User prompt
Add houses
User prompt
Please fix the bug: 'Uncaught TypeError: phoneGraphics.containsPoint is not a function' in or related to this line: 'return phoneGraphics.containsPoint(point);' Line Number: 57
User prompt
Add phone in my shop
User prompt
Customer come my shop
User prompt
Customer come my shop
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'detail')' in or related to this line: 'if (obj.event.detail === 2) {' Line Number: 161
User prompt
Buy old phone
User prompt
Create a shop
User prompt
Please fix the bug: 'Uncaught TypeError: player.phones[i].containsPoint is not a function' in or related to this line: 'if (player.phones[i].containsPoint(localPos)) {' Line Number: 100
Initial prompt
Phone seller
/**** * Classes ****/ // Customer class representing a customer entity var Customer = Container.expand(function () { var self = Container.call(this); var customerGraphics = self.attachAsset('customer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed of the customer self.targetX = Math.random() * 2048; // Random target position self.targetY = Math.random() * 2732; // Random target position // Method to update the customer's position self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { self.targetX = Math.random() * 2048; self.targetY = Math.random() * 2732; } }; }); // House class representing a house entity var House = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 0.5 }); self.price = 500; // Initial price of the house self.upgradeLevel = 0; // Initial upgrade level // Method to upgrade the house self.upgrade = function () { self.upgradeLevel++; self.price += 200; // Increase price with each upgrade }; // Method to sell the house self.sell = function () { var sellPrice = self.price; self.destroy(); return sellPrice; }; // Method to check if a point is within the house's bounds self.containsPoint = function (point) { var bounds = houseGraphics.getBounds(); return point.x >= bounds.x && point.x <= bounds.x + bounds.width && point.y >= bounds.y && point.y <= bounds.y + bounds.height; }; }); //<Assets used in the game will automatically appear here> // Phone class representing a phone entity var Phone = Container.expand(function () { var self = Container.call(this); var phoneGraphics = self.attachAsset('phone', { anchorX: 0.5, anchorY: 0.5 }); self.price = 100; // Initial price of the phone self.upgradeLevel = 0; // Initial upgrade level // Method to upgrade the phone self.upgrade = function () { self.upgradeLevel++; self.price += 50; // Increase price with each upgrade }; // Method to sell the phone self.sell = function () { var sellPrice = self.price; self.destroy(); return sellPrice; }; // Method to check if a point is within the phone's bounds self.containsPoint = function (point) { var bounds = phoneGraphics.getBounds(); return point.x >= bounds.x && point.x <= bounds.x + bounds.width && point.y >= bounds.y && point.y <= bounds.y + bounds.height; }; }); // Player class representing the player entity var Player = Container.expand(function () { var self = Container.call(this); self.money = 500; // Initial money self.phones = []; // Array to hold player's phones // Method to buy a phone self.buyPhone = function () { if (self.money >= 100) { var newPhone = new Phone(); newPhone.x = Math.random() * 2048; newPhone.y = Math.random() * 2732; self.phones.push(newPhone); game.addChild(newPhone); self.money -= 100; } }; // Method to upgrade a phone self.upgradePhone = function (phone) { if (self.money >= 50) { phone.upgrade(); self.money -= 50; } }; // Method to sell a phone self.sellPhone = function (phone) { var sellPrice = phone.sell(); self.money += sellPrice; var index = self.phones.indexOf(phone); if (index > -1) { self.phones.splice(index, 1); } }; }); // Shop class representing the shop entity var Shop = Container.expand(function () { var self = Container.call(this); self.buyPhone = function (player) { if (player.money >= 100) { var