User prompt
put the movement keys in the bottom middle of the screen
User prompt
No, I can't see to the right and top of the screen.
User prompt
move the movement keys right and up
User prompt
move the movement keys to the right
User prompt
move the movement keys to the right
User prompt
move the movement keys to the left
User prompt
Space the movement keys a little wider
User prompt
The camera follows the character and centers the map according to the world, the character is born in the middle
User prompt
Let the character go through everything
User prompt
I can't move down and left on the map. Something is blocking me.
User prompt
expand the map up down and left right like an open world
User prompt
I still can't move to the right. The screen should move to the right as I move.
User prompt
There is something preventing me from going to the right. Let the village extend to the right.
User prompt
place the movement keys in the lower left corner
User prompt
put the execution button in the middle of the screen
User prompt
1. I can't enter the right side. An invisible wall is blocking me. Fix me. 2. Move the execution button further to the right and up.
User prompt
1. I can't enter the right side. An invisible wall is blocking me. Fix me. 2. Move the execution button further to the right and up.
User prompt
Open the spaces between the keys a little more and move the execution key next to the arrow keys
User prompt
Open the spaces between the keys and move them up and to the right to make them more pressable
User prompt
To be able to press the keys, spread them out and take a picture of each of them.
User prompt
I can only go right, I also need to go right, left, up and down
User prompt
move the trackpad a little more to the right and up
User prompt
Have 1 movement button
User prompt
Fit trackpad to screen not visible
User prompt
put the trackpad in the lower left corner
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // D-Pad Button class var DPadButton = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('dpadBtn', { anchorX: 0.5, anchorY: 0.5 }); self.bg.alpha = 0.7; self.icon = null; // Will be set by game code return self; }); // Execute Button class var ExecuteButton = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('executeBtn', { anchorX: 0.5, anchorY: 0.5 }); self.bg.alpha = 0.92; self.label = new Text2('EXECUTE', { size: 60, fill: "#fff" }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); self.visible = false; return self; }); // Plague Doctor (player) class var PlagueDoctor = Container.expand(function () { var self = Container.call(this); var doctorSprite = self.attachAsset('plagueDoctor', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; // Movement speed per tick // For collision box, use the asset's width/height self.getBounds = function () { return { x: self.x - doctorSprite.width / 2, y: self.y - doctorSprite.height / 2, width: doctorSprite.width, height: doctorSprite.height }; }; return self; }); // Villager class var Villager = Container.expand(function () { var self = Container.call(this); self.isSick = false; self.isAlive = true; self.init = function (isSick) { self.isSick = isSick; self.isAlive = true; self.removeChildren(); var assetId = isSick ? 