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Fait qu'on puisse draguer le frying pan chocolat.
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Quand le score est égal à 5, faites disparaître toutes les barres de chocolat.
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Quand le score est égal à 5, montre le frying pan choco.
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j'ajoute seulement 1 à ce corps quand le chocolat de barre touche la poêle
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Garde une liste des chocolats de bar qui sont meltes pour ne les traiter qu'une seule fois.
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enleve le destruy
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remet l'incrementation du score dans melt
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detruis la chocolate bar dès quelle touche le fryingPan
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non pendant le move
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apel melt pendant le mode drag
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Dans le Melt de chocolate bar, ajoute 1 au score.
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Désactive l'update de FryingPan.
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Le score ne doit augmenter que de 1 par barre de chocolat.
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stop hinding chocolateBar when it touches the fryingPan
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stop hindiong chocolateBar when it touches the fryingPan
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ajoute que 1 a score quand une chocolateBar touche le fryingPan
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appel la fonction update de frying pan
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Dans la classe `FryingPan`:** - Vous pourriez avoir une méthode `update` qui vérifie régulièrement si un `ChocolateBar` est en contact avec le `FryingPan`. - Pour chaque `ChocolateBar` qui touche le `FryingPan`, augmentez le score de 1 de la même manière que décrite ci-dessus.
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fait que quand un chocolateBar touche le FryingPan ajoute 1 a score
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fait que quand un chocolateBar touche le FryingPan ajoute 1 a score
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'chocolateBars.push(chocolateBar);' Line Number: 80
/****
* Classes
****/
var ChocolateBar = Container.expand(function () {
var self = Container.call(this);
var chocolateGraphics = self.attachAsset('chocolateBar', {
anchorX: 0.5,
anchorY: 0.5
});
self.draggable = false;
self.on('down', function () {
dragNode = self;
});
self.melt = function () {
if (this.x >= fryingPan.x - fryingPan.width / 2 && this.x <= fryingPan.x + fryingPan.width / 2 && this.y >= fryingPan.y - fryingPan.height / 2 && this.y <= fryingPan.y + fryingPan.height / 2) {
fryingPan.chocolateCount++;
LK.setScore(LK.getScore() + 1);
scoreText.setText('Score: ' + LK.getScore());
this.visible = false;
}
};
});
var HeartMold = Container.expand(function () {
var self = Container.call(this);
var moldGraphics = self.attachAsset('heartMold', {
anchorX: 0.5,
anchorY: 0.5
});
self.fill = function () {
// Filling logic will be implemented here
};
});
var FinishedHeart = Container.expand(function () {
var self = Container.call(this);
var finishedHeartGraphics = self.attachAsset('finishedHeart', {
anchorX: 0.5,
anchorY: 0.5
});
});
var FryingPan = Container.expand(function () {
var self = Container.call(this);
var fryingPanGraphics = self.attachAsset('fryingPan', {
anchorX: 0.5,
anchorY: 0.5
});
});
var FryingPanChoco = Container.expand(function () {
var self = Container.call(this);
var fryingPanChocoGraphics = self.attachAsset('fryingPanChoco', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8B4513 // Chocolate brown background
});
/****
* Game Code
****/
var chocolateBars = [];
// Reinitialize chocolate bars to ensure they are at the foreground
for (var i = 0; i < 5; i++) {
var chocolateBar = new ChocolateBar();
chocolateBar.x = 100 + i * (chocolateBar.width + 10);
chocolateBar.y = 100;
chocolateBars.push(chocolateBar);
game.addChild(chocolateBar);
}
LK.on('tick', function () {
scoreText.setText('Score: ' + LK.getScore());
});
var dragNode = null;
var chocolateBars = [];
var heartMold = game.addChild(new HeartMold());
heartMold.x = game.width / 2;
heartMold.y = game.height - heartMold.height / 2;
var finishedHearts = [];
// Event listener for moving the chocolate bars
game.on('move', function (obj) {
var pos = obj.event.getLocalPosition(game);
if (dragNode) {
dragNode.x = pos.x - dragNode.width / 2;
dragNode.y = pos.y - dragNode.height / 2;
}
});
// Event listener for releasing the chocolate bars
game.on('up', function (obj) {
dragNode = null;
});
// Event listener for baking the chocolate in the oven
// Event listener for filling the heart mold
heartMold.on('down', function () {
heartMold.fill();
});
// Create a Text2 object to display the score
var scoreText = new Text2('Score: 0', {
size: 150,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0,
visible: true
});
scoreText.visible = true;
// Position the score text at the top center of the screen
scoreText.x = game.width / 2; // Center the score text horizontally
scoreText.y = 50; // Position the score text at the top of the screen
LK.gui.top.addChild(scoreText); // Add the score text to the GUI overlay
// Update the score display whenever the score changes
LK.on('tick', function () {
scoreText.setText('Score: ' + LK.getScore());
});
// Game tick logic
LK.on('tick', function () {
// Melting chocolate bars
chocolateBars.forEach(function (bar, index) {
if (bar.isMelted) {
bar.destroy();
chocolateBars.splice(index, 1);
}
});
// Filling the heart mold
if (heartMold.isFilled) {
var finishedHeart = new FinishedHeart();
finishedHeart.x = heartMold.x;
finishedHeart.y = heartMold.y;
finishedHearts.push(finishedHeart);
game.addChild(finishedHeart);
heartMold.isFilled = false;
}
// Update finished hearts
finishedHearts.forEach(function (heart, index) {
// Any logic for finished hearts
});
});
var fryingPan = game.addChild(new FryingPan());
fryingPan.x = game.width / 2;
fryingPan.y = game.height / 2 - 200; // Position above the fryingPanChoco
var fryingPanChoco = game.addChild(new FryingPanChoco());
fryingPanChoco.x = game.width / 2;
fryingPanChoco.y = game.height / 2;
fryingPanChoco.visible = false;
fryingPan.chocolateCount = 0;
fryingPan.update = function () {
if (this.chocolateCount == 5) {
this.visible = false;
fryingPanChoco.visible = true;
}
};
a chocolate bar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple fraying pan. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make the water more brown
rempli en gris
rempli le de chocolat
a simple fridge. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a chocolate hearth. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.