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Fix Bug: 'Uncaught ReferenceError: center is not defined' in or related to this line: 'var instructionTxt = new Text2('Click the toy before the timer runs out to keep Puppy happy.\nBut beware of the bug!', {' Line Number: 180
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add instruction text on the bottom of the screen. "Click the toy before the timer runs out to keep Puppy happy. But beware of the bug!"
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Fix Bug: 'TypeError: LK.GameOver is not a function' in or related to this line: 'LK.GameOver();' Line Number: 93
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add a game variable to track the number of times Bug is clicked
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update Puppy.changeGraphic to also handle changing to puppyCrying, if the current graphic is sadPuppy
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Fix Bug: 'TypeError: puppy.changeGraphic is not a function' in or related to this line: 'puppy.changeGraphic('sadPuppy');' Line Number: 95
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Fix Bug: 'TypeError: puppy.setGraphic is not a function' in or related to this line: 'puppy.setGraphic('sadPuppy');' Line Number: 95
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add code to Bug to change the puppy graphic to sadPuppy when it is clicked
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when bug is clicked, add code to change puppy graphic
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create a function in puppy to change the graphic. if the current graphic is puppyHappy, it should change to sadPuppy. if the current graphic is sadPuppy, it should change to puppyCrying. if the current graphic is puppyCrying, it should call gameOver
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add a variable to store the current toy instance
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if Bug is clicked, call the toy fadeaway. if the current puppy graphic is puppyHappy, change the puppy graphic to sadPuppy. if the current puppy graphic is sadPuppy, change to puppyCrying. if the current puppy graphic is puppyCrying, then show gameOver
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when toy is clicked, destroy bug also.
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update Bug code to check where toy is spawned, and then spawn on the opposite side.
/**** * Classes ****/ var Toy = Container.expand(function () { var self = Container.call(this); var toyGraphics; var toyVariants = ['puppyToy', 'puppyToy2', 'puppyToy3', 'puppyToy4']; var randomToyIndex = Math.floor(Math.random() * toyVariants.length); var fading = false; toyGraphics = self.attachAsset(toyVariants[randomToyIndex], { anchorX: 0.5, anchorY: 0.5 }); self.reset = function () { self.x = Math.random() < 0.5 ? 512 : 2048 - 512; // Left or right side of the screen self.y = 2732 / 1.5 + 32; // Fixed position in the bottom 2/3 of the screen if (clickCount > 3) { var newBug = new Bug(); newBug.reset(self.x); game.addChild(newBug); currentBug = newBug; } }; self.on('down', function () { if (!fading) { self.fadeAway(); } var additionalScore = countdownValue; LK.setScore(LK.getScore() + additionalScore); // Add remaining countdown time to score scoreTxt.setText(LK.getScore()); // Update score display clickCount++; // Increment click count clickCountTxt.setText('Clicks: ' + clickCount); // Update click count display if (clickCount % 5 === 0) { countdownResetValue = Math.max(99, countdownResetValue - 10); // Reduce countdown reset value by 10, not going below 99 } countdownValue = countdownResetValue; // Reset countdown timer to the current reset value countdownTxt.setText(countdownValue.toString()); // Update countdown display if (currentBug) { currentBug.destroy(); // Destroy the bug when the toy is clicked } }); self.fadeAway = function () { fading = true; self.fadeDuration = self.fadeDuration || 50; // Initialize fadeDuration if not set self.fadeDuration *= 0.9; // Make fadeAway duration 10% faster each click var alphaDecrement = 0.1; var interval = 50; // Interval for the fade effect var steps = self.fadeDuration / interval; var alphaStep = alphaDecrement / steps; var fadeInterval = LK.setInterval(function () { toyGraphics.alpha -= alphaStep; if (toyGraphics.alpha <= 