'villagerSick' : 'villagerHealthy'; self.sprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; self.getBounds = function () { return { x: self.x - self.sprite.width / 2, y: self.y - self.sprite.height / 2, width: self.sprite.width, height: self.sprite.height }; }; self.execute = function () { self.isAlive = false; // Animate fade out and shrink tween(self.sprite, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 400, easing: tween.cubicIn, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf2e5bc }); /**** * Game Code ****/ // D-pad buttons // "Execute" button // Sick villager // Healthy villager // Plague Doctor (player) // --- Game constants --- var VILLAGE_WIDTH = 6144; // Expanded map width (3x standard screen width) var VILLAGE_HEIGHT = 4096; // Expanded map height (2x standard screen height) var NUM_VILLAGERS = 30; // More villagers for the larger map var NUM_SICK = 10; // More sick villagers var VILLAGER_MIN_DIST = 220; // Minimum distance between villagers // --- Game state --- var player; var villagers = []; var sickLeft = NUM_SICK; var executeBtn; var dpadBtns = {}; var dpadState = { up: false, down: false, left: false, right: false }; var cameraX = 0; // For horizontal scrolling var cameraY = 0; // For vertical scrolling var draggingDPad = null; var canExecuteVillager = null; // Reference to sick villager in range // --- GUI elements --- var sickLeftTxt = new Text2('Sick left: ' + sickLeft, { size: 90, fill: 0xB16262 }); sickLeftTxt.anchor.set(0.5, 0); // Place at top center, but not in top 100px LK.gui.top.addChild(sickLeftTxt); sickLeftTxt.y = 110; // --- Helper functions --- function clamp(val, min, max) { if (val < min) return min; if (val > max) return max; return val; } // Axis-aligned bounding box collision function aabbIntersect(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // --- Map and villagers setup --- // Starting position is the center of the map (no offset needed for scrolling map) var mapCenterX = VILLAGE_WIDTH / 2; var mapCenterY = VILLAGE_HEIGHT / 2; // Place villagers randomly, but not too close to each other or the player start function placeVillagers() { villagers = []; var placed = 0; var sickPlaced = 0; while (placed < NUM_VILLAGERS) { var isSick = sickPlaced < NUM_SICK ? true : false; var villager = new Villager(); villager.init(isSick); // Random position in map bounds with padding from edges var x = 200 + Math.random() * (VILLAGE_WIDTH - 400); var y = 200 + Math.random() * (VILLAGE_HEIGHT - 400); // Don't place too close to player start (map center) if (Math.abs(x - mapCenterX) < 300 && Math.abs(y - mapCenterY) < 300) continue; // Don't place too close to other villagers var tooClose = false; for (var i = 0; i < villagers.length; ++i) { var dx = x - villagers[i].x; var dy = y - villagers[i].y; if (Math.sqrt(dx * dx + dy * dy) < VILLAGER_MIN_DIST) { tooClose = true; break; } } if (tooClose) continue; villager.x = x; villager.y = y; game.addChild(villager); villagers.push(villager); if (isSick) sickPlaced++; placed++; } } // --- Player setup --- player = new PlagueDoctor(); player.x = mapCenterX; // Start player at map center player.y = mapCenterY; // Start player at map center game.addChild(player); // --- Villagers --- placeVillagers(); // --- Execute Button --- // Place execute button in the middle of the screen executeBtn = new ExecuteButton(); executeBtn.x = LK.gui.center.width / 2; executeBtn.y = LK.gui.center.height / 2; LK.gui.center.addChild(executeBtn); // --- D-Pad Controls (fit to screen, always visible in lower left using LK.gui.bottomLeft) --- var dpadSize = Math.floor(LK.gui.bottomLeft.width * 0.18); // Responsive size, ~18% of gui width if (dpadSize < 90) dpadSize = 90; if (dpadSize > 180) dpadSize = 180; // Further increase margin for even more space between keys var dpadMargin = Math.floor(dpadSize * 1.15); // Open up spacing between keys even more // Place the D-pad cluster in the lower left corner, away from the top left 100x100px var dpadCenterX = dpadSize + 60; // 60px from left edge, safe from menu var dpadCenterY = LK.gui.bottomLeft.height - dpadSize - 60; // 60px from bottom edge function createDPadBtns() { // Up var btnUp = new DPadButton(); btnUp.x = dpadCenterX; btnUp.y = dpadCenterY - dpadMargin; btnUp.icon = new Text2('▲', { size: Math.floor(dpadSize * 