User prompt
make the game twice as fast.
User prompt
widen the gap in the fence row, there should be four fences missing in the center of the screen
User prompt
grass, rocks and fence should never overlap each other
User prompt
Fix Bug: 'Timeout.tick error: instance.resetPosition is not a function' in or related to this line: 'instance.resetPosition();' Line Number: 211
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (instance !== other && instance.intersects(other)) {' Line Number: 210
User prompt
grass, rocks and fence should never overlap each other
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var stoneGraphics = self.attachAsset('rock', {' Line Number: 272
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('grass', {' Line Number: 255
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var grassGraphics = self.attachAsset('grass', {' Line Number: 255
User prompt
Fix Bug: 'Timeout.tick error: elements[j].resetPosition is not a function' in or related to this line: 'elements[j].resetPosition();' Line Number: 210
User prompt
Fix Bug: 'Timeout.tick error: self.avoidStoneGrassCollision is not a function' in or related to this line: 'self.avoidStoneGrassCollision(stone);' Line Number: 220
User prompt
Fix Bug: 'Timeout.tick error: self.avoidGrassStoneCollision is not a function' in or related to this line: 'self.avoidGrassStoneCollision(grass);' Line Number: 232
User prompt
grass, rocks and fence should never overlap each other
User prompt
grass and rocks should not be born closer than 50 pixels to the fence
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < self.fenceInstances.length; i++) {' Line Number: 248
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < self.fenceInstances.length; i++) {' Line Number: 246
User prompt
grass and rocks should not be born closer than 50 pixels to the fence
User prompt
grass and rocks should not be born closer than 50 pixels to the fence
User prompt
this row of fence should constantly appear from the top edge of the screen at random times, with no more than one row of fence on the screen at a time, synchronize the speed of movement of the fence with the grass
User prompt
a string of fence should constantly appear from the top edge of the screen at random times, with no more than one fence string on the screen at a time, synchronize the speed of fence movement with the grass
User prompt
synchronize the speed of the fence with the grass
User prompt
Fix Bug: 'Timeout.tick error: Fence is not a constructor' in or related to this line: 'var fence = new Fence();' Line Number: 264
User prompt
a string of fence should constantly appear from the top edge of the screen at random times, with no more than one fence string on the screen at a time, synchronize the speed of fence movement with the grass
User prompt
fence should constantly appear from the top edge of the screen at random times, and there should not be more than one fence on the screen at the same time, synchronize the speed of fence movement with the grass
User prompt
two fences must be missing from the center of the screen
/**** * Classes ****/ // FenceLayer class var FenceLayer = Container.expand(function () { var self = Container.call(this); self.fenceInstances = []; self.addFenceRow = function () { var fenceWidth = LK.getAsset('fence', {}).width; var totalFenceWidth = fenceWidth * Math.floor(2048 / fenceWidth); var spaceWidth = 2048 - totalFenceWidth; var spaceIndex = Math.floor(2048 / fenceWidth / 2); for (var i = 0; i < spaceIndex * 2 + 1; i++) { if (i !== spaceIndex && i !== spaceIndex - 1 && i !== spaceIndex + 1) { var fence = new Fence(); var positionX = i * fenceWidth + spaceWidth / 2; fence.setPosition(positionX, -fence.height); self.addChild(fence); self.fenceInstances.push(fence); } } }; self.moveFences = function () { for (var i = self.fenceInstances.length - 1; i >= 0; i--) { var fence = self.fenceInstances[i]; fence.y += 2; // Move down at the same speed as grass if (fence.y > 2732) { self.removeChild(fence); self.fenceInstances.splice(i, 1); } } }; self.scheduleNextFenceRow = function () { var minInterval = 3000; // Minimum 3 seconds before a new row can appear var maxInterval = 7000; // Maximum 7 seconds before a new row can appear var interval = Math.random() * (maxInterval - minInterval) + minInterval; LK.setTimeout(function () { if (self.fenceInstances.length === 0) { self.addFenceRow(); } self.scheduleNextFenceRow(); }, interval); }; self.scheduleNextFenceRow(); }); // 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 fence layer and add it to the game var fenceLayer = game.addChild(new FenceLayer()); // Initialize sheep array // Sheep asset // Shepherd dog asset var sheepArray = []; // Place fences in a line across the screen with a space in the center // 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, move stones, and move fences baaInstance.tick(); grassLayer.moveGrass(); grassLayer.moveStones(); // Move the stones fenceLayer.moveFences(); // Move the fences 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