0) { LK.clearInterval(fadeInterval); self.destroy(); initializeToy(); // Call the function to add a new toy to the game } }, interval); }; self.reset(); // Initialize toy position }); var Puppy = Container.expand(function () { var self = Container.call(this); var puppyGraphic = self.attachAsset('puppyHappy', { anchorX: 0.5, anchorY: 0.5 }); self.changeGraphic = function () { if (bugClickCount == 2) { puppyGraphic.destroy(); // Destroy the current graphic puppyGraphic = self.attachAsset('puppyCrying', { anchorX: 0.5, anchorY: 0.5 }); } else if (bugClickCount == 1) { puppyGraphic.destroy(); // Destroy the current graphic puppyGraphic = self.attachAsset('sadPuppy', { anchorX: 0.5, anchorY: 0.5 }); } else { LK.showGameOver(); } }; self.x = 2048 / 2; self.y = 2732 / 4; }); var Bug = Container.expand(function () { var self = Container.call(this); var bugGraphics = self.attachAsset('bug1', { anchorX: 0.5, anchorY: 0.5 }); self.reset = function (toyX) { // Spawn on the opposite side of where Toy is spawned self.x = toyX < 1024 ? 2048 - 512 : 512; self.y = 2732 / 1.5 + 32; }; self.on('down', function () { bugClickCount++; // Increment bug click count currentToy.fadeAway(); puppy.changeGraphic(); self.destroy(); }); self.reset(); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ puppy = new Puppy(); game.addChild(puppy); var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); // Countdown timer in the middle of the screen var countdownTxt = new Text2('100', { size: 150, fill: "#ffffff" }); // Click count display text on the top right var clickCountTxt = new Text2('Clicks: 0', { size: 100, fill: "#ffffff" }); clickCountTxt.anchor.set(1, 0.5); clickCountTxt.x = 0; clickCountTxt.y = 50; LK.gui.topRight.addChild(clickCountTxt); countdownTxt.anchor.set(0.5, 0.5); countdownTxt.x = 0; countdownTxt.y = 0; LK.gui.center.addChild(countdownTxt); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 0; scoreTxt.y = 50; LK.gui.top.addChild(scoreTxt); var currentToy = null; // Initialize the first toy function initializeToy() { if (currentToy) { currentToy.destroy(); // Ensure the previous toy is destroyed } currentToy = new Toy(); // Create a new toy instance game.addChild(currentToy); // Add the new toy to the game } initializeToy(); // Call the function to add the first toy to the game var currentBug = null; var countdownResetValue = 199; var countdownValue = countdownResetValue; // Initialize countdown reset value var clickCount = 0; // Initialize click count as a game variable var bugClickCount = 0; // Initialize bug click count as a game variable LK.on('tick', function () { if (countdownValue > 0 && LK.ticks % 1 == 0) { countdownValue--; countdownTxt.setText(countdownValue.toString()); } else { LK.showGameOver(); } }); var instructionTxt = new Text2('Click the toy before the timer runs out to keep Puppy happy.\nBut beware of the bug!', { size: 50, fill: "#ffffff", align: 'center' }); instructionTxt.anchor.set(0.5, 1); instructionTxt.x = 0; instructionTxt.y = -80; LK.gui.bottom.addChild(instructionTxt); // No need for additional event listeners as the toys handle their own 'down' events
===================================================================
--- original.js
+++ change.js
@@ -166,9 +166,10 @@
}
});
var instructionTxt = new Text2('Click the toy before the timer runs out to keep Puppy happy.\nBut beware of the bug!', {
size: 50,
- fill: "#ffffff"
+ fill: "#ffffff",
+ align: 'center'
});
instructionTxt.anchor.set(0.5, 1);
instructionTxt.x = 0;
instructionTxt.y = -80;
A happy golder retriever puppy. tongue hanging out in happiness. sitting down and looking at the viewer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
sad golden retriever puppy. Single Game Texture. In-Game asset. 2d.
a sad crying golden retriever puppy. lying down. face on front paws. looking at viewer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking dog toy shaped like a bone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking dog toy shaped like a bone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking dog toy shaped like a bone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon bug. evil looking. red and brown color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon bug. evil looking. dark blue and red color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon skeleton puppy. lying down. head between paws.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.