0.38), fill: "#222" }); btnUp.icon.anchor.set(0.5, 0.5); btnUp.addChild(btnUp.icon); LK.gui.bottomLeft.addChild(btnUp); dpadBtns['up'] = btnUp; // Down var btnDown = new DPadButton(); btnDown.x = dpadCenterX; btnDown.y = dpadCenterY + dpadMargin; btnDown.icon = new Text2('▼', { size: Math.floor(dpadSize * 0.38), fill: "#222" }); btnDown.icon.anchor.set(0.5, 0.5); btnDown.addChild(btnDown.icon); LK.gui.bottomLeft.addChild(btnDown); dpadBtns['down'] = btnDown; // Left var btnLeft = new DPadButton(); btnLeft.x = dpadCenterX - dpadMargin; btnLeft.y = dpadCenterY; btnLeft.icon = new Text2('◀', { size: Math.floor(dpadSize * 0.38), fill: "#222" }); btnLeft.icon.anchor.set(0.5, 0.5); btnLeft.addChild(btnLeft.icon); LK.gui.bottomLeft.addChild(btnLeft); dpadBtns['left'] = btnLeft; // Right var btnRight = new DPadButton(); btnRight.x = dpadCenterX + dpadMargin; btnRight.y = dpadCenterY; btnRight.icon = new Text2('▶', { size: Math.floor(dpadSize * 0.38), fill: "#222" }); btnRight.icon.anchor.set(0.5, 0.5); btnRight.addChild(btnRight.icon); LK.gui.bottomLeft.addChild(btnRight); dpadBtns['right'] = btnRight; } createDPadBtns(); // --- D-Pad event handling --- function dpadBtnForPos(x, y) { var r = dpadSize / 2; for (var dir in dpadBtns) { var btn = dpadBtns[dir]; var bx = btn.x; var by = btn.y; if ((x - bx) * (x - bx) + (y - by) * (y - by) < r * r) { return dir; } } return null; } // D-Pad touch/mouse down LK.gui.bottomLeft.down = function (x, y, obj) { var dir = dpadBtnForPos(x, y); if (dir) { dpadState[dir] = true; draggingDPad = dir; tween(dpadBtns[dir].bg, { alpha: 1 }, { duration: 80 }); } }; // D-Pad touch/mouse up LK.gui.bottomLeft.up = function (x, y, obj) { if (draggingDPad) { dpadState[draggingDPad] = false; tween(dpadBtns[draggingDPad].bg, { alpha: 0.7 }, { duration: 120 }); draggingDPad = null; } }; // D-Pad move (drag) LK.gui.bottomLeft.move = function (x, y, obj) { if (draggingDPad) { var dir = dpadBtnForPos(x, y); if (dir === draggingDPad) { if (!dpadState[dir]) { dpadState[dir] = true; tween(dpadBtns[dir].bg, { alpha: 1 }, { duration: 80 }); } } else { if (dpadState[draggingDPad]) { dpadState[draggingDPad] = false; tween(dpadBtns[draggingDPad].bg, { alpha: 0.7 }, { duration: 120 }); } } } }; // --- Execute Button event handling --- executeBtn.down = function (x, y, obj) { // Execute functionality disabled to allow character to pass through }; // --- Main game move handler (for dragging player, not used here) --- game.move = function (x, y, obj) { // No drag-to-move, only D-pad }; // --- Main game update loop --- game.update = function () { // --- Player movement --- var dx = 0, dy = 0; if (dpadState.left) dx -= 1; if (dpadState.right) dx += 1; if (dpadState.up) dy -= 1; if (dpadState.down) dy += 1; if (dx !== 0 || dy !== 0) { var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { dx /= len; dy /= len; } player.x += dx * player.speed; player.y += dy * player.speed; } // Clamp player to world coordinates map bounds with consistent padding on all sides playerWorldX = clamp(playerWorldX, 60, VILLAGE_WIDTH - 60); playerWorldY = clamp(playerWorldY, 60, VILLAGE_HEIGHT - 60); player.x = playerWorldX; player.y = playerWorldY; // --- Camera scrolling (horizontal and vertical) --- var screenCenterX = game.width / 2; var screenCenterY = game.height / 2; // Use player's real world position (before camera adjustment) var playerWorldX = player.x; var playerWorldY = player.y; // Calculate camera position to center player cameraX = playerWorldX - screenCenterX; cameraY = playerWorldY - screenCenterY; // Clamp camera to map bounds cameraX = clamp(cameraX, 0, VILLAGE_WIDTH - game.width); cameraY = clamp(cameraY, 0, VILLAGE_HEIGHT - game.height); // Move all game children (player, villagers) relative to camera position for (var