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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 = 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 = 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;
}
};
});
/****
* 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 (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;
}
});
});
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 boxes positions
for (var i = 0; i < flyingBoxes.length; i++) {
flyingBoxes[i].update();
}
// Update the snow particles
for (var i = 0; i < snowParticles.length; i++) {
snowParticles[i].update();
}
// 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;
// Generate a new box in place
var newBox = game.addChild(new FlyingBox());
newBox.x = flyingBoxes[i].x;
newBox.y = flyingBoxes[i].y;
flyingBoxes.push(newBox);
// Remove the food from the game
game.removeChild(foods[j]);
foods.splice(j, 1);
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) {
// every 2 seconds
var food = game.addChild(new Food());
food.x = Math.random() * 2048;
food.y = Math.random() * 2732;
foods.push(food);
}
}); ===================================================================
--- original.js
+++ change.js
@@ -25,12 +25,8 @@
}
if (self.y < 0 || self.y > 2732) {
self.speedY *= -1;
}
- // Disappear the box when it slows down
- if (Math.abs(self.speedX) < 0.1 && Math.abs(self.speedY) < 0.1) {
- game.removeChild(self);
- }
// Avoid obstacles
for (var i = 0; i < obstacles.length; i++) {
if (self.intersects(obstacles[i])) {
self.speedX *= -1;
@@ -47,17 +43,8 @@
anchorX: 0.5,
anchorY: 0.5
});
});
-// New Box Class
-var NewBox = Container.expand(function () {
- var self = Container.call(this);
- // Placeholder for the new box graphics
- var newBoxGraphics = self.attachAsset('cat', {
- anchorX: 0.5,
- anchorY: 0.5
- });
-});
// Obstacle Class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Placeholder for the obstacle graphics
@@ -241,15 +228,19 @@
// 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])) {
- // Stop the box
- flyingBoxes[i].speedX = 0;
- flyingBoxes[i].speedY = 0;
- // Generate a new box at the same position
- var newBox = game.addChild(new NewBox());
+ // 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;
+ // Generate a new box in place
+ var newBox = game.addChild(new FlyingBox());
newBox.x = flyingBoxes[i].x;
newBox.y = flyingBoxes[i].y;
+ flyingBoxes.push(newBox);
// Remove the food from the game
game.removeChild(foods[j]);
foods.splice(j, 1);
break;