@@ -1,7 +1,49 @@
/****
* Classes
****/
+// FenceLayer class
+var FenceLayer = Container.expand(function () {
+ var self = Container.call(this);
+ self.fenceInstances = [];
+ self.addFenceRow = function () {
+ var fenceWidth = LK.getAsset('fence', {}).width;
+ var totalFenceWidth = fenceWidth * Math.floor(2048 / fenceWidth);
+ var spaceWidth = 2048 - totalFenceWidth;
+ var spaceIndex = Math.floor(2048 / fenceWidth / 2);
+ for (var i = 0; i < spaceIndex * 2 + 1; i++) {
+ if (i !== spaceIndex && i !== spaceIndex - 1 && i !== spaceIndex + 1) {
+ var fence = new Fence();
+ var positionX = i * fenceWidth + spaceWidth / 2;
+ fence.setPosition(positionX, -fence.height);
+ self.addChild(fence);
+ self.fenceInstances.push(fence);
+ }
+ }
+ };
+ self.moveFences = function () {
+ for (var i = self.fenceInstances.length - 1; i >= 0; i--) {
+ var fence = self.fenceInstances[i];
+ fence.y += 2; // Move down at the same speed as grass
+ if (fence.y > 2732) {
+ self.removeChild(fence);
+ self.fenceInstances.splice(i, 1);
+ }
+ }
+ };
+ self.scheduleNextFenceRow = function () {
+ var minInterval = 3000; // Minimum 3 seconds before a new row can appear
+ var maxInterval = 7000; // Maximum 7 seconds before a new row can appear
+ var interval = Math.random() * (maxInterval - minInterval) + minInterval;
+ LK.setTimeout(function () {
+ if (self.fenceInstances.length === 0) {
+ self.addFenceRow();
+ }
+ self.scheduleNextFenceRow();
+ }, interval);
+ };
+ self.scheduleNextFenceRow();
+});
// Sheep class
var Sheep = Container.expand(function () {
var self = Container.call(this);
var sheepGraphics = self.attachAsset('sheep', {
@@ -235,39 +277,8 @@
}
};
self.resetPosition(); // Initialize position
});
-// FenceLayer class
-var FenceLayer = Container.expand(function () {
- var self = Container.call(this);
- self.fenceString = null;
- self.addFenceString = function () {
- if (!self.fenceString || self.fenceString.y > 2732) {
- self.fenceString = new FenceString();
- self.addChild(self.fenceString);
- }
- };
- self.moveFences = function () {
- if (self.fenceString) {
- self.fenceString.y += 2; // Synchronize with the speed of grass
- if (self.fenceString.y > 2732) {
- self.fenceString.destroy();
- self.fenceString = null;
- }
- }
- };
-});
-// FenceString class
-var FenceString = Container.expand(function () {
- var self = Container.call(this);
- self.y = -139.08; // Start just above the top edge
- var fenceWidth = LK.getAsset('fence', {}).width;
- for (var i = 0; i < Math.floor(2048 / fenceWidth); i++) {
- var fence = new Fence();
- fence.setPosition(i * fenceWidth, 0);
- self.addChild(fence);
- }
-});
// Fence class
var Fence = Container.expand(function () {
var self = Container.call(this);
var fenceGraphics = self.attachAsset('fence', {
@@ -296,9 +307,9 @@
var fenceLayer = game.addChild(new FenceLayer());
// 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
// 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);
@@ -325,20 +336,14 @@
var randomSheep = sheepArray[randomSheepIndex];
baaInstance.show(randomSheep);
}
}, 1000);
-// Add logic to create and move fence strings
-LK.setInterval(function () {
- fenceLayer.addFenceString();
-}, Math.random() * 3000 + 2000); // Random time between 2 and 5 seconds
LK.on('tick', function () {
- fenceLayer.moveFences();
-});
-LK.on('tick', function () {
- // Move each sheep, handle collisions, update Baa position, move grass instances, and move stones
+ // Move each sheep, handle collisions, update Baa position, move grass instances, move stones, and move fences
baaInstance.tick();
grassLayer.moveGrass();
grassLayer.moveStones(); // Move the stones
+ fenceLayer.moveFences(); // Move the fences
for (var i = 0; i < sheepArray.length; i++) {
var sheep = sheepArray[i];
sheep.move();
sheep.avoidWalls();
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