newPhone = new Phone(); newPhone.x = Math.random() * 2048; newPhone.y = Math.random() * 2732; player.phones.push(newPhone); game.addChild(newPhone); player.money -= 100; } }; self.upgradePhone = function (player, phone) { if (player.money >= 50) { phone.upgrade(); player.money -= 50; } }; self.sellPhone = function (player, phone) { var sellPrice = phone.sell(); player.money += sellPrice; var index = player.phones.indexOf(phone); if (index > -1) { player.phones.splice(index, 1); } }; // Method to buy a house self.buyHouse = function (player) { if (player.money >= 500) { var newHouse = new House(); newHouse.x = Math.random() * 2048; newHouse.y = Math.random() * 2732; houses.push(newHouse); game.addChild(newHouse); player.money -= 500; } }; // Method to upgrade a house self.upgradeHouse = function (player, house) { if (player.money >= 200) { house.upgrade(); player.money -= 200; } }; // Method to sell a house self.sellHouse = function (player, house) { var sellPrice = house.sell(); player.money += sellPrice; var index = houses.indexOf(house); if (index > -1) { houses.splice(index, 1); } }; // Method to buy an old phone self.buyOldPhone = function (player) { if (player.money >= 50) { // Old phones cost less var oldPhone = new Phone(); oldPhone.x = Math.random() * 2048; oldPhone.y = Math.random() * 2732; oldPhone.price = 50; // Set the price of the old phone player.phones.push(oldPhone); game.addChild(oldPhone); player.money -= 50; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = new Player(); game.addChild(player); // Add phone to the shop var phone = new Phone(); phone.x = 1024; // Center of the screen horizontally phone.y = 1366; // Center of the screen vertically game.addChild(phone); // Initialize customers var customers = []; for (var i = 0; i < 5; i++) { var customer = new Customer(); customer.x = Math.random() * 2048; customer.y = Math.random() * 2732; customers.push(customer); game.addChild(customer); } // Initialize houses var houses = []; for (var i = 0; i < 3; i++) { var house = new House(); house.x = Math.random() * 2048; house.y = Math.random() * 2732; houses.push(house); game.addChild(house); } // Initialize customers var customers = []; for (var i = 0; i < 5; i++) { var customer = new Customer(); customer.x = Math.random() * 2048; customer.y = Math.random() * 2732; customers.push(customer); game.addChild(customer); } // Initialize shop var shop = new Shop(); // Display player's money var moneyTxt = new Text2('Money: $' + player.money, { size: 50, fill: "#ffffff" }); moneyTxt.anchor.set(0.5, 0); LK.gui.top.addChild(moneyTxt); // Update money display function updateMoneyDisplay() { moneyTxt.setText('Money: $' + player.money); } // Handle game updates game.update = function () { // Update money display every tick updateMoneyDisplay(); // Update customers' positions for (var i = 0; i < customers.length; i++) { customers[i].update(); } // Update houses' positions for (var i = 0; i < houses.length; i++) { houses[i].update(); } // Update customers' positions for (var i = 0; i < customers.length; i++) { customers[i].update(); } }; // Handle touch events to buy, upgrade, or sell phones game.down = function (x, y, obj) { var localPos = game.toLocal(obj.global); var touchedPhone = null; // Check if a phone was touched for (var i = 0; i < player.phones.length; i++) { if (player.phones[i].containsPoint(localPos)) { touchedPhone = player.phones[i]; break; } } if (touchedPhone) { // Upgrade or sell the touched phone if (obj.event.shiftKey) { shop.sellPhone(player, touchedPhone); } else { shop.upgradePhone(player, touchedPhone); } } else { // Check if a house was touched var touchedHouse = null; for (var i = 0; i < houses.length; i++) { if (houses[i].containsPoint(localPos)) { touchedHouse = houses[i]; break; } } if (touchedHouse) { // Upgrade or sell the touched house if (obj.event.shiftKey) { shop.sellHouse(player, touchedHouse); } else { shop.upgradeHouse(player, touchedHouse); } } else { // Buy a new phone if no phone or house was touched if (obj.event && obj.event.detail === 2) { // Check for double click shop.buyOldPhone(player); } else { shop.buyPhone(player); } } } };
