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некоторые цветы развёрнуты по горизонтали
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Please fix the bug: 'Uncaught ReferenceError: chestGraphics is not defined' in or related to this line: 'chestGraphics.alpha = 1;' Line Number: 155
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Please fix the bug: 'Uncaught ReferenceError: chestGraphics is not defined' in or related to this line: 'chestGraphics.alpha = 1;' Line Number: 155
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Show the chest when the score is less than or equal to 0
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когда очки кончились - показать сундук
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игра заканчивается после нахождения трёх сундуков
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когда Coin вылетает из EnvironmentFlower - она взлетает вверх со скоростью 40
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в 33% случаев при клике по EnvironmentFlower вылетает Coin и начисляется 1 очко.
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когда сундук открыт - игра выиграна
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1. **Chest Visibility and Score Update**: - When the chest is clicked, it becomes visible. - The score is increased by 10 points. - The score text is updated to reflect the new score. 2. **Coin Generation**: - Upon clicking the chest, 100 coins are generated at the chest's location. - Each coin is given random initial velocities (`speedX` and `speedY`) and a gravity effect to simulate a scattering effect. 3. **Map Refresh**: - All flowers on the map are relocated to new random positions. - The new positions are chosen such that no two flowers are too close to each other (less than 100 pixels apart). 4. **Chest Reset**: - After the chest is opened and the coins are scattered, the chest becomes invisible again. - The chest remains in its current position but is ready to be clicked again to repeat the process. 5. **Event Handling**: - The game listens for `down` events on the chest to trigger the visibility change, coin generation, and score update. - The game also listens for `down` events on flowers to generate arrows pointing towards the chest. This sequence ensures that the game remains dynamic and interactive, with the chest and flowers constantly changing positions and the score being updated based on player interactions.
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I can explain it myself, you’d better write it in code :)
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После того как сундук открыт, карта обновляется - все цветы перемещаются в новые незанятые места, открытый сундук превращается в закрытый сундук и его опять невидно.
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Display the initial score (integer) at the top of the screen, его видно всегда. Каждый клик уменьшает score на один. Если score ниже 0 - игра проиграна. Если кликнули на сундук score увеличивается на 10.
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после каждого клика количество очков сокращается на 1
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если количество очков меньше 0 - игра проиграна.
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After each click, the score decreases by 1, but remains visible
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After each click, the score decreases by 1, но score всё ещё видно
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After each click, the score decreases by 1
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после каждого клика количество очков снижается на 1
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счёт не должен исчезать после клика
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счёт видно всегда
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каждый клик уменьшает score на 1
/**** * Classes ****/ var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('Arrow', { anchorX: 0.5, anchorY: 0.5 }); }); var Chest = Container.expand(function () { var self = Container.call(this); var chestGraphics = self.attachAsset('Chest', { anchorX: 0.5, anchorY: 0.9, alpha: 0 }); self.down = function (x, y, obj) { chestGraphics.alpha = 1; for (var i = 0; i < 100; i++) { var coin = game.addChild(new Coin()); coin.x = self.x - Math.random() * 1; coin.y = self.y - Math.random() * 1; coin.speedY = -40 + Math.random() * 5; coin.speedX = 10 - Math.random() * 20; } }; }); var ChestOpen = Container.expand(function () { var self = Container.call(this); var chestOpenGraphics = self.attachAsset('ChestOpen', { anchorX: 0.5, anchorY: 0.95 }); }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('Coin', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.gravity = 1; self.update = function () { self.y += self.speedY; self.speedY += self.gravity; self.x += self.speedX; }; }); var Cursor = Container.expand(function () { var self = Container.call(this); var cursorGraphics = self.attachAsset('Cursor', { anchorX: 0.5, anchorY: 0.5 }); }); var EnvironmentFlower = Container.expand(function () { var self = Container.call(this); var flowerGraphics = self.attachAsset('EnvironmentFlower', { anchorX: 0.5, anchorY: 0.5 }); self.isTooClose = function (x, y) { var tooClose = false; game.children.forEach(function (child) { var dx = child.x - x; var dy = child.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { tooClose = true; } }); return tooClose; }; self.down = function (x, y, obj) { var arrow = game.addChild(new Arrow()); arrow.x = self.x; arrow.y = self.y; // Calculate the angle between the arrow and the chest var dx = chest.x - self.x; var dy = chest.y - self.y; var angle = Math.atan2(dy, dx); // Rotate the arrow to face the chest arrow.rotation = angle; self.destroy(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ for (var i = 0; i < 20; i++) { var flower = new EnvironmentFlower(); var x, y; do { x = Math.random() * 2048; y = Math.random() * 2732; } while (flower.isTooClose(x, y)); flower.x = x; flower.y = y; game.addChild(flower); } var chest = game.addChild(new Chest()); chest.x = Math.random() * 2048; chest.y = Math.random() * 2732; var cursor = game.addChild(new Cursor()); game.move = function (x, y, obj) { cursor.x = x; cursor.y = y; }; var scoreTxt = new Text2('10', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.down = function (x, y, obj) { // Decrease the score by 1 var currentScore = parseInt(scoreTxt.text); scoreTxt.setText(currentScore - 1); };
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--- original.js
+++ change.js