User prompt
when one box follow another 10second,it will stop and creat a new box.
User prompt
Randomly generate 50 areas to restore the box to its initial speed
User prompt
Box speed will quickly slow down to original speed
User prompt
Randomly generate 20 areas to restore the box to its initial speed and it will keep here.
User prompt
If the box hits the cell at a speed higher than its original speed, it will die.
User prompt
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
User prompt
when the box meeting it will stop for 10second and make a new box
User prompt
this areas worn't disappear and it will change box move direction.
User prompt
These areas will increase in size and change color over time
User prompt
Randomly generate some areas to restore the box to its initial speed
User prompt
when the box eat the food,it will move fastor
User prompt
Generate small amounts of food over time
User prompt
Food can be generated with a mouse click,it can make the box twice as big。
User prompt
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
User prompt
make some house it will make box stay 5second
User prompt
the food will make the box big double
User prompt
set 5food,it will make the box big
User prompt
when the box touch the obstacles,it will bigger
User prompt
make it more
User prompt
Use some obstacles to limit the movement of the box
User prompt
the box will bigger during with time
User prompt
make the maze full
User prompt
Draw a simple maze
User prompt
i want a grid.
User prompt
when the time go on,the snow will change the colour.
/**** * Classes ****/ // Box Follower Class var BoxFollower = Container.expand(function () { var self = Container.call(this); // Placeholder for the box follower graphics var followerGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 0.5 }); // Placeholder for box follower position self.x = Math.random() * 2048; self.y = Math.random() * 2732; // Placeholder for box follower speed self.speedX = Math.random() * 10 - 5; self.speedY = Math.random() * 10 - 5; // Method for updating the box follower position self.update = function () { self.x += self.speedX; self.y += self.speedY; // Bounce the box follower 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; } }; // Method for following a box self.follow = function (box) { var dx = box.x - self.x; var dy = box.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.speedX = 0; self.speedY = 0; return true; } else { self.speedX = dx / distance; self.speedY = dy / distance; return false; } }; }); // 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 } }); // Initialize box followers var boxFollowers = []; for (var i = 0; i < 5; i++) { var boxFollower = game.addChild(new BoxFollower()); boxFollowers.push(boxFollower); } // Placeholder for the box that is currently being followed var followedBox = null; // Placeholder for the time that the box has been followed var followTime = 0; // Update function for game logic LK.on('tick', function () { // Update the box followers positions and follow boxes for (var i = 0; i < boxFollowers.length; i++) { boxFollowers[i].update(); if (followedBox && boxFollowers[i].follow(followedBox)) { followTime++; if (followTime >= 600) { // 10 seconds at 60 FPS followTime = 0; followedBox = null; var newBox = game.addChild(new FlyingBox()); flyingBoxes.push(newBox); } } else { for (var j = 0; j < flyingBoxes.length; j++) { if (boxFollowers[i].follow(flyingBoxes[j])) { followedBox = flyingBoxes[j]; break; } } } } // 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; // 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
@@ -1,7 +1,49 @@
/****
* Classes
****/
+// Box Follower Class
+var BoxFollower = Container.expand(function () {
+ var self = Container.call(this);
+ // Placeholder for the box follower graphics
+ var followerGraphics = self.attachAsset('cat', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Placeholder for box follower position
+ self.x = Math.random() * 2048;
+ self.y = Math.random() * 2732;
+ // Placeholder for box follower speed
+ self.speedX = Math.random() * 10 - 5;
+ self.speedY = Math.random() * 10 - 5;
+ // Method for updating the box follower position
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Bounce the box follower 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;
+ }
+ };
+ // Method for following a box
+ self.follow = function (box) {
+ var dx = box.x - self.x;
+ var dy = box.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 10) {
+ self.speedX = 0;
+ self.speedY = 0;
+ return true;
+ } else {
+ self.speedX = dx / distance;
+ self.speedY = dy / distance;
+ return false;
+ }
+ };
+});
// Flying Box Class
var FlyingBox = Container.expand(function () {
var self = Container.call(this);
// Placeholder for the flying box graphics
@@ -206,10 +248,41 @@
if (puzzleBoard.isSolved()) {
LK.showGameOver(); // Show game over when the puzzle is solved
}
});
+// Initialize box followers
+var boxFollowers = [];
+for (var i = 0; i < 5; i++) {
+ var boxFollower = game.addChild(new BoxFollower());
+ boxFollowers.push(boxFollower);
+}
+// Placeholder for the box that is currently being followed
+var followedBox = null;
+// Placeholder for the time that the box has been followed
+var followTime = 0;
// Update function for game logic
LK.on('tick', function () {
+ // Update the box followers positions and follow boxes
+ for (var i = 0; i < boxFollowers.length; i++) {
+ boxFollowers[i].update();
+ if (followedBox && boxFollowers[i].follow(followedBox)) {
+ followTime++;
+ if (followTime >= 600) {
+ // 10 seconds at 60 FPS
+ followTime = 0;
+ followedBox = null;
+ var newBox = game.addChild(new FlyingBox());
+ flyingBoxes.push(newBox);
+ }
+ } else {
+ for (var j = 0; j < flyingBoxes.length; j++) {
+ if (boxFollowers[i].follow(flyingBoxes[j])) {
+ followedBox = flyingBoxes[j];
+ break;
+ }
+ }
+ }
+ }
// Update the flying boxes positions
for (var i = 0; i < flyingBoxes.length; i++) {
flyingBoxes[i].update();
}