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 playerWorldX = 0; // Player's true position in world coordinates
var playerWorldY = 0; // Player's true position in world coordinates
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();
playerWorldX = mapCenterX; // Initialize player world coordinates at map center
playerWorldY = mapCenterY; // Initialize player world coordinates at map center
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 * 1.5); // Open up spacing between keys even more
// Place the D-pad cluster in the right side of the screen, moved up
var dpadCenterX = LK.gui.bottomLeft.width - dpadSize - 60; // Right side placement
var dpadCenterY = LK.gui.bottomLeft.height - dpadSize * 2 - 60; // Moved up from bottom
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) {
	if (canExecuteVillager && canExecuteVillager.isAlive) {
		canExecuteVillager.execute();
		sickLeft--;
		sickLeftTxt.setText('Sick left: ' + sickLeft);
		executeBtn.visible = false;
		canExecuteVillager = null;
		// Win condition
		if (sickLeft === 0) {
			LK.showYouWin();
		}
	}
};
// --- 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;
		}
		// Store player's world coordinates separately from rendering position
		playerWorldX += dx * player.speed;
		playerWorldY += 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);
	// --- Camera scrolling (horizontal and vertical) ---
	var screenCenterX = game.width / 2;
	var screenCenterY = game.height / 2;
	// 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 ---
	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;
		}
	}
	// --- Execute button visibility ---
	if (canExecuteVillager && canExecuteVillager.isAlive) {
		executeBtn.visible = true;
	} else {
		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
@@ -103,14 +103,14 @@
 
 /**** 
 * Game Code
 ****/ 
-// --- Game constants ---
-// Plague Doctor (player)
-// Healthy villager
-// Sick villager
-// "Execute" button
 // 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 
@@ -209,11 +209,11 @@
 if (dpadSize < 90) dpadSize = 90;
 if (dpadSize > 180) dpadSize = 180;
 // Further increase margin for even more space between keys
 var dpadMargin = Math.floor(dpadSize * 1.5); // Open up spacing between keys even more
-// Place the D-pad cluster in the lower right corner, away from the top left 100x100px
-var dpadCenterX = LK.gui.bottomRight.width - dpadSize * 2.5; // Position controls on the right side
-var dpadCenterY = LK.gui.bottomRight.height - dpadSize - 60; // 60px from bottom edge
+// Place the D-pad cluster in the right side of the screen, moved up
+var dpadCenterX = LK.gui.bottomLeft.width - dpadSize - 60; // Right side placement
+var dpadCenterY = LK.gui.bottomLeft.height - dpadSize * 2 - 60; // Moved up from bottom
 function createDPadBtns() {
 	// Up
 	var btnUp = new DPadButton();
 	btnUp.x = dpadCenterX;
 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