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hide the mouse cursor
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add a light green background.
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add a green background.
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make the sheep's repulsion force from the dog greater.
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make the repulsor force three times greater.
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make the repulsor force three times greater
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the dog must push the sheep away without touching them
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optimise sheep movements using Particle Swarm Optimisation so that there are no collisions between sheep
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introduce collisions for sheep.
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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: 37
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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: 37
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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 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: 'sheepArray.forEach(function (otherSheep) {' Line Number: 41
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implement Particle Swarm Optimisation to move the sheep without colliding with each other
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Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'avoidDog')' in or related to this line: 'self.avoidDog = function (dog) {' Line Number: 119
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Fix Bug: 'TypeError: sheep.avoidDog is not a function' in or related to this line: 'sheep.avoidDog(shepherdDog);' Line Number: 146
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implement ant colony 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: 'sheepArray.forEach(function (otherSheep) {' Line Number: 68
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (sheepArray.length > 1) {' Line Number: 52
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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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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'sheepArray.forEach(function (otherSheep) {' Line Number: 70
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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: 68
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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: 57
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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
/**** * 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 (sheepArray, shepherdDog) { var personalSpace = 100; var alignmentWeight = 0.5; var cohesionWeight = 0.1; var separationWeight = 0.5; var shepherdInfluenceWeight = 0.5; var vx = 0; var vy = 0; var alignment = { x: 0, y: 0 }; var cohesion = { x: 0, y: 0 }; var separation = { x: 0, y: 0 }; var shepherdInfluence = { x: 0, y: 0 }; // Alignment: Match velocity with nearby sheep if (sheepArray && sheepArray.length > 0) { if (sheepArray && sheepArray.length > 0) { sheepArray.forEach(function (otherSheep) { if (otherSheep !== self && self.distanceTo(otherSheep) < personalSpace) { alignment.x += Math.cos(otherSheep.direction); alignment.y += Math.sin(otherSheep.direction); } }); } if (sheepArray.length > 1) { alignment.x /= sheepArray.length - 1; alignment.y /= sheepArray.length - 1; } } // Cohesion: Move towards the center of mass of the flock if (sheepArray && sheepArray.length > 0) { sheepArray.forEach(function (otherSheep) { if (otherSheep !== self) { cohesion.x += otherSheep.x - self.x; cohesion.y += otherSheep.y - self.y; } }); cohesion.x /= sheepArray.length - 1; cohesion.y /= sheepArray.length - 1; } // Separation: Avoid getting too close to one another sheepArray.forEach(function (otherSheep) { if (otherSheep !== self && self.distanceTo(otherSheep) < personalSpace) { separation.x += self.x - otherSheep.x; separation.y += self.y - otherSheep.y; } }); // Shepherd influence: Avoid the shepherd dog if (self.distanceTo(shepherdDog) < personalSpace) { shepherdInfluence.x = self.x - shepherdDog.x; shepherdInfluence.y = self.y - shepherdDog.y; } // Calculate the combined vector vx = alignment.x * alignmentWeight + cohesion.x * cohesionWeight + separation.x * separationWeight + shepherdInfluence.x * shepherdInfluenceWeight; vy = alignment.y * alignmentWeight + cohesion.y * cohesionWeight + separation.y * separationWeight + shepherdInfluence.y * shepherdInfluenceWeight; // Update position and direction self.x += vx; self.y += vy; self.direction = Math.atan2(vy, vx); }; self.distanceTo = function (other) { var dx = self.x - other.x; var dy = self.y - other.y; return Math.sqrt(dx * dx + dy * dy); }; 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 () { // Move each sheep for (var i = 0; i < sheepArray.length; i++) { var sheep = sheepArray[i]; sheep.move(); 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
@@ -35,9 +35,9 @@
y: 0
};
// Alignment: Match velocity with nearby sheep
if (sheepArray && sheepArray.length > 0) {
- if (sheepArray) {
+ if (sheepArray && sheepArray.length > 0) {
sheepArray.forEach(function (otherSheep) {
if (otherSheep !== self && self.distanceTo(otherSheep) < personalSpace) {
alignment.x += Math.cos(otherSheep.direction);
alignment.y += Math.sin(otherSheep.direction);
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