User prompt
double the sheep speed with Particle Swarm Optimisation, the sheep should not stick together.
User prompt
double the sheep speed with Particle Swarm Optimisation, sheep should not collide and stick together.
User prompt
double the speed of the sheep with Particle Swarm Optimisation, the sheep should not collide.
User prompt
when moving to the right, show the dog and hide the dog2 when moving to the left, show the dog2 and hide the dog.
User prompt
the speed should return to its previous speed at the first collision with another sheep
User prompt
the speed should return to its previous speed at the first collision with another sheep
User prompt
the speed should return to its previous speed at the first collision with another sheep
User prompt
redo the interaction between the sheep and the dog, the sheep should push away from the dog with a slight increase in speed
User prompt
the speed of the sheep after being pushed by the dog must return to the same speed after the first collision with another sheep.
User prompt
the speed of the sheep after being pushed by the dog must return to the same speed after the first collision with another sheep.
User prompt
the sheep must push away from the dog with twice the speed
User prompt
create an area around the dog with a diameter of 300 pixels from which the sheep will be repelled.
User prompt
create an area around the dog with a diameter of 300 pixels from which the sheep will be repelled.
User prompt
the sheep and the dog must be mutually repulsive.
User prompt
the sheep and the dog must be mutually repulsive.
User prompt
Fix Bug: 'TypeError: shepherdDog.avoidSheep is not a function' in or related to this line: 'shepherdDog.avoidSheep(sheepArray);' Line Number: 134
User prompt
Fix Bug: 'TypeError: shepherdDog.avoidSheep is not a function' in or related to this line: 'shepherdDog.avoidSheep(sheepArray);' Line Number: 134
User prompt
the sheep and the dog must be mutually repulsive.
User prompt
the sheep and the dog must be mutually repulsive.
User prompt
when moving up, show the sheep and hide the sheep2 when moving down, show the sheep2 and hide the sheep.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var gBestAttraction = Math.atan2(gBest.y - self.y, gBest.x - self.x);' Line Number: 61
User prompt
optimise sheep movements using Particle Swarm Optimisation so that there are no collisions between sheep
User prompt
when moving to the right, show the dog and hide the dog2 when moving to the left, show the dog2 and hide the dog.
User prompt
Fix Bug: 'TypeError: self.getChildByName is not a function' in or related to this line: 'self.removeChild(self.getChildByName('dog2'));' Line Number: 69
User prompt
Fix Bug: 'TypeError: self.detachAsset is not a function' in or related to this line: 'self.detachAsset('dog');' Line Number: 76
/**** * 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 = 2; self.direction = Math.random() * Math.PI * 2; self.move = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; self.avoidWalls = function () { if (self.x < 300 || self.x > 1748 || self.y < 300 || self.y > 2432) { self.direction += Math.PI; } }; self.avoidDog = function (dog) { var dx = dog.x - self.x; var dy = dog.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var repulsionRadius = 200; // Define a repulsion radius for the dog if (distance < repulsionRadius) { var repulsionForce = repulsionRadius - distance; var repulsionAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction self.direction += (repulsionAngle - self.direction) * repulsionForce / repulsionRadius; } }; self.avoidSheep = function (sheepArray) { var personalSpace = 150; // Define a personal space radius for each sheep for (var i = 0; i < sheepArray.length; i++) { var otherSheep = sheepArray[i]; if (self !== otherSheep) { var dx = otherSheep.x - self.x; var dy = otherSheep.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < personalSpace) { var avoidanceForce = personalSpace - distance; var avoidanceAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction self.direction += (avoidanceAngle - self.direction) * avoidanceForce / personalSpace; } } } }; }); // Shepherd dog class var Dog = Container.expand(function () { var self = Container.call(this); Dog.prototype.avoidSheep = function (sheepArray) { var repulsionRadius = 200; // Define a repulsion radius for sheep for (var i = 0; i < sheepArray.length; i++) { var sheep = sheepArray[i]; var dx = sheep.x - this.x; var dy = sheep.y - this.