===================================================================
--- original.js
+++ change.js
@@ -24,8 +24,34 @@
self.targetY = Math.random() * 2732;
}
};
});
+// House class representing a house entity
+var House = Container.expand(function () {
+ var self = Container.call(this);
+ var houseGraphics = self.attachAsset('house', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.price = 500; // Initial price of the house
+ self.upgradeLevel = 0; // Initial upgrade level
+ // Method to upgrade the house
+ self.upgrade = function () {
+ self.upgradeLevel++;
+ self.price += 200; // Increase price with each upgrade
+ };
+ // Method to sell the house
+ self.sell = function () {
+ var sellPrice = self.price;
+ self.destroy();
+ return sellPrice;
+ };
+ // Method to check if a point is within the house's bounds
+ self.containsPoint = function (point) {
+ var bounds = houseGraphics.getBounds();
+ return point.x >= bounds.x && point.x <= bounds.x + bounds.width && point.y >= bounds.y && point.y <= bounds.y + bounds.height;
+ };
+});
//<Assets used in the game will automatically appear here>
// Phone class representing a phone entity
var Phone = Container.expand(function () {
var self = Container.call(this);
@@ -111,8 +137,35 @@
if (index > -1) {
player.phones.splice(index, 1);
}
};
+ // Method to buy a house
+ self.buyHouse = function (player) {
+ if (player.money >= 500) {
+ var newHouse = new House();
+ newHouse.x = Math.random() * 2048;
+ newHouse.y = Math.random() * 2732;
+ houses.push(newHouse);
+ game.addChild(newHouse);
+ player.money -= 500;
+ }
+ };
+ // Method to upgrade a house
+ self.upgradeHouse = function (player, house) {
+ if (player.money >= 200) {
+ house.upgrade();
+ player.money -= 200;
+ }
+ };
+ // Method to sell a house
+ self.sellHouse = function (player, house) {
+ var sellPrice = house.sell();
+ player.money += sellPrice;
+ var index = houses.indexOf(house);
+ if (index > -1) {
+ houses.splice(index, 1);
+ }
+ };
// Method to buy an old phone
self.buyOldPhone = function (player) {
if (player.money >= 50) {
// Old phones cost less
@@ -153,8 +206,17 @@
customer.y = Math.random() * 2732;
customers.push(customer);
game.addChild(customer);
}
+// Initialize houses
+var houses = [];
+for (var i = 0; i < 3; i++) {
+ var house = new House();
+ house.x = Math.random() * 2048;
+ house.y = Math.random() * 2732;
+ houses.push(house);
+ game.addChild(house);
+}
// Initialize customers
var customers = [];
for (var i = 0; i < 5; i++) {
var customer = new Customer();
@@ -183,8 +245,12 @@
// Update customers' positions
for (var i = 0; i < customers.length; i++) {
customers[i].update();
}
+ // Update houses' positions
+ for (var i = 0; i < houses.length; i++) {
+ houses[i].update();
+ }
// Update customers' positions
for (var i = 0; i < customers.length; i++) {
customers[i].update();
}
@@ -207,13 +273,30 @@
} else {
shop.upgradePhone(player, touchedPhone);
}
} else {
- // Buy a new phone if no phone was touched
- if (obj.event && obj.event.detail === 2) {
- // Check for double click
- shop.buyOldPhone(player);
+ // Check if a house was touched
+ var touchedHouse = null;
+ for (var i = 0; i < houses.length; i++) {
+ if (houses[i].containsPoint(localPos)) {
+ touchedHouse = houses[i];
+ break;
+ }
+ }
+ if (touchedHouse) {
+ // Upgrade or sell the touched house
+ if (obj.event.shiftKey) {
+ shop.sellHouse(player, touchedHouse);
+ } else {
+ shop.upgradeHouse(player, touchedHouse);
+ }
} else {
- shop.buyPhone(player);
+ // Buy a new phone if no phone or house was touched
+ if (obj.event && obj.event.detail === 2) {
+ // Check for double click
+ shop.buyOldPhone(player);
+ } else {
+ shop.buyPhone(player);
+ }
}
}
};
\ No newline at end of file