User prompt
optimize the distance between the fence so that there is an integer number of fences to the left and right of the space.
User prompt
optimize the distance between the fence so that there is an integer number of fences to the left and right of the space.
User prompt
put a fence on the screen one after another in a line from the right border of the screen to the left border, in the center of the screen make a space instead of two fences
User prompt
when the dogs don't move show for 1 second woof on the top right of the dog and on the top left of the dog2.
User prompt
when the dogs don't move show for 1 second woof on the top right of the dog and on the top left of the dog2.
User prompt
Fix Bug: 'ReferenceError: dogGraphics is not defined' in or related to this line: 'self.x = dog.x + (dogGraphics.visible ? dog.width / 2 : -dog.width / 2);' Line Number: 268
User prompt
when the dogs don't move show for 1 second woof on the top right of the dog and on the top left of the dog2.
User prompt
grass shouldn't be born on rocks.
User prompt
add collision to the stones
User prompt
stone and grass must not come into contact
User prompt
stone should constantly appear from the top edge of the screen in random order, there should not be more than 3 stones on the screen at the same time, synchronize the speed of the stones with the grass
User prompt
once a second next to 3 random sheep show "baa" for 1 second, when "baa" becomes visible it should move with the sheep
User prompt
make baa appear once a second on three randomly selected sheep for 1 second.
User prompt
make baa appear once a second on three randomly selected sheep.
User prompt
make turns smoother, a turn can only be reversed when it is fully completed
User prompt
make turns smoother, a turn can only be reversed when it is fully completed
User prompt
turn the sheep 5 degrees to the left if it moves to the left
User prompt
turn the sheep 5 degrees to the right if it moves to the right
User prompt
turn the sheep 5 degrees to the right if it moves to the right, turn the sheep 5 degrees to the left if it moves to the left
User prompt
make turns smoother
User prompt
make turns smoother
User prompt
turn the sheep 30 degrees to the left if it moves to the left
User prompt
turn the sheep 30 degrees to the right if it moves to the right
User prompt
change the background color to this A7D397.
User prompt
change the background color to this A7D397.
/**** * 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 () { var deltaX = Math.cos(self.direction) * self.speed; var deltaY = Math.sin(self.direction) * self.speed; self.x += deltaX; self.y += deltaY; if (deltaX > 0) { self.rotation = 5 * (Math.PI / 180); } else if (deltaX < 0) { self.rotation = -5 * (Math.PI / 180); } }; self.avoidWalls = function () { if (self.x < 300 || self.x > 1748 || self.y < 300 || self.y > 2432) { self.direction += Math.PI; } }; self.avoidDog = function (dog, targetPosition) { if (self.intersects(dog)) { var dx = targetPosition.x - self.x; var dy = targetPosition.y - self.y; self.direction = Math.atan2(dy, dx); } }; self.avoidSheep = function (sheepArray, stoneArray) { 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 = 1; var avoidanceAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction self.direction = avoidanceAngle; self.x += Math.cos(self.direction) * self.speed * avoidanceForce; self.y += Math.sin(self.direction) * self.speed * avoidanceForce; } } } // Avoid stones for (var j = 0; j < stoneArray.length; j++) { var stone = stoneArray[j]; var dx = stone.x - self.x; var dy = stone.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < personalSpace) { var avoidanceForce = 1; var avoidanceAngle = Math.atan2(dy, dx) + Math.PI; // Opposite direction self.direction = avoidanceAngle; self.x += Math.cos(self.direction) * self.speed * avoidanceForce; self.y += Math.sin(self.direction) * self.speed * avoidanceForce; } } }; }); // Baa class var Baa = Container.expand(function () { var self = Container.call(this); var baaGraphics = self.attachAsset('baa', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; self.currentSheep = null; self.show = function (sheep) { if (!self.currentSheep) { self.currentSheep = []; } self.currentSheep.push(sheep); self.visible = true; LK.setTimeout(function () { self.currentSheep.splice(self.currentSheep.indexOf(sheep), 1); if (self.currentSheep.length === 0) { self.visible = false; } }, 1000); }; self.tick = function () { if (self.visible && self.currentSheep && self.currentSheep.length > 0) { for (var i = 0; i < self.currentSheep.length; i++) { var sheep = self.currentSheep[i]; self.x = sheep.x; self.y = sheep.y - sheep.height / 2 - self.height / 2; } } }; }); // Shepherd dog class with two states var Dog = Container.expand(function () { var self = Container.call(this); 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; // Initially hide the dog2 self.targetPosition = { x: 1024, y: 1366 }; // Default target position in the middle self.move = function (pos, lastPos) { self.x = pos.x; self.y = pos.y; if (pos.x > lastPos.x) { dogGraphics.visible = true; dog2Graphics.visible = false; } else if (pos.x < lastPos.x) { dogGraphics.visible = false; dog2Graphics.visible = true; } }; self.lastPos = { x: self.x, y: self.y }; // Store the last position self.setTargetPosition = function (pos) { self.targetPosition = pos; }; }); // GrassLayer class var GrassLayer = Container.expand(function () { var self = Container.call(this); GrassLayer.prototype.addGrassWithLimitedNumber = function () { var interval = 1000; // Interval of 1 second LK.setInterval(function () { if (self.grassInstances.length < 20) { self.addGrass(); } if (self.stoneInstances.length < 3) { self.addStone(); } }, interval); }; self.stoneInstances = []; self.addStone = function () { var stone = new Stone(); self.addChild(stone); self.stoneInstances.push(stone); self.avoidStoneGrassCollision(stone); }; self.avoidStoneGrassCollision = function (stone) { for (var i = 0; i < self.grassInstances.length; i++) { var grass = self.grassInstances[i]; if (stone.intersects(grass)) { stone.resetPosition(); i = -1; // Restart the loop to check for collisions again } } }; self.moveStones = function () { for (var j = 0; j < self.stoneInstances.length; j++) { self.stoneInstances[j].move(); } }; self.grassInstances = []; self.addGrass = function () { var grass = new Grass(); self.addChild(grass); self.grassInstances.push(grass); self.avoidGrassStoneCollision(grass); }; self.avoidGrassStoneCollision = function (grass) { for (var i = 0; i < self.stoneInstances.length; i++) { var stone = self.stoneInstances[i]; if (grass.intersects(stone)) { grass.resetPosition(); i = -1; // Restart the loop to check for collisions again } } }; self.moveGrass = function () { for (var j = 0; j < self.grassInstances.length; j++) { self.grassInstances[j].move(); } }; self.addGrassWithUniformInterval = function () { self.addGrass(); var interval = 1000; // Uniform interval of 1 second LK.setInterval(self.addGrass, interval); }; self.addGrassWithLimitedNumber(); // Initialize the process with a limited number of grass instances }); // Grass class var Grass = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass', { anchorX: 0.5, anchorY: 0.5 }); self.resetPosition = function () { self.x = Math.random() * 2048; self.y = -self.height; }; self.move = function () { self.y += 2; // Move down at a constant speed if (self.y > 2732) { // If grass is below the screen self.resetPosition(); // Reset to the top } }; self.resetPosition(); // Initialize position }); // Stone class var Stone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); self.resetPosition = function () { self.x = Math.random() * 2048; self.y = -self.height; }; self.move = function () { self.y += 2; // Move down at the same speed as grass if (self.y > 2732) { // If stone is below the screen self.resetPosition(); // Reset to the top } }; self.resetPosition(); // Initialize position }); // Fence class var Fence = Container.expand(function () { var self = Container.call(this); var fenceGraphics = self.attachAsset('fence', { anchorX: 0.5, anchorY: 0.5 }); self.setPosition = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xA7D397 // New background color }); /**** * Game Code ****/ // Initialize grass layer and add it to the game var grassLayer = game.addChild(new GrassLayer()); // Initialize sheep array // Sheep asset // Shepherd dog asset var sheepArray = []; // Place fences in a line across the screen with a space in the center var fenceWidth = LK.getAsset('fence', {}).width; var screenHeight = 2732; var spaceBetweenFences = fenceWidth; var numberOfFences = Math.ceil(2048 / fenceWidth); var spaceIndex = Math.floor(numberOfFences / 2); for (var i = 0; i < numberOfFences; i++) { if (i !