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < repulsionRadius) { var repulsionForce = repulsionRadius - distance; var repulsionAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction sheep.direction += (repulsionAngle - sheep.direction) * repulsionForce / repulsionRadius; } } }; var dogGraphics = self.attachAsset('dog', { anchorX: 0.5, anchorY: 0.5 }); var dog2Graphics = self.attachAsset('dog2', { anchorX: 0.5, anchorY: 0.5 }); dog2Graphics.visible = false; self.move = function (pos, lastPos) { self.x = pos.x; self.y = pos.y; if (lastPos && pos.x > lastPos.x) { dogGraphics.visible = true; dog2Graphics.visible = false; } else if (lastPos && pos.x < lastPos.x) { dogGraphics.visible = false; dog2Graphics.visible = true; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x90EE90 // Light green background }); /**** * Game Code ****/ // Initialize sheep array // Sheep asset // Shepherd dog asset 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 = 300 + Math.random() * (2048 - 600); sheep.y = 300 + Math.random() * (2732 - 600); 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 var lastPosition = null; game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.move(pos, lastPosition); lastPosition = { x: pos.x, y: pos.y }; }); // Main game tick event LK.on('tick', function () { // Move each sheep and handle collisions for (var i = 0; i < sheepArray.length; i++) { var sheep = sheepArray[i]; sheep.move(); sheep.avoidWalls(); sheep.avoidDog(shepherdDog); sheep.avoidSheep(sheepArray); } // Make the dog repel sheep shepherdDog.avoidSheep(sheepArray); }); // Ensure the game is touchscreen compatible game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.move(pos, lastPosition); lastPosition = { x: pos.x, y: pos.y }; }); game.on('up', function (obj) { // This can be used for future features where the dog stops moving on touch up });
===================================================================
--- original.js
+++ change.js
@@ -7,36 +7,28 @@
var sheepGraphics = self.attachAsset('sheep', {
anchorX: 0.5,
anchorY: 0.5
});
- sheepGraphics.visible = true;
- var sheep2Graphics = self.attachAsset('sheep2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- sheep2Graphics.visible = false;
self.speed = 2;
self.direction = Math.random() * Math.PI * 2;
self.move = function () {
- var prevY = self.y;
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- if (prevY < self.y) {
- sheepGraphics.visible = false;
- sheep2Graphics.visible = true;
- } else if (prevY > self.y) {
- sheepGraphics.visible = true;
- sheep2Graphics.visible = false;
- }
};
self.avoidWalls = function () {
if (self.x < 300 || self.x > 1748 || self.y < 300 || self.y > 2432) {
self.direction += Math.PI;
}
};
self.avoidDog = function (dog) {
- if (self.intersects(dog)) {
- self.direction += Math.PI / 2;
+ var dx = dog.x - self.x;
+ var dy = dog.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var repulsionRadius = 200; // Define a repulsion radius for the dog
+ if (distance < repulsionRadius) {
+ var repulsionForce = repulsionRadius - distance;
+ var repulsionAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction
+ self.direction += (repulsionAngle - self.direction) * repulsionForce / repulsionRadius;
}
};
self.avoidSheep = function (sheepArray) {
var personalSpace = 150; // Define a personal space radius for each sheep
@@ -57,8 +49,22 @@
});
// Shepherd dog class
var Dog = Container.expand(function () {
var self = Container.call(this);
+ Dog.prototype.avoidSheep = function (sheepArray) {
+ var repulsionRadius = 200; // Define a repulsion radius for sheep
+ for (var i = 0; i < sheepArray.length; i++) {
+ var sheep = sheepArray[i];
+ var dx = sheep.x - this.x;
+ var dy = sheep.y - this.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < repulsionRadius) {
+ var repulsionForce = repulsionRadius - distance;
+ var repulsionAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction
+ sheep.direction += (repulsionAngle - sheep.direction) * repulsionForce / repulsionRadius;
+ }
+ }
+ };
var dogGraphics = self.attachAsset('dog', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -126,8 +132,10 @@
sheep.avoidWalls();
sheep.avoidDog(shepherdDog);
sheep.avoidSheep(sheepArray);
}
+ // Make the dog repel sheep
+ shepherdDog.avoidSheep(sheepArray);
});
// Ensure the game is touchscreen compatible
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
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