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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 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; } }); self.clone = function () { return; }; }); 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); }
===================================================================
--- original.js
+++ change.js
@@ -22,8 +22,11 @@
self.x = pos.x - self.width / 2;
self.y = pos.y - self.height / 2;
}
});
+ self.clone = function () {
+ return;
+ };
});
var ChocolateBar = Container.expand(function () {
var self = Container.call(this);
var chocolateGraphics = self.attachAsset('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.