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when one box follow another 10second,it will stop and creat a new box.
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Randomly generate 50 areas to restore the box to its initial speed
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Box speed will quickly slow down to original speed
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Randomly generate 20 areas to restore the box to its initial speed and it will keep here.
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If the box hits the cell at a speed higher than its original speed, it will die.
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Please fix the bug: 'ReferenceError: boxes is not defined' in or related to this line: 'for (var i = 0; i < boxes.length; i++) {' Line Number: 276
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when the box meeting it will stop for 10second and make a new box
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this areas worn't disappear and it will change box move direction.
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These areas will increase in size and change color over time
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Randomly generate some areas to restore the box to its initial speed
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when the box eat the food,it will move fastor
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Generate small amounts of food over time
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Food can be generated with a mouse click,it can make the box twice as big。
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'speedX')' in or related to this line: 'flyingBoxes[i].speedX = Math.random() * 10 - 5;' Line Number: 260
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make some house it will make box stay 5second
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the food will make the box big double
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set 5food,it will make the box big
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when the box touch the obstacles,it will bigger
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make it more
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Use some obstacles to limit the movement of the box
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the box will bigger during with time
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make the maze full
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Draw a simple maze
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i want a grid.
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when the time go on,the snow will change the colour.
/**** * 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 = 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; } }; }); // 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; }; }); // 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 = function () { self.y += self.speedY; // Change the color of the snow particle over time var colorChangeSpeed = 0.01; self.color += colorChangeSpeed; if (self.color > 1) { self.color = 0; } self.tint = utils.rgb2hex([self.color, self.color, self.color]); if (self.y > 2732) { self.y = -100; self.x = Math.random() * 2048; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize flying box var flyingBox = game.addChild(new FlyingBox()); // 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 (obj) { var pos = obj.event.getLocalPosition(game); // 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; // Create a new box when the green box is touched var newBox = game.addChild(new FlyingBox()); newBox.x = pos.x; newBox.y = pos.y; } }); }); game.on('move', function (obj) { if (draggedPiece) { var pos = obj.event.getLocalPosition(game); draggedPiece.x = pos.x; draggedPiece.y = pos.y; } }); game.on('up', function (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 box position flyingBox.update(); // Update the snow particles for (var i = 0; i < snowParticles.length; i++) { snowParticles[i].update(); } // Check if the flying box intersects with the puzzle board if (flyingBox.intersects(puzzleBoard)) { // Push the puzzle board in the direction of the flying box's movement puzzleBoard.x += flyingBox.speedX; puzzleBoard.y += flyingBox.speedY; } });
/****
* 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 = 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;
}
};
});
// 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;
};
});
// 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 = function () {
self.y += self.speedY;
// Change the color of the snow particle over time
var colorChangeSpeed = 0.01;
self.color += colorChangeSpeed;
if (self.color > 1) {
self.color = 0;
}
self.tint = utils.rgb2hex([self.color, self.color, self.color]);
if (self.y > 2732) {
self.y = -100;
self.x = Math.random() * 2048;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize flying box
var flyingBox = game.addChild(new FlyingBox());
// 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 (obj) {
var pos = obj.event.getLocalPosition(game);
// 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;
// Create a new box when the green box is touched
var newBox = game.addChild(new FlyingBox());
newBox.x = pos.x;
newBox.y = pos.y;
}
});
});
game.on('move', function (obj) {
if (draggedPiece) {
var pos = obj.event.getLocalPosition(game);
draggedPiece.x = pos.x;
draggedPiece.y = pos.y;
}
});
game.on('up', function (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 box position
flyingBox.update();
// Update the snow particles
for (var i = 0; i < snowParticles.length; i++) {
snowParticles[i].update();
}
// Check if the flying box intersects with the puzzle board
if (flyingBox.intersects(puzzleBoard)) {
// Push the puzzle board in the direction of the flying box's movement
puzzleBoard.x += flyingBox.speedX;
puzzleBoard.y += flyingBox.speedY;
}
});