User prompt
check for any errors in the code
User prompt
check for any errors in the code
User prompt
optimise the code
User prompt
Use the below instructions to change the sprite from "happy_buckmon" to "neutral_buckmon" if the hunger score is 80 1. Within the `HungerDisplay` class, where the hunger score is managed, include a check in the `updateHunger` method to determine if the hunger score is exactly 80. 2. If the hunger score is 80, emit an event with a specific identifier, such as 'updateBuckmonImage', and pass the string 'neutral_buckmon' as the argument to indicate which asset should be displayed. 3. In the `Buckmon` class, listen for the 'updateBuckmonImage' event. When this event is received, update the `buckmonGraphics` object's texture to the 'neutral_buckmon' asset using the `LK.getAsset` method to retrieve the correct texture. 4. This change should only occur if the hunger score reaches the value of 80, so it should be a conditional action within the `updateHunger` method.
User prompt
change the sprite from "happy_buckmon" to "neutral_buckmon" if the hunger score is 80
User prompt
Fix Bug: 'Timeout.tick error: Can't find variable: hungerDisplay' in this line: 'self.emit('updateStatus', hungerDisplay.hunger, self.happiness);' Line Number: 20
User prompt
Fix Bug: 'Can't find variable: happinessDisplay' in this line: 'self.emit('updateStatus', self.hunger, happinessDisplay.happiness);' Line Number: 71
User prompt
change the status text from "Happy" to "Neutral" if score of either Hunger or Happiness is 80
User prompt
The status text is dependent on the hunger and happiness score
User prompt
the status text order is from Happy to Neutral to Hungry to Sad
User prompt
change the status text from "Happy" to "Neutral" if score of either Hunger or Happiness is 80
User prompt
the starting Status need to show 'Happy"
User prompt
Change Neutral to Happy
User prompt
the starting status is 'Happy"
User prompt
Change happiness colour to black
User prompt
Decrease happiness score by 10 every 10 seconds but increase by 10 if danceButton is pressed
User prompt
add a happiness score
User prompt
Show the happiness status starting from 100 and decrease by 10 every 10 seconds
User prompt
1. When the Buckmon is "Happy", display the "happy_buckmon" asset. 2. When the Buckmon is "Neutral", display the "neutral_buckmon" asset. 3. When the Buckmon is "Hungry", display the "hungry_buckmon" asset. 4. When the Buckmon is "Sad", also display the "hungry_buckmon" asset (as specified in your instructions, although typically you might expect a "sad_buckmon" asset).
User prompt
increase the hunger score by 10 each time the feed button is pressed
User prompt
decrease the hunger score by 10 every 10 seconds
User prompt
Attach an event listener to the 'danceButton' to emit 'updateStatus' event with 'Satisfied' status when pressed. Listen for 'updateStatus' event in the 'Game' class and update the status if it's 'Bored'.
User prompt
1. Attach an event listener to the "danceButton" that listens for the 'down' event, which corresponds to a touch or click action by the player. 2. Inside the event listener for the "danceButton", emit an event that signifies the Buckmon should change its status to "satisfied". This could be done by emitting an event with a specific name, such as 'updateStatus', and passing the new status "satisfied" as the data for the event. 3. In the `Game` class, listen for the 'updateStatus' event. When this event is received, check if the current status of the Buckmon is "bored". 4. If the Buckmon's status is "bored", update the status to "satisfied". This could involve calling a method on the `StatusDisplay` class that updates the displayed status text.
User prompt
when the asset "danceButton" is pressed, the status change from "bored" to "satisfied"
User prompt
when the dancebutton is pressed, the status change from "bored" to "satisfied"
var HappinessDisplay = Container.expand(function () { var self = Container.call(this); var happinessText = new Text2('Happiness: 100', { size: 100, fill: "#000000", align: 'center', font: 'bold' }); happinessText.anchor.set(0.5, 0); happinessText.y = 300; self.addChild(happinessText); self.happiness = 100; self.updateHappiness = function (increase) { if (increase) { self.happiness = Math.min(self.happiness + 10, 100); } else { self.happiness = Math.max(self.happiness - 10, 0); } if (self.happiness <= 80) { self.emit('updateStatus', 'Neutral'); } happinessText.setText('Happiness: ' + self.happiness); }; }); 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.emit('updateStatus', 'Happy'); self.updateHunger = function (increase) { var status; self.hunger = increase ? Math.min(self.hunger + 10, 100) : Math.max(self.hunger - 10, 0); var status; var imageId; if (self.hunger === 80) { status = 'Neutral'; imageId = 'neutral_buckmon'; } else if (self.hunger > 80) { status = 'Happy'; imageId = 'happy_buckmon'; } else if (self.hunger > 30) { status = 'Hungry'; imageId = 'hungry_buckmon'; } else { status = 'Sad'; imageId = 'hungry_buckmon'; } hungerText.setText('Hunger: ' + self.hunger); self.emit('updateStatus', status); self.emit('updateBuckmonImage', imageId); }; }); var StatusDisplay = Container.expand(function () { var self = Container.call(this); var statusText = new Text2('Status: Happy', { size: 100, fill: "#000000", align: 'center', font: 'bold' }); statusText.anchor.set(0.5, 0); statusText.y = 100; self.addChild(statusText); self.updateStatus = function (newStatus) { var statusOrder = ['Happy', 'Neutral', 'Hungry', 'Sad']; var statusIndex = statusOrder.indexOf(newStatus); statusText.setText('Status: ' + statusOrder[statusIndex]); }; }); 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('updateHappiness', true); }); }); 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.happinessScore = 100; self.hungerStatus = 100; self.buckmonGraphics = self.createAsset('happy_buckmon', 'Buckmon Graphics', .5, .5); self.emit('updateBuckmonImage', 'happy_buckmon'); self.on('updateBuckmonImage', function (imageId) { var newTexture = LK.getAsset(imageId, 'Buckmon Graphics', .5, .5).texture; if (newTexture) { self.buckmonGraphics.texture = newTexture; } }); 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('updateHappiness', function (increase) { happinessDisplay.updateHappiness(increase); }); 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); var happinessDisplay = self.addChild(new HappinessDisplay()); happinessDisplay.x = 2048 / 2; happinessDisplay.y = 350; var happinessDecreaseInterval = LK.setInterval(function () { happinessDisplay.updateHappiness(false); }, 10000); LK.on('tick', function () {}); });
===================================================================
--- original.js
+++ change.js
@@ -55,14 +55,14 @@
var status;
self.hunger = increase ? Math.min(self.hunger + 10, 100) : Math.max(self.hunger - 10, 0);
var status;
var imageId;
- if (self.hunger > 80) {
- status = 'Happy';
- imageId = 'happy_buckmon';
- } else if (self.hunger > 50) {
+ if (self.hunger === 80) {
status = 'Neutral';
imageId = 'neutral_buckmon';
+ } else if (self.hunger > 80) {
+ status = 'Happy';
+ imageId = 'happy_buckmon';
} else if (self.hunger > 30) {
status = 'Hungry';
imageId = 'hungry_buckmon';
} else {
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.