User prompt
clean up the gaps between the fence
User prompt
take out the space between the fence
User prompt
add one fence per row to the right and left of the center of the screen, after 5 rows have passed across the screen
User prompt
add one fence per row to the right and left of the center of the screen, after 5 rows have passed across the screen
User prompt
add fence to a row after 5 rows have passed and in the following rows.
User prompt
add fence in a row to the right and left of the center of the screen
User prompt
Add a counter to track the number of fence rows passed. Increment the passed fence rows counter when a fence row moves off screen. Modify the addFenceRow method to add two additional fences after every 5 fence rows. Reset the passed fence rows counter after adding the additional fences.
User prompt
give the arrow a transparency of 0.3
User prompt
Make the arrow translucent by setting its alpha property to 0.3
User prompt
haystacks should not be born closer than 300 pixels to the edges of the screen
User prompt
Make the arrow translucent by setting its alpha property to 0.3
User prompt
make the arrow translucent.
User prompt
the first time a sheep encounters a haystack, add another sheep to the game 300 pixels from the top of the screen.
User prompt
the first time a sheep collides with a haystack, add another sheep to the game at the bottom of the screen, ignore subsequent collisions of the same sheep, ignore collisions of a newly born sheep.
User prompt
the first time a sheep collides with a haystack, add another sheep to the game next to the haystack, subsequent collisions of the same sheep ignore, collisions of a newly born sheep ignore
User prompt
the first time a sheep collides with a haystack, add another sheep next to the haystack to the game, subsequent collisions of the same sheep to ignore
User prompt
when a sheep collides with a haystack, add another sheep to the game next to the haystack, make the birth of a new sheep with a yellow special effect.
User prompt
haystack must be destroyed on contact with the fence
User prompt
The haystack should constantly appear from the top edge of the screen in random order, there should not be more than 1 haystack on the screen at a time, synchronize the speed of the haystack movement with the grass
User prompt
The haystack should constantly appear from the top edge of the screen in random order, there should not be more than 1 haystack on the screen at a time, synchronize the speed of the haystack movement with the grass
User prompt
stones and grass must be destroyed on contact with 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 < this.stoneInstances.length; i++) {' Line Number: 56
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'isCollidingWithStones')' in or related to this line: 'if (!grassLayer.isCollidingWithStones(fence)) {' Line Number: 66
User prompt
the stones and the fence must never overlap.
User prompt
Fix Bug: 'Timeout.tick error: game.getChildByName is not a function' in or related to this line: 'var fenceLayer = game.getChildByName('FenceLayer');' Line Number: 256
/**** * Classes ****/ var Intro = Container.expand(function () { var self = Container.call(this); var introGraphics = self.attachAsset('intro', { anchorX: 0.5, anchorY: 1 }); self.x = 2048 / 2; self.y = 2732 - 450; self.show = function () { self.visible = true; LK.setTimeout(function () { self.visible = false; }, 3000); }; self.show(); }); var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.setPosition = function (x, y) { self.x = x; self.y = y; }; self.show = function () { self.visible = true; LK.setTimeout(function () { self.visible = false; }, 3000); }; }); // FenceLayer class var FenceLayer = Container.expand(function () { var self = Container.call(this); FenceLayer.prototype.isCollidingWithStones = function (fence) { for (var i = 0; i < this.stoneInstances.length; i++) { if (fence.intersects(this.stoneInstances[i])) { return true; } } return false; }; self.fenceInstances = []; self.addFenceRow = function (grassLayer) { 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 - 3 || i > spaceIndex + 3) { var fence = new Fence(); var positionX = i * fenceWidth + spaceWidth / 2; fence.setPosition(positionX, -fence.height); if (!self.isCollidingWithStones(fence)) { 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 += 4; // 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 = 2; 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, fenceArray) { 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; } } // Avoid fences for (var k = 0; k < fenceArray.length; k++) { var fence = fenceArray[k]; var dx = fence.x - self.x; var dy = fence.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.isCollidingWithStones = function (fence) { for (var i = 0; i < this.stoneInstances.length; i++) { if (fence.intersects(this.stoneInstances[i])) { return true; } } return false; }; 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 += 4; // 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 += 4; // 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; }; }); // Mouse class var Mouse = Container.expand(function () { var self = Container.call(this); var mouseGraphics = self.attachAsset('mouse', { anchorX: 0.5, anchorY: 0.5 }); self.setPosition = function (x, y) { self.x = x; self.y = y; }; self.show = function () { self.visible = true; LK.setTimeout(function () { self.visible = false; }, 3000); }; }); // Instructions class var Instructions = Container.expand(function () { var self = Container.call(this); var instructionsText = new Text2('Use circular mouse movements to gather the sheep into a flock', { size: 70, fill: "#ffffff", align: 'center' }); self.addChild(instructionsText); instructionsText.anchor.set(0.5, 1); instructionsText.x = 2048 / 2; instructionsText.y = 2732 - 200; self.show = function () { self.visible = true; LK.setTimeout(function () { self.visible = false; }, 4000); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xA7D397 // New background color }); /**** * Game Code ****/ var instructions = game.addChild(new Instructions()); instructions.show(); // Initialize and display the Arrow // Intro instance creation moved below Sheep instances // Arrow instance creation moved below Sheep instances // Initialize and display the Mouse // Mouse instance creation moved below Sheep instances // 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 Intro, Arrow, and Mouse instances to appear above the sheep layer var intro = game.addChild(new Intro()); var arrow = new Arrow(); arrow.setPosition(2048 / 2, 2732 - arrow.height / 2 - 300); game.addChild(arrow); arrow.show(); var mouse = new Mouse(); mouse.setPosition(2048 / 2, 2732 - mouse.height / 2 - 300); game.addChild(mouse); mouse.show(); // 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); } }, 500); 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 = sheepArray.length - 1; i >= 0; i--) { var sheep = sheepArray[i]; sheep.move(); sheep.avoidWalls(); sheep.avoidDog(shepherdDog, shepherdDog.targetPosition); sheep.avoidSheep(sheepArray, grassLayer.stoneInstances, fenceLayer.fenceInstances); if (sheep.y > 2732) { game.removeChild(sheep); sheepArray.splice(i, 1); } } // Check if there are no sheep left and end the game if true if (sheepArray.length === 0) { LK.showGameOver(); } }); // 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
@@ -36,8 +36,16 @@
});
// FenceLayer class
var FenceLayer = Container.expand(function () {
var self = Container.call(this);
+ FenceLayer.prototype.isCollidingWithStones = function (fence) {
+ for (var i = 0; i < this.stoneInstances.length; i++) {
+ if (fence.intersects(this.stoneInstances[i])) {
+ return true;
+ }
+ }
+ return false;
+ };
self.fenceInstances = [];
self.addFenceRow = function (grassLayer) {
var fenceWidth = LK.getAsset('fence', {}).width;
var totalFenceWidth = fenceWidth * Math.floor(2048 / fenceWidth);
@@ -47,9 +55,9 @@
if (i < spaceIndex - 3 || i > spaceIndex + 3) {
var fence = new Fence();
var positionX = i * fenceWidth + spaceWidth / 2;
fence.setPosition(positionX, -fence.height);
- if (!grassLayer.isCollidingWithStones(fence)) {
+ if (!self.isCollidingWithStones(fence)) {
self.addChild(fence);
self.fenceInstances.push(fence);
}
}
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