User prompt
deplace the chocolate to the right
User prompt
wait 2 seconds before show game over
User prompt
and now its game over :)
User prompt
place finishedHearth at the center of the screen
User prompt
Please fix the bug: 'Timeout.tick error: finishedHeart is not defined' in or related to this line: 'if (child !== scoreText && child !== finishedHeart) {' Line Number: 135
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now show the finished heart
User prompt
crée le finishedHearth
User prompt
create the finishedHearth
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when hearthMoldChoco is dragged into the oven, show the finishedHearth and don't hide the oven
User prompt
when hearthMoldChoco is dragged into the oven, show the finishedHearth
User prompt
enleve le game oveer
User prompt
you d'int change anything, don't talk to me, do it
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i mean do it
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i just clicked on the hearth mold and all hided, i wanna hide evrything only when the hearthMoldChoco has been dragged in the oven
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when the hearthMoldChoco touches the oven, hide evrything
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Please fix the bug: 'ReferenceError: hearthMoldChoco is not defined' in or related to this line: 'if (fryingPanChoco.intersects(heartMold) && !hearthMoldChoco) {' Line Number: 123
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stop creates clones of the hearthMoldChoco when its dragging
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when the fryingPanChoco touches the hearthMold, he have to be hide définitivement
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こんにちは
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'clone')' in or related to this line: 'self.clone = function () {' Line Number: 115
User prompt
You didn't change anything.
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Back. Head. Always do it. You didn't change anything.
/****
* Classes
****/
var HearthMoldChoco = Container.expand(function () {
var self = Container.call(this);
var hearthMoldChocoGraphics = self.attachAsset('hearthMoldChoco', {
anchorX: 0.5,
anchorY: 0.5
});
self.draggable = true;
self.on('down', function () {
if (dragNode == null) {
dragNode = self;
}
});
self.on('up', function () {
dragNode = null;
});
self.on('move', function (obj) {
if (dragNode == self) {
var pos = obj.event.getLocalPosition(game);
self.x = pos.x - self.width / 2;
self.y = pos.y - self.height / 2;
}
});
});
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,
anchorY: 0
});
self.draggable = true;
self.on('down', function () {
dragNode = self;
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8B4513 // Chocolate brown background
});
/****
* Game Code
****/
var oven = game.addChild(LK.getAsset('oven', {
anchorX: 0.5,
anchorY: 0.5
}));
oven.x = game.width / 2;
oven.y = game.height / 2;
oven.visible = false;
LK.on('tick', function () {
if (fryingPanChoco.intersects(heartMold)) {
var hearthMoldChoco = game.addChild(new HearthMoldChoco());
hearthMoldChoco.x = heartMold.x;
hearthMoldChoco.y = heartMold.y;
fryingPanChoco.visible = false;
fryingPanChoco.x = -1000; // move it out of the screen
oven.visible = true;
}
});
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;
if (dragNode && typeof dragNode.melt === 'function') {
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 = false;
// 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 / 3;
fryingPanChoco.y = game.height / 3;
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.