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39 bug the help mall choco create clones when we drag it i don't wanna that
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Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var pos = obj.event.getLocalPosition(game);' Line Number: 32
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bug the heart mold choco creates many clones I don't wanna this I just wanna create I don't wanna create clones
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Do that we can only drag one mold, not, don't create clones.
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Do a drag function for the hearthMoldChoco
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Mets le oven au centre.
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The oven should be showed only when the frying pan choco interacts with the half-mold choco.
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Bug, I don't see the oven.
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Please fix the bug: 'ReferenceError: oven is not defined' in or related to this line: 'oven.visible = true;' Line Number: 104
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Now, show the oven when the fryingPanChoco interects the hearth mold
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thank you so much now can you show the oven when it's
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Show it. That's a note.
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I didn't tell you to talk to me. I tell you to do it. Règle le problème.
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Quand le Frying Pan Choco touche le Herd Mode, cache le Frying Pan Choco.
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Quand la poêle remplie de chocolat touche le heart mold, tâche-le.
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quand fryingPanChoco touche le hearth mold, cache le fryingPanChoco
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Please fix the bug: 'ReferenceError: HearthMoldChoco is not defined' in or related to this line: 'var hearthMoldChoco = game.addChild(new HearthMoldChoco());' Line Number: 92
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quand fryingPanChoco touche le hearth mold, montre le hearthMoldChoco
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quand le fryingPanChoco touche le hearthMold cache les
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hide the score
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'TypeError: dragNode.melt is not a function' in or related to this line: 'dragNode.melt();' Line Number: 105
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Fait qu'on puisse draguer le frying pan chocolat.
Code edit (1 edits merged)
Please save this source code
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Quand le score est égal à 5, faites disparaître toutes les barres de chocolat.
/****
* 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();
});
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 && !meltedChocolateBars.includes(this)) {
meltedChocolateBars.push(this);
LK.setScore(LK.getScore() + 1);
}
};
});
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
});
self.chocolateCount = 0;
/*self.update = function () {
// Check if any ChocolateBar is in contact
chocolateBars.forEach(function (bar) {
if (bar.x >= self.x - self.width / 2 && bar.x <= self.x + self.width / 2 && bar.y >= self.y - self.height / 2 && bar.y <= self.y + self.height / 2) {
// Increase score by 1
LK.setScore(LK.getScore() + 1);
// Optionally, make the chocolate bar disappear or move it away
}
});
};*/
});
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 meltedChocolateBars = [];
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;
dragNode.melt();
}
});
// 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
});
// Show the frying pan with chocolate and make all chocolate bars disappear when the score reaches 5
if (LK.getScore() == 5) {
fryingPan.visible = false;
fryingPanChoco.visible = true;
// Make all chocolate bars disappear
chocolateBars.forEach(function (bar) {
bar.destroy();
});
chocolateBars = [];
}
});
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;
}
};
*/
// Initialize chocolate bars
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);
}
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.