User prompt
Define what conditions or actions in the game will lead to each status. For example: - "Satisfied" could be the default status when the Buckmon's hunger level is above a certain threshold (hunger score is 100). - "Bored" could be a status that occurs if the player hasn't interacted with the Buckmon for a set period of time (5 seconds) or hasn't performed certain actions like dancing or feeding. - "Hungry" could be the status when the Buckmon's hunger level drops below a certain threshold (50).
User prompt
1. In the `updateHunger` method of the `HungerDisplay` class, check the current value of the `self.hunger` property. 2. If `self.hunger` is equal to 80, emit an event with the identifier 'updateBuckmonImage' and pass 'neutral_buckmon' as the argument for the image ID. 3. The `Buckmon` class should have an event listener for 'updateBuckmonImage' that updates the texture of the `buckmonGraphics` object to the asset corresponding to the image ID received from the event.
User prompt
Change the asset from 'happy_buckmon' to 'neutral_buckmon' when the hunger display score is 80
User prompt
change the asset from "happy_buckmon", "neutral_buckman", "sad_buckmon" and "hungry_buckmon" depending on the hunger score
User prompt
Change the asset from 'happy_buckmon' to 'neutral_buckmon' when the hunger score is below 100
User prompt
change the asset "happy_buckmon" to "neutral_buckmon" is the hunger score is below 100 but above 80
User prompt
the starting asset shown at the beginning of the game is "happy_buckmon"
User prompt
if the hunger score is 100, the image shown is "happy_buckmon"
User prompt
- If hunger score is 100, the image is "happy_buckman" - if hunger score is between 90 to 70 the image is "neutral_buckmon"- if hunger score is between 70 to 50 the image is "hungry_buckmon"- if the hunger score is below 50, the image is "sad_buckman"
User prompt
change asset name from "neutral_buckmon" to "hungry_buckmon"
User prompt
change asset name from "sad_buckmon" to "neutral_buckmon"
User prompt
change asset name from "happy_buckmon" to "sad_buckmon"
User prompt
change asset name from "buckmon" to "sad_buckmon"
User prompt
change asset name from "buckmon" to "happy_buckmon"
User prompt
add 'buckmon_happy', 'buckmon_neutral', 'buckmon_sad', and 'buckmon_hungry' as asset IDs
User prompt
add 3 more buckmon to the game
User prompt
add 3 more asset class so that the image can be changed
User prompt
can you add 3 more asset for buckmon
User prompt
create 4 state for Buckmon
User prompt
can you apply what I asked
User prompt
Pressing the Dancebutton change the status from Neutral to Happy
User prompt
Change status to happiness and change the result to 100 points
User prompt
Change status to Happiness Score
User prompt
Change the buckmon image is hunger score is between 90 and 70
User prompt
The status start at "Happy", then "Neutral", then "Hungry" and finally "Sad" depending on the hunger score
var TimerDisplay = Container.expand(function () { var self = Container.call(this); var timerText = new Text2('Time: 0', { size: 100, fill: "#ffffff", align: 'center', font: 'bold' }); timerText.anchor.set(0.5, 0); self.addChild(timerText); self.time = 0; self.updateTimer = function () { self.time++; timerText.setText('Time: ' + self.time); }; }); var HungerDisplay = Container.expand(function () { var self = Container.call(this); var hungerText = new Text2('Hunger: 100', { size: 100, fill: "#000000", align: 'center', font: 'bold' }); hungerText.anchor.set(0.5, 0); hungerText.y = 200; self.addChild(hungerText); self.hunger = 100; self.updateHunger = function (increase) { var status; if (increase) { self.hunger = Math.min(self.hunger + 10, 100); } else { self.hunger = Math.max(self.hunger - 10, 0); } if (self.hunger > 70) { status = 'Happy'; } else if (self.hunger <= 70 && self.hunger > 50) { status = 'Neutral'; } else if (self.hunger <= 50 && self.hunger > 30) { status = 'Hungry'; } else { status = 'Sad'; } hungerText.setText('Hunger: ' + self.hunger); self.emit('updateStatus', status); var imageId; if (self.hunger > 70) { imageId = 'buckmon_happy'; } else if (self.hunger <= 70 && self.hunger > 50) { imageId = 'buckmon_neutral'; } else if (self.hunger <= 50 && self.hunger > 30) { imageId = 'buckmon_hungry'; } else { imageId = 'buckmon_sad'; } self.emit('updateBuckmonImage', imageId); }; }); var StatusDisplay = Container.expand(function () { var self = Container.call(this); var statusText = new Text2('Status: Neutral', { size: 100, fill: "#000000", align: 'center', font: 'bold' }); statusText.anchor.set(0.5, 0); statusText.y = 100; self.addChild(statusText); self.updateStatus = function (newStatus) { statusText.setText('Status: ' + newStatus); }; }); var LevelDisplay = Container.expand(function () { var self = Container.call(this); var levelText = new Text2('Level: 1', { size: 100, fill: "#ffffff", align: 'center', font: 'bold' }); levelText.anchor.set(0.5, 0); levelText.y = 50; self.addChild(levelText); self.level = 1; self.updateLevel = function () { self.level++; levelText.setText('Level: ' + self.level); }; }); var DanceButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('danceButton', 'Dance Button Graphics', 0.5, 0.5); self.on('down', function () { self.emit('updateStatus', 'Happy'); }); }); var FeedButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('feedButton', 'Feed Button Graphics', 0.5, 0.5); self.on('down', function () { self.emit('feedBuckmon', true); }); }); var Buckmon = Container.expand(function () { var self = Container.call(this); self.hungerStatus = 100; self.buckmonGraphics = self.createAsset('hungry_buckmon', 'Buckmon Graphics', .5, .5); self.on('updateBuckmonImage', function (imageId) { self.buckmonGraphics.texture = LK.getAsset(imageId, 'Buckmon Graphics', .5, .5).texture; }); self.feed = function () { self.emit('updateStatus', 'Happy'); }; self.dance = function () { self.emit('updateStatus', 'Neutral'); }; self.chat = function () { var chatBubble = self.createAsset('chatBubble', 'Chat Bubble Graphics', 0.5, -0.5); chatBubble.y = -self.height; self.addChild(chatBubble); var chatText = new Text2('Let\'s Krump!', { size: 80, fill: "#ffffff", align: 'center' }); chatText.anchor.set(0.5, 0.5); chatText.y = -self.height * 0.5; chatBubble.addChild(chatText); LK.setTimeout(function () { chatBubble.destroy(); }, 3000); }; }); var Game = Container.expand(function () { var self = Container.call(this); var danceButton = self.addChild(new DanceButton()); danceButton.x = 2048 / 2 + 300; danceButton.y = 2732 - 200; danceButton.on('danceBuckmon', function () { buckmon.dance(); }); var background = self.createAsset('background', 'Game Background', 0, 0); background.width = 2048; background.height = 2732; self.addChildAt(background, 0); var buckmon = self.addChild(new Buckmon()); buckmon.x = 2048 / 2; buckmon.y = 2732 / 2; buckmon.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(self); if (pos.x < buckmon.x + buckmon.width / 2 && pos.x > buckmon.x - buckmon.width / 2) { if (pos.y < buckmon.y) { buckmon.feed(); } else if (pos.y > buckmon.y && pos.y < buckmon.y + buckmon.height / 2) { buckmon.dance(); } else if (pos.y > buckmon.y + buckmon.height / 2) { buckmon.chat(); } } }); var feedButton = self.addChild(new FeedButton()); feedButton.x = 2048 / 2 - 300; feedButton.y = 2732 - 200; feedButton.on('feedBuckmon', function (increase) { hungerDisplay.updateHunger(increase); }); var hungerDisplay = self.addChild(new HungerDisplay()); hungerDisplay.x = 2048 / 2; hungerDisplay.y = 250; var statusDisplay = self.addChild(new StatusDisplay()); statusDisplay.x = 2048 / 2; statusDisplay.y = 150; var levelDisplay = self.addChild(new LevelDisplay()); levelDisplay.x = 2048 / 2; levelDisplay.y = 0; var timerDisplay = self.addChild(new TimerDisplay()); timerDisplay.x = 150; timerDisplay.y = 50; buckmon.on('updateStatus', function (status) { statusDisplay.updateStatus(status); }); var hungerDecreaseInterval = LK.setInterval(function () { hungerDisplay.updateHunger(); }, 10000); var levelIncreaseInterval = LK.setInterval(function () { levelDisplay.updateLevel(); }, 300000); var timerUpdateInterval = LK.setInterval(function () { timerDisplay.updateTimer(); }, 1000); LK.on('tick', function () {}); });
===================================================================
--- original.js
+++ change.js
@@ -105,9 +105,9 @@
});
var Buckmon = Container.expand(function () {
var self = Container.call(this);
self.hungerStatus = 100;
- self.buckmonGraphics = self.createAsset('neutral_buckmon', 'Buckmon Graphics', .5, .5);
+ self.buckmonGraphics = self.createAsset('hungry_buckmon', 'Buckmon Graphics', .5, .5);
self.on('updateBuckmonImage', function (imageId) {
self.buckmonGraphics.texture = LK.getAsset(imageId, 'Buckmon Graphics', .5, .5).texture;
});
self.feed = function () {
A cute monster wearing a snapback and Timberland shoes in Chibi style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A boombox icon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A fried chicken thigh icon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A forest with boombox, dance floor and mirror Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.