User prompt
when there are three sheep left, they should start glowing pink, the game ends when there are two sheep left
User prompt
the game ends when there are two sheep left
User prompt
make the sheep's pink color lighter.
User prompt
when there are three sheep left, they should start glowing pink.
User prompt
the game ends when there are two sheep left
User prompt
17, 18, 19, 20 from the start of the game row add one fence to the row to the right of the center of the screen
User prompt
to the sixteenth row from the beginning of the game, add one fence to the row to the right of the center of the screen
User prompt
when 14 rows have passed since the beginning of the game, add 5 fences per row.
User prompt
when 15 rows have passed since the beginning of the game, add 6 fences per row.
User prompt
to the sixteenth row from the beginning of the game, add one fence to the right of the center of the screen
User prompt
turn the last three sheep pink.
User prompt
turn the last three sheep pink.
User prompt
When there are 3 sheep left, do a special effect to turn them pink.
User prompt
When there are 3 sheep left, do a special effect to turn them pink.
User prompt
When there are 3 sheep left, do a special effect to turn them pink.
User prompt
When there are 3 sheep left, do a special effect to turn them pink.
User prompt
When there are 3 sheep left, do a special effect to turn them pink.
User prompt
When there are 3 sheep left, make them pink.
User prompt
When there are 3 sheep left, make them blink pink at a rate of once per second.
User prompt
When there are 3 sheep left, make them blink pink at a rate of once per second.
User prompt
When there are 3 sheep left, make them turn pink once a second.
User prompt
Fix Bug: 'TypeError: sheep.move is not a function' in or related to this line: 'sheep.move();' Line Number: 495
User prompt
When there are 3 sheep left, make them turn pink once a second.
User prompt
When there are 3 sheep left, make them blink pink at a rate of 1 per second.
User prompt
When there are 3 sheep left, make them flicker pink at a rate of once per second.
/****
* Classes
****/
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);
};
});
// 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;
};
});
// 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;
};
});
// FenceLayer class
var FenceLayer = Container.expand(function () {
var self = Container.call(this);
self.fenceInstances = [];
self.rowCounter = 0; // Initialize the row counter
self.addFenceRow = function () {
self.rowCounter++; // Increment the row counter each time a new row is added
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 || self.rowCounter > 10 && (i < spaceIndex - 1 || i > spaceIndex + 1) || self.rowCounter > 5 && self.rowCounter <= 10 && (i === spaceIndex - 3 || i === spaceIndex + 3)) {
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();
});
// 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
});
// 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
});
// 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);
};
});
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();
});
// 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);
};
});
// 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;
}
}
};
});
// 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
});
/****
* 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 <= 3) {
for (var i = 0; i < sheepArray.length; i++) {
sheepArray[i].tint = 0xFF69B4; // Pink color
}
if (sheepArray.length == 2) {
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
@@ -471,14 +471,15 @@
sheepArray.splice(i, 1);
}
}
// Check if there are no sheep left and end the game if true
- if (sheepArray.length <= 2) {
- LK.showGameOver();
- } else if (sheepArray.length === 3) {
- sheepArray.forEach(function (sheep) {
- sheep.tint = 0xFF69B4; // Making sheep pink
- });
+ if (sheepArray.length <= 3) {
+ for (var i = 0; i < sheepArray.length; i++) {
+ sheepArray[i].tint = 0xFF69B4; // Pink color
+ }
+ if (sheepArray.length == 2) {
+ LK.showGameOver();
+ }
}
});
// Ensure the game is touchscreen compatible
game.on('down', function (obj) {
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