to generate food over time if (LK.ticks % 120 == 0 && LK.ticks <= 600) { // every 2 seconds for the first 10 seconds var food = game.addChild(new Food()); food.x = Math.random() * 2048; food.y = Math.random() * 2732; foods.push(food); } });
===================================================================
--- 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)) {