i = 0; i < game.children.length; ++i) { var obj = game.children[i]; obj.visible = true; if (obj === player) { // Position player on screen based on world coordinates obj.x = playerWorldX - cameraX; obj.y = playerWorldY - cameraY; } else if (obj instanceof Villager) { // Position villagers on screen based on their world coordinates // Make sure we're using the stored world coordinates consistently obj.x = obj.x0 - cameraX; obj.y = obj.y0 - cameraY; } } // --- Villager proximity check is disabled to allow player to pass through --- canExecuteVillager = null; // Proximity check disabled, allowing player to pass through all villagers // --- Execute button visibility --- // Always hide execute button to prevent interaction with villagers executeBtn.visible = false; }; // --- Store original world positions for villagers (for camera) --- function storeVillagerPositions() { for (var i = 0; i < villagers.length; ++i) { villagers[i].x0 = villagers[i].x; villagers[i].y0 = villagers[i].y; } } // Store initial positions storeVillagerPositions(); // --- Initial camera position --- cameraX = mapCenterX - game.width / 2; // Start camera centered on the player cameraY = mapCenterY - game.height / 2; // Start camera centered on the player for (var i = 0; i < game.children.length; ++i) { var obj = game.children[i]; if (obj === player) { obj.x = player.x - cameraX; obj.y = player.y - cameraY; } else if (obj instanceof Villager) { obj.x = obj.x0 - cameraX; obj.y = obj.y0 - cameraY; } }
===================================================================
--- original.js
+++ change.js
@@ -324,19 +324,9 @@
}
};
// --- Execute Button event handling ---
executeBtn.down = function (x, y, obj) {
- if (canExecuteVillager && canExecuteVillager.isAlive) {
- canExecuteVillager.execute();
- sickLeft--;
- sickLeftTxt.setText('Sick left: ' + sickLeft);
- executeBtn.visible = false;
- canExecuteVillager = null;
- // Win condition
- if (sickLeft === 0) {
- LK.showYouWin();
- }
- }
+ // Execute functionality disabled to allow character to pass through
};
// --- Main game move handler (for dragging player, not used here) ---
game.move = function (x, y, obj) {
// No drag-to-move, only D-pad
@@ -390,30 +380,14 @@
obj.x = obj.x0 - cameraX;
obj.y = obj.y0 - cameraY;
}
}
- // --- Villager proximity check ---
+ // --- Villager proximity check is disabled to allow player to pass through ---
canExecuteVillager = null;
- for (var i = 0; i < villagers.length; ++i) {
- var villager = villagers[i];
- if (!villager.isAlive || !villager.isSick) continue;
- // Use world coordinates for collision
- var px = playerWorldX;
- var py = playerWorldY;
- var vx = villager.x0; // Always use stored world coordinates
- var vy = villager.y0; // Always use stored world coordinates
- var dist = Math.sqrt((px - vx) * (px - vx) + (py - vy) * (py - vy));
- if (dist < 140) {
- canExecuteVillager = villager;
- break;
- }
- }
+ // Proximity check disabled, allowing player to pass through all villagers
// --- Execute button visibility ---
- if (canExecuteVillager && canExecuteVillager.isAlive) {
- executeBtn.visible = true;
- } else {
- executeBtn.visible = false;
- }
+ // Always hide execute button to prevent interaction with villagers
+ executeBtn.visible = false;
};
// --- Store original world positions for villagers (for camera) ---
function storeVillagerPositions() {
for (var i = 0; i < villagers.length; ++i) {
Kill button. In-Game asset. 2d. High contrast. No shadows
Palugue doctors full body pixel art. In-Game asset. 2d. High contrast. No shadows
Sick viliger pixel art full body
Not sick viliger pixel art
Pixel art death block.
Viliger house pixel art. In-Game asset. 2d. High contrast. No shadows
Background sand image pixel art. 4k In-Game asset. 2d. High contrast. No shadows