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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 44
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implement Particle Swarm Optimisation to move the sheep without colliding with each other
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'self.sheepArray.forEach(function (otherSheep) {' Line Number: 38
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 37
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 37
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implement Particle Swarm Optimisation to move the sheep without colliding with each other
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < sheepArray.length; i++) {' Line Number: 24
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < sheepArray.length; i++) {' Line Number: 24
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < sheepArray.length; i++) {' Line Number: 24
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implement Particle Swarm Optimisation to move the sheep without colliding with each other
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implement Particle Swarm Optimisation for sheep movement
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implement Particle Swarm Optimisation for the sheep.
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Fix Bug: 'TypeError: sheep.avoidDog is not a function' in or related to this line: 'sheep.avoidDog(shepherdDog);' Line Number: 127
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Fix Bug: 'TypeError: sheep.avoidDog is not a function' in or related to this line: 'sheep.avoidDog(shepherdDog);' Line Number: 127
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Fix Bug: 'TypeError: sheep.avoidDog is not a function' in or related to this line: 'sheep.avoidDog(shepherdDog);' Line Number: 127
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Fix Bug: 'TypeError: sheep.avoidDog is not a function' in or related to this line: 'sheep.avoidDog(shepherdDog);' Line Number: 127
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Fix Bug: 'TypeError: sheep.avoidDog is not a function' in or related to this line: 'sheep.avoidDog(shepherdDog);' Line Number: 127
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realise the interaction of the sheep with each other using Particle Swarm Optimisation
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var currentScore = Math.sqrt(Math.pow(globalBestPosition.x - self.x, 2) + Math.pow(globalBestPosition.y - self.y, 2));' Line Number: 68
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var currentScore = Math.sqrt(Math.pow(globalBestPosition.x - self.x, 2) + Math.pow(globalBestPosition.y - self.y, 2));' Line Number: 66
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 49
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 45
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 45
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sheep should interact with each other according to the principles of Particle Swarm Optimisation
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the sheep must be 100 pixels away from the dog
/**** * Classes ****/ // Sheep class var Sheep = Container.expand(function () { var self = Container.call(this); var sheepGraphics = self.attachAsset('sheep', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: Math.random() * 2 - 1, y: Math.random() * 2 - 1 }; self.bestPosition = { x: self.x, y: self.y }; self.evaluatePosition = function (position) { // Placeholder for position evaluation function, to be defined // This should return a value representing the 'goodness' of a position // For now, we'll just return 0 return 0; }; self.move = function (bestPosition) { var inertiaWeight = 0.5; var cognitiveConstant = 0.5; var socialConstant = 0.5; var randCognitive = Math.random(); var randSocial = Math.random(); // Update velocity based on previous velocity (inertia), // the sheep's own best known position (cognitive), // and the swarm's best known position (social) self.velocity = { x: inertiaWeight * self.velocity.x + cognitiveConstant * randCognitive * (self.bestPosition.x - self.x) + socialConstant * randSocial * (bestPosition.x - self.x), y: inertiaWeight * self.velocity.y + cognitiveConstant * randCognitive * (self.bestPosition.y - self.y) + socialConstant * randSocial * (bestPosition.y - self.y) }; // Update position based on new velocity self.x += self.velocity.x; self.y += self.velocity.y; // Update the sheep's best known position if current position is better if (self.evaluatePosition() < self.evaluatePosition(self.bestPosition)) { self.bestPosition = { x: self.x, y: self.y }; } }; self.avoidWalls = function () { if (self.x < 50 || self.x > 1998 || self.y < 50 || self.y > 2682) { self.direction += Math.PI; } }; self.avoidDog = function (dog) { if (self.intersects(dog)) { self.direction += Math.PI / 2; } }; }); // Shepherd dog class var Dog = Container.expand(function () { var self = Container.call(this); var dogGraphics = self.attachAsset('dog', { anchorX: 0.5, anchorY: 0.5 }); self.move = function (pos) { self.x = pos.x; self.y = pos.y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ // Shepherd dog asset // Sheep asset // Initialize sheep array var sheepArray = []; // Create 20 sheep and add them to the game and sheepArray for (var i = 0; i < 20; i++) { var sheep = new Sheep(); sheep.x = Math.random() * 2048; sheep.y = Math.random() * 2732; game.addChild(sheep); sheepArray.push(sheep); } // Create shepherd dog and add it to the game var shepherdDog = new Dog(); shepherdDog.x = 1024; // Start in the middle of the game area