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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(); }); 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 }); self.draggable = true; self.on('down', function () { dragNode = self; }); }); /**** * 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); }
===================================================================
--- original.js
+++ change.js
@@ -59,8 +59,12 @@
var fryingPanChocoGraphics = self.attachAsset('fryingPanChoco', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.draggable = true;
+ self.on('down', function () {
+ dragNode = self;
+ });
});
/****
* Initialize Game
@@ -153,9 +157,9 @@
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 / 5;
+fryingPanChoco.x = game.width / 2;
fryingPanChoco.y = game.height / 2;
fryingPanChoco.visible = false;
fryingPan.chocolateCount = 0;
/*
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.