User prompt
when the counter value reaches 20, the farm should start moving downwards from the top of the screen
User prompt
when the 20th row of fence goes beyond the bottom edge of the screen, the truss should start moving downwards from the top of the screen.
User prompt
create a counter that counts the number of fence rows that have gone past the bottom edge of the screen.
User prompt
check the fence row counter, and when it reaches 20, after 5 seconds, add the farm to the game.
User prompt
Keep track of the number of rows of fences added to the game and add the farm object to the game after the 20th row of fences disappears behind the bottom edge of the screen
User prompt
Please fix the bug: 'TypeError: game.contains is not a function' in or related to this line: 'if (self.rowCounter >= 20 && !game.contains(farm)) {' Line Number: 168
User prompt
Keep track of the number of rows of fences added to the game and add the farm object to the game after the 20th row of fences disappears behind the bottom edge of the screen
User prompt
Implement a method in the Farm class that gradually changes its y-axis position from the top border of the screen to the center of the screen
User prompt
After the 20th row of fences has been created, add the farm object to the game. This can be done by checking the fence row counter, and when it reaches 20, to add the farm to the game.
User prompt
**Track Fence Rows**: Keep track of the number of fence rows that have been added to the game. This can be done by incrementing a counter each time a new row of fences is created.
User prompt
**Initialize the Farm Object**: Within the game code, after defining the Farm class, initialize the farm object but do not add it to the game immediately. Set its initial position to be just above the top border of the screen so that it's not visible initially.
User prompt
the farm didn't show up, fix it.
User prompt
make the farm appear from the top border of the screen and move with the grass on top of all layers in the middle of the screen, after 20 enclosures
User prompt
make the farm appear from the top border of the screen on top of all layers in the middle of the screen, after 20 fence
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'LK.gui.front.addChild(farm);' Line Number: 179
User prompt
the farm didn't show up, fix it.
User prompt
the farm didn't show up, fix it.
User prompt
make the farm appear from the top border of the screen on top of all layers, after 20 fence
User prompt
make the farm appear from the top border of the screen on top of all layers, after 20 fence
User prompt
make the farm appear from the top border of the screen on top of all layers, after 20 fence
User prompt
make the farm appear from the top border of the screen on top of all layers, after the 20 fence is gone
User prompt
make the farm appear from the top border of the screen on top of all layers, after the 20 fence is gone
User prompt
make the farm appear from the top border of the screen on top of all layers, after the 20 fence is gone
User prompt
make the farm appear from the top of the screen after the 20 fence is gone.
User prompt
make the farm appear from the top of the screen after 20 fence
/**** * 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; }; }); // Farm class var Farm = Container.expand(function () { var self = Container.call(this); var farmGraphics = self.attachAsset('farm', { anchorX: 0.5, anchorY: 0.5 }); self.resetPosition = function () { self.x = 1024; // Center of the screen self.y = -self.height; // Start from the top }; self.move = function () { self.y += 4; // Move down at a constant speed if (self.y > 2732) { self.destroy(); // Destroy the farm if it moves off the screen } }; 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; }; }); // 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 if (self.rowCounter === 20) { game.addChild(farm); farm.y = -farm.height; // Set initial position to be just above the top border of the screen } 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 ****/ // Initialize the Farm object var farm = new Farm(); farm.y = -farm.height; // Set initial position to be just above the top border of the screen 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 three or less sheep left and apply a pink special effect to them if (sheepArray.length <= 3) { for (var i = 0; i < sheepArray.length; i++) { LK.effects.flashObject(sheepArray[i], 0xFFB6C1, 5000); } } // End the game when there's only one sheep left 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
@@ -123,8 +123,12 @@
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
+ if (self.rowCounter === 20) {
+ game.addChild(farm);
+ farm.y = -farm.height; // Set initial position to be just above the top border of the screen
+ }
var fenceWidth = LK.getAsset('fence', {}).width;
var totalFenceWidth = fenceWidth * Math.floor(2048 / fenceWidth);
var spaceWidth = 2048 - totalFenceWidth;
var spaceIndex = Math.floor(2048 / fenceWidth / 2);
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