User prompt
count the rows of fence, after five rows of fence, stop giving birth to them.
User prompt
count the rows of fence, after five rows of fence, stop giving birth to them. Instead of the previous rows there should appear rows in which 4 fences are missing in the center
User prompt
count the rows of fence, after five rows of fence, stop giving birth to them. Instead of the previous rows there should appear rows in which 4 fences are missing in the center
User prompt
after passing 5 fence rows from the beginning of the game, the fence rows must consist of 2 more fences than before.
User prompt
after passing 5 fence rows from the beginning of the game, the fence rows must consist of 2 more fences than before.
User prompt
after 5 rows of fences have passed across the screen, change the number of fences in the row, add one fence to the right and left of the center of the screen.
User prompt
make the gap in the fence row smaller, there should be four fences missing in the center of the screen after 5 rows of fences run across the screen
User prompt
make the gap in the fence row smaller, there should be four fences missing in the center of the screen after 5 rows of fences run across the screen
User prompt
after passing 5 rows of fence from the beginning of the game, add one additional fence to each successive row to the right and left of the center of the screen
User prompt
after passing 5 rows of fence from the beginning of the game, add one additional fence to each successive row to the right and left of the center of the screen
User prompt
add one additional fence per row to the right and left of the center of the screen after passing 5 rows of fence from the beginning of the game .
User prompt
There must not be 4 fences in the center of a row of fences, after 5 rows have passed since the start of the game
User prompt
There must not be 4 fences in the center of a row of fences, after 5 rows have passed since the start of the game
User prompt
Modify the addFenceRow method to add one additional fence per row to the right and left of the center of the screen after 5 fence rows have passed from the start of the game .
User prompt
Modify the addFenceRow method to add one additional fence per row to the right and left of the center of the screen after 5 fence rows have passed from the start of the game .
User prompt
Add a counter to track the number of fence rows traveled. Increase the count of fence rows traveled when a fence row moves off screen.
User prompt
put the fences in a row close to each other without a gap, do not change the space in the center of the screen, do not change the number of fences.
User prompt
put the fences in a row close to each other without a gap, do not change the space in the center of the screen, do not change the number of fences.
User prompt
put fence in a row close to each other without a gap, do not change the space in the center of the screen
User prompt
put fence in a row close to each other without a gap, do not change the space in the center of the screen
User prompt
put fence in a row close to each other without a gap, do not change the space in the center of the screen
User prompt
put the fences in the row tighter together, do not change the space in the center of the screen
User prompt
put the fences in the row tighter together, do not change the space in the center of the screen
User prompt
make the gaps between adjacent fence 1 pixel, do not change the space in the center of the screen
User prompt
make the gaps between adjacent fence 1 pixel, do not change the space in the center of the screen
/**** * 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, alpha: 0.3 }); 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); 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) { 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 += 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.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 // Check for collision with any fence for (var i = 0; i < fenceLayer.fenceInstances.length; i++) { if (self.intersects(fenceLayer.fenceInstances[i])) { self.destroy(); // Destroy the grass return; // Exit the function to prevent further movement } } 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 // Check for collision with any fence for (var i = 0; i < fenceLayer.fenceInstances.length; i++) { if (self.intersects(fenceLayer.fenceInstances[i])) { self.destroy(); // Destroy the stone return; // Exit the function to prevent further movement } } 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
@@ -44,9 +44,9 @@
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) {
+ if (i !== spaceIndex) {
var fence = new Fence();
var positionX = i * fenceWidth + spaceWidth / 2;
fence.setPosition(positionX, -fence.height);
self.addChild(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