== spaceIndex && i !== spaceIndex - 1) { // Skip two indexes for the space var fence = new Fence(); fence.setPosition(i * fenceWidth + fenceWidth / 2, screenHeight / 2); game.addChild(fence); } } // 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 and handle direction game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.move(pos, shepherdDog.lastPos); shepherdDog.lastPos = pos; // Update the last position }); // Main game tick event var baaInstance = game.addChild(new Baa()); LK.setInterval(function () { for (var i = 0; i < 3; i++) { var randomSheepIndex = Math.floor(Math.random() * sheepArray.length); var randomSheep = sheepArray[randomSheepIndex]; baaInstance.show(randomSheep); } }, 1000); LK.on('tick', function () { // Move each sheep, handle collisions, update Baa position, move grass instances, and move stones baaInstance.tick(); grassLayer.moveGrass(); grassLayer.moveStones(); // Move the stones for (var i = 0; i < sheepArray.length; i++) { var sheep = sheepArray[i]; sheep.move(); sheep.avoidWalls(); sheep.avoidDog(shepherdDog, shepherdDog.targetPosition); sheep.avoidSheep(sheepArray, grassLayer.stoneInstances); } }); // Ensure the game is touchscreen compatible game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.setTargetPosition(pos); shepherdDog.move(pos, shepherdDog.lastPos); shepherdDog.lastPos = pos; // Update the last position }); game.on('up', function (obj) { var pos = obj.event.getLocalPosition(game); shepherdDog.setTargetPosition(pos); });
===================================================================
--- original.js
+++ change.js
@@ -1,24 +1,7 @@
/****
* Classes
****/
-// Woof class
-var Woof = Container.expand(function () {
- var self = Container.call(this);
- var woofGraphics = self.attachAsset('woof', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.visible = false;
- self.show = function (dog) {
- self.x = dog.x + (dogGraphics.visible ? dog.width / 2 : -dog.width / 2);
- self.y = dog.y - dog.height / 2 - self.height / 2;
- self.visible = true;
- LK.setTimeout(function () {
- self.visible = false;
- }, 1000);
- };
-});
// Sheep class
var Sheep = Container.expand(function () {
var self = Container.call(this);
var sheepGraphics = self.attachAsset('sheep', {
@@ -130,9 +113,8 @@
self.targetPosition = {
x: 1024,
y: 1366
}; // Default target position in the middle
- self.woofInstance = null; // Reference to the Woof instance
self.move = function (pos, lastPos) {
self.x = pos.x;
self.y = pos.y;
if (pos.x > lastPos.x) {
@@ -141,25 +123,16 @@
} else if (pos.x < lastPos.x) {
dogGraphics.visible = false;
dog2Graphics.visible = true;
}
- if (self.x === lastPos.x && self.y === lastPos.y) {
- // Dog did not move, show woof
- if (!self.woofInstance.visible) {
- self.woofInstance.show(self);
- }
- }
};
self.lastPos = {
x: self.x,
y: self.y
}; // Store the last position
self.setTargetPosition = function (pos) {
self.targetPosition = pos;
};
- // Initialize Woof instance
- self.woofInstance = new Woof();
- game.addChild(self.woofInstance);
});
// GrassLayer class
var GrassLayer = Container.expand(function () {
var self = Container.call(this);
@@ -262,8 +235,20 @@
}
};
self.resetPosition(); // Initialize position
});
+// Fence class
+var Fence = Container.expand(function () {
+ var self = Container.call(this);
+ var fenceGraphics = self.attachAsset('fence', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.setPosition = function (x, y) {
+ self.x = x;
+ self.y = y;
+ };
+});
/****
* Initialize Game
****/
@@ -278,9 +263,22 @@
var grassLayer = game.addChild(new GrassLayer());
// Initialize sheep array
// Sheep asset
// Shepherd dog asset
-var sheepArray = [];
+var sheepArray = []; // Place fences in a line across the screen with a space in the center
+var fenceWidth = LK.getAsset('fence', {}).width;
+var screenHeight = 2732;
+var spaceBetweenFences = fenceWidth;
+var numberOfFences = Math.ceil(2048 / fenceWidth);
+var spaceIndex = Math.floor(numberOfFences / 2);
+for (var i = 0; i < numberOfFences; i++) {
+ if (i !== spaceIndex && i !== spaceIndex - 1) {
+ // Skip two indexes for the space
+ var fence = new Fence();
+ fence.setPosition(i * fenceWidth + fenceWidth / 2, screenHeight / 2);
+ game.addChild(fence);
+ }
+}
// 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, 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