User prompt
make the farm appear from the top of the screen after 20 fence
User prompt
make the farm appear from the top of the screen.
User prompt
make the farm appear from the top border of the screen after the fence birth is completed
User prompt
pink special effect, make it lighter
User prompt
When there are three sheep or less left, apply the pink special effect to them.
User prompt
When there are three sheep left, make them pink.
User prompt
When there are three sheep left, make them pink.
User prompt
When there are three sheep left, make them pink.
User prompt
after overcoming all the obstacles, the sheep come to the farm.
User prompt
the farm should appear from the top edge of the screen, synchronize the speed of the stones with the grass.
User prompt
make the Farm appear from outside the top border of the screen
User prompt
make the Farm appear from outside the top border of the screen, right after the fence rows finish being born
User prompt
make the Farm appear from outside the top border of the screen, right after the fence rows finish being born
User prompt
Add Farm class
User prompt
make the farm appear on top of the last fence.
User prompt
make farm appear on top when fence birth is complete.
User prompt
Please fix the bug: 'TypeError: game.getChildByName is not a function' in or related to this line: 'if (fenceLayer.rowCounter >= 20 && !game.getChildByName('Farm')) {' Line Number: 445
User prompt
add the appearance of farm from the top edge of the screen , provided the fence has stopped spawning.
User prompt
make the farm appear from the top edge of the screen after the fence stops being born.
User prompt
make the farm appear from the top edge of the screen after the fence stops being born.
User prompt
farm should appear from the top edge of the screen after the 20th row of fence has disappeared,
User prompt
make the farm appear from the top of the screen after the 20th row of fence disappears.
User prompt
farm should appear from the top edge of the screen after all the fence rows are finished.
User prompt
farm should appear from the top edge of the screen after all the fence rows are finished.
User prompt
when the farm reaches the middle of the screen, display a greeting in the middle of the screen for 4 seconds.
/**** * 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 <= 3) { for (var i = 0; i < sheepArray.length; i++) { sheepArray[i].tint = 0xFF69B4; // Pink color } } 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
@@ -138,10 +138,8 @@
if (self.fenceInstances.length === 0) {
self.addFenceRow();
}
self.scheduleNextFenceRow();
- } else {
- return;
}
}, interval);
};
self.scheduleNextFenceRow();
@@ -475,8 +473,13 @@
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 <= 1) {
LK.showGameOver();
}
});
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