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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.speed = 1; self.direction = Math.random() * Math.PI * 2; self.move = function (bestPosition) { var w = 0.5; // Inertia weight var c1 = 0.8; // Cognitive weight var c2 = 0.9; // Social weight // Update velocity self.velocity.x = w * self.velocity.x + c1 * Math.random() * (self.bestPosition.x - self.x) + c2 * Math.random() * (bestPosition.x - self.x); self.velocity.y = w * self.velocity.y + c1 * Math.random() * (self.bestPosition.y - self.y) + c2 * Math.random() * (bestPosition.y - self.y); // Update position self.x += self.velocity.x; self.y += self.velocity.y; // Update best personal position if (self.distanceTo(bestPosition) < self.distanceTo(self.bestPosition)) { self.bestPosition.x = self.x; self.bestPosition.y = self.y; } }; self.distanceTo = function (position) { var dx = self.x - position.x; var dy = self.y - position.y; return Math.sqrt(dx * dx + dy * dy); }; // Initialize velocity and bestPosition self.velocity = { x: 0, y: 0 }; 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 = []; // Initialize global best position for the swarm var globalBestPosition = { x: 1024, y: 1366 }; // 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; // Update global best position if necessary if (sheep.distanceTo(globalBestPosition) < sheep.distanceTo(sheep.bestPosition)) { globalBestPosition.x = sheep.x; globalBestPosition.y = sheep.y; } 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 () { // Move each sheep and update global best position for (var i = 0; i < sheepArray.length; i++) { var sheep = sheepArray[i]; sheep.move(globalBestPosition); sheep.avoidWalls(); sheep.avoidDog(shepherdDog); // Update global best position if necessary if (sheep.distanceTo(globalBestPosition) < sheep.distanceTo(sheep.bestPosition)) { globalBestPosition.x = sheep.x; globalBestPosition.y = sheep.y; } } }); // 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
@@ -7,46 +7,40 @@
var sheepGraphics = self.attachAsset('sheep', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.speed = 1;
+ self.direction = Math.random() * Math.PI * 2;
+ self.move = function (bestPosition) {
+ var w = 0.5; // Inertia weight
+ var c1 = 0.8; // Cognitive weight
+ var c2 = 0.9; // Social weight
+ // Update velocity
+ self.velocity.x = w * self.velocity.x + c1 * Math.random() * (self.bestPosition.x - self.x) + c2 * Math.random() * (bestPosition.x - self.x);
+ self.velocity.y = w * self.velocity.y + c1 * Math.random() * (self.bestPosition.y - self.y) + c2 * Math.random() * (bestPosition.y - self.y);
+ // Update position
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Update best personal position
+ if (self.distanceTo(bestPosition) < self.distanceTo(self.bestPosition)) {
+ self.bestPosition.x = self.x;
+ self.bestPosition.y = self.y;
+ }
+ };
+ self.distanceTo = function (position) {
+ var dx = self.x - position.x;
+ var dy = self.y - position.y;
+ return Math.sqrt(dx * dx + dy * dy);
+ };
+ // Initialize velocity and bestPosition
self.velocity = {
- x: Math.random() * 2 - 1,
- y: Math.random() * 2 - 1
+ x: 0,
+ y: 0
};
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;
}
@@ -83,13 +77,23 @@
// Shepherd dog asset
// Sheep asset
// Initialize sheep array
var sheepArray = [];
+// Initialize global best position for the swarm
+var globalBestPosition = {
+ x: 1024,
+ y: 1366
+};
// 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;
+ // Update global best position if necessary
+ if (sheep.distanceTo(globalBestPosition) < sheep.distanceTo(sheep.bestPosition)) {
+ globalBestPosition.x = sheep.x;
+ globalBestPosition.y = sheep.y;
+ }
game.addChild(sheep);
sheepArray.push(sheep);
}
// Create shepherd dog and add it to the game
@@ -103,21 +107,19 @@
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
+ // Move each sheep and update global best position
for (var i = 0; i < sheepArray.length; i++) {
var sheep = sheepArray[i];
- sheep.move(swarmBestPosition);
+ sheep.move(globalBestPosition);
sheep.avoidWalls();
sheep.avoidDog(shepherdDog);
+ // Update global best position if necessary
+ if (sheep.distanceTo(globalBestPosition) < sheep.distanceTo(sheep.bestPosition)) {
+ globalBestPosition.x = sheep.x;
+ globalBestPosition.y = sheep.y;
+ }
}
});
// Ensure the game is touchscreen compatible
game.on('down', function (obj) {
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