shepherdDog.y = 1366; game.addChild(shepherdDog); // Event listener for touch move to move the shepherd dog game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.move(pos); }); // Main game tick event LK.on('tick', function () { // Determine the swarm's best known position var swarmBestPosition = { x: 0, y: 0 }; // Placeholder for swarm best position calculation // This should be updated to reflect the actual best position of the swarm // Move each sheep for (var i = 0; i < sheepArray.length; i++) { var sheep = sheepArray[i]; sheep.move(swarmBestPosition); sheep.avoidWalls(); sheep.avoidDog(shepherdDog); } }); // Ensure the game is touchscreen compatible game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.move(pos); }); game.on('up', function (obj) { // This can be used for future features where the dog stops moving on touch up });
===================================================================
--- original.js
+++ change.js
@@ -7,67 +7,54 @@
var sheepGraphics = self.attachAsset('sheep', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 1;
- self.direction = Math.random() * Math.PI * 2;
+ self.velocity = {
+ x: Math.random() * 2 - 1,
+ y: Math.random() * 2 - 1
+ };
+ self.bestPosition = {
+ x: self.x,
+ y: self.y
+ };
+ self.evaluatePosition = function (position) {
+ // Placeholder for position evaluation function, to be defined
+ // This should return a value representing the 'goodness' of a position
+ // For now, we'll just return 0
+ return 0;
+ };
self.move = function (bestPosition) {
- var pBest = bestPosition;
- var gBest = Sheep.globalBest;
- var w = 0.5; // Inertia weight
- var c1 = 1.5; // Cognitive weight
- var c2 = 2.0; // Social weight
- var r1 = Math.random();
- var r2 = Math.random();
- // Update velocity
+ var inertiaWeight = 0.5;
+ var cognitiveConstant = 0.5;
+ var socialConstant = 0.5;
+ var randCognitive = Math.random();
+ var randSocial = Math.random();
+ // Update velocity based on previous velocity (inertia),
+ // the sheep's own best known position (cognitive),
+ // and the swarm's best known position (social)
self.velocity = {
- x: w * self.velocity.x + c1 * r1 * (pBest.x - self.x) + c2 * r2 * (gBest.x - self.x),
- y: w * self.velocity.y + c1 * r1 * (pBest.y - self.y) + c2 * r2 * (gBest.y - self.y)
+ x: inertiaWeight * self.velocity.x + cognitiveConstant * randCognitive * (self.bestPosition.x - self.x) + socialConstant * randSocial * (bestPosition.x - self.x),
+ y: inertiaWeight * self.velocity.y + cognitiveConstant * randCognitive * (self.bestPosition.y - self.y) + socialConstant * randSocial * (bestPosition.y - self.y)
};
- // Update position
+ // Update position based on new velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
+ // Update the sheep's best known position if current position is better
+ if (self.evaluatePosition() < self.evaluatePosition(self.bestPosition)) {
+ self.bestPosition = {
+ x: self.x,
+ y: self.y
+ };
+ }
};
- Sheep.globalBest = {
- x: 1024,
- y: 1366
- }; // Initialize global best to center
- self.velocity = {
- x: 0,
- y: 0
- }; // Initialize velocity
self.avoidWalls = function () {
if (self.x < 50 || self.x > 1998 || self.y < 50 || self.y > 2682) {
self.direction += Math.PI;
}
};
- self.updatePersonalBest = function () {
- if (!self.personalBest || self.getDistanceToCenter() < self.getDistanceToCenter(self.personalBest)) {
- self.personalBest = {
- x: self.x,
- y: self.y
- };
- }
- };
- self.getDistanceToCenter = function (position) {
- position = position || {
- x: self.x,
- y: self.y
- };
- var dx = position.x - 1024;
- var dy = position.y - 1366;
- return Math.sqrt(dx * dx + dy * dy);
- };
- self.personalBest = null;
self.avoidDog = function (dog) {
- var dogX = dog.x;
- var dogY = dog.y;
- var distanceToDog = Math.sqrt(Math.pow(self.x - dogX, 2) + Math.pow(self.y - dogY, 2));
- if (distanceToDog < 200) {
- // Calculate direction away from the dog
- var angleAwayFromDog = Math.atan2(self.y - dogY, self.x - dogX);
- self.x += Math.cos(angleAwayFromDog) * self.speed;
- self.y += Math.sin(angleAwayFromDog) * self.speed;
+ if (self.intersects(dog)) {
+ self.direction += Math.PI / 2;
}
};
});
// Shepherd dog class
@@ -116,19 +103,19 @@
shepherdDog.move(pos);
});
// Main game tick event
LK.on('tick', function () {
- // Move each sheep and update personal best and global best positions
+ // Determine the swarm's best known position
+ var swarmBestPosition = {
+ x: 0,
+ y: 0
+ };
+ // Placeholder for swarm best position calculation
+ // This should be updated to reflect the actual best position of the swarm
+ // Move each sheep
for (var i = 0; i < sheepArray.length; i++) {
var sheep = sheepArray[i];
- sheep.updatePersonalBest();
- if (!Sheep.globalBest || sheep.getDistanceToCenter(sheep.personalBest) < sheep.getDistanceToCenter(Sheep.globalBest)) {
- Sheep.globalBest = {
- x: sheep.personalBest.x,
- y: sheep.personalBest.y
- };
- }
- sheep.move(sheep.personalBest);
+ sheep.move(swarmBestPosition);
sheep.avoidWalls();
sheep.avoidDog(shepherdDog);
}
});
sheep, top view, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
sheep, top view, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Collie shepherd dog, top view, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a white text bubble that says "baa," comic book style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
double-sided blue arrow in the form of a semicircle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
computer mouse top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
angry big bear, lying down and sleeping, top view, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase