User prompt
When the last row of fence is hidden behind the bottom edge of the screen, make farm appear from the top,
User prompt
when the last 20 rows of fence will disappear behind the bottom edge of the screen make the farm appear from the upper part, when the farm reaches the middle of the screen display a greeting on the middle of the screen for 4 seconds.
User prompt
when the last 20 rows of fence will disappear behind the bottom edge of the screen make the farm appear from the upper part, when the farm reaches the middle of the screen display a greeting on the middle of the screen for 4 seconds.
User prompt
the game ends when there's only one sheep left.
User prompt
when 20 fence rows have passed, stop giving birth to fence rows.
User prompt
When there are three sheep left, make them glow pink, without changing the end game conditions.
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'sheepArray[i].graphics.tint = 0xFF69B4; // Pink color' Line Number: 493
User prompt
When there are three sheep left, make them glow pink, without changing the end game conditions.
User prompt
When there are three sheep left, make them glow pink, without changing the end game conditions.
User prompt
Please fix the bug: 'TypeError: sheep.glow is not a function' in or related to this line: 'sheep.glow({' Line Number: 424
User prompt
When there are three sheep left, make them glow pink, without changing the end game conditions.
User prompt
When there are three sheep left, make them glow pink, without changing the end game conditions.
User prompt
When there are three sheep left, make them glow pink
User prompt
When there are three sheep left, make them glow pink, when there are two sheep left, game over.
User prompt
When there are three sheep left, make them glow pink, when there are two sheep left, game over.
User prompt
When there are three sheep left, make them glow pink
User prompt
When there are three sheep left, make them glow pink, when there are two sheep left, game over.
User prompt
Please fix the bug: 'TypeError: sheepArray[i].glow is not a function' in or related to this line: 'sheepArray[i].glow(0xFF69B4); // Make sheep glow pink' Line Number: 495
User prompt
when there are 4 sheep left, they should start glowing pink
User prompt
when there are three sheep left, they should start glowing pink
User prompt
when there are three sheep left, they should start glowing pink, the game ends when there are two sheep left
User prompt
when there are three sheep left, they should start glowing pink, the game ends when there are two sheep left
User prompt
when there are three sheep left, they should start glowing pink, the game ends when there are two sheep left
User prompt
when there are three sheep left, they should start glowing pink, the game ends when there are two sheep left
User prompt
Please fix the bug: 'TypeError: LK.effects.glowObject is not a function' in or related to this line: 'LK.effects.glowObject(sheepArray[i], 0xFF69B4, 1000);' Line Number: 493
/**** * 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 > 14 && (i < spaceIndex - 2 || i > spaceIndex + 2) || self.rowCounter > 10 && (i < spaceIndex - 1 || i > spaceIndex + 1) || self.rowCounter > 5 && self.rowCounter <= 10 && (i === spaceIndex - 3 || i === spaceIndex + 3) || self.rowCounter >= 16 && self.rowCounter <= 20 && 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 += 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.rowCounter < 20) { 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 <= 1) { 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
@@ -473,9 +473,9 @@
sheepArray.splice(i, 1);
}
}
// Check if there are no sheep left and end the game if true
- if (sheepArray.length <= 2) {
+ if (sheepArray.length <= 1) {
LK.showGameOver();
}
});
// Ensure the game is touchscreen compatible
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