User prompt
Create start screen image
User prompt
Add start screen images
User prompt
Add game start screen
User prompt
I cant go through houses
User prompt
Add to world house not to screen
User prompt
Add houses to random places on the map
User prompt
Please fix the bug: 'Can't find variable: shops' in or related to this line: 'if (isPositionClear(x, y, minDistance, [villagers, houses, shops, trees])) {' Line Number: 247
User prompt
Add house
User prompt
Add background image
User prompt
Start button move the screen middle
User prompt
Add start button
User prompt
Add house
User prompt
Block me house and tree
User prompt
Add viliger house and tree
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'obj.event.preventDefault();' Line Number: 543
User prompt
The game pauses when I press the movement keys
User prompt
Please fix the bug: 'shops is not defined' in or related to this line: 'if (isPositionClear(x, y, minDistance, [villagers, houses, shops, trees])) {' Line Number: 344
User prompt
add village houses and trees
User prompt
remove objects such as houses and shop stands
User prompt
Remove all objects and replace them with houses and trees.
User prompt
Enlarge the movement keys. I can create my own pictures of objects like houses.
User prompt
Spacing the movement keys
User prompt
Let's not pass through objects
User prompt
add more villagers. increase the diversity of the village by adding objects such as houses and shop stands
User prompt
Move the movement keys a little higher. Put the execution key in the bottom left corner of the screen.
/**** 
* 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;
});
// House class
var House = Container.expand(function () {
	var self = Container.call(this);
	// Create house body
	self.body = new Container();
	self.addChild(self.body);
	// House base
	self.base = self.body.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 3.6,
		scaleY: 2.8
	});
	self.base.tint = 0x8B4513; // Brown color for house
	// House roof
	self.roof = new Container();
	self.roof.y = -self.base.height * 0.4;
	self.body.addChild(self.roof);
	self.roofAsset = self.roof.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 4.0,
		scaleY: 1.6
	});
	self.roofAsset.tint = 0xA52A2A; // Dark red for roof
	// Door
	self.door = self.body.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 1.4,
		y: self.base.height * 0.15
	});
	self.door.tint = 0x4B2F17; // Dark wood door
	// Window
	self.window = self.body.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 0.8,
		x: self.base.width * 0.25,
		y: -self.base.height * 0.1
	});
	self.window.tint = 0xADD8E6; // Light blue window
	// Set collision size for the house
	self.width = self.base.width * 3.6; // Match the base scale
	self.height = self.base.height * 2.8; // Match the base scale
	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;
});
// Shop Stand class
var ShopStand = Container.expand(function () {
	var self = Container.call(this);
	// Shop stand base
	self.base = self.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2.6,
		scaleY: 1.4
	});
	self.base.tint = 0x8B4513; // Brown wood
	// Shop stand canopy
	self.canopy = self.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 3.0,
		scaleY: 0.8,
		y: -self.base.height * 0.7
	});
	self.canopy.tint = 0xE34234; // Red canopy
	// Shop items (fruits/goods)
	for (var i = 0; i < 3; i++) {
		var item = self.attachAsset('Sickvligers', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 0.5,
			scaleY: 0.5,
			x: (i - 1) * 40,
			y: -20
		});
		// Random item colors
		var colors = [0xFFFF00, 0xFF0000, 0x00FF00]; // Yellow, red, green
		item.tint = colors[i];
	}
	// Set collision size for the shop stand
	self.width = self.base.width * 2.6; // Match the base scale
	self.height = self.base.height * 1.4; // Match the base scale
	return self;
});
// Tree class
var Tree = Container.expand(function () {
	var self = Container.call(this);
	// Tree trunk
	self.trunk = self.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 2.0
	});
	self.trunk.tint = 0x8B4513; // Brown
	// Tree foliage
	self.foliage = self.attachAsset('Sickvligers', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2.4,
		scaleY: 2.4,
		y: -80
	});
	self.foliage.tint = 0x228B22; // Forest green
	// Set collision size for the tree (using foliage as main collision area)
	self.width = self.foliage.width * 2.0; // Slightly smaller than actual foliage for better gameplay
	self.height = self.foliage.height * 2.0; // Slightly smaller than actual foliage for better gameplay
	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 = 40; // More villagers for the larger map
var NUM_SICK = 15; // More sick villagers
var VILLAGER_MIN_DIST = 220; // Minimum distance between villagers
var NUM_HOUSES = 15; // Number of houses to place
var NUM_SHOPS = 10; // Number of shop stands
var NUM_TREES = 25; // Number of trees
// --- Game state ---
var player;
var villagers = [];
var houses = [];
var shops = [];
var trees = [];
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;
// Check if a position is clear for placing objects (no collision with existing objects)
function isPositionClear(x, y, radius, objectArrays) {
	// Check distance from map center (player start)
	if (Math.abs(x - mapCenterX) < 300 && Math.abs(y - mapCenterY) < 300) {
		return false;
	}
	// Check distance from existing objects
	for (var i = 0; i < objectArrays.length; i++) {
		var objects = objectArrays[i];
		for (var j = 0; j < objects.length; j++) {
			var obj = objects[j];
			var dx = x - obj.x;
			var dy = y - obj.y;
			var dist = Math.sqrt(dx * dx + dy * dy);
			if (dist < radius) {
				return false;
			}
		}
	}
	return true;
}
// Place objects randomly on the map
function placeObjects(objectClass, count, minDistance, container) {
	for (var i = 0; i < count; i++) {
		var object = new objectClass();
		// Try to find a valid position
		var x, y;
		var attempts = 0;
		var placed = false;
		while (!placed && attempts < 50) {
			// Random position with padding from edges
			x = 200 + Math.random() * (VILLAGE_WIDTH - 400);
			y = 200 + Math.random() * (VILLAGE_HEIGHT - 400);
			if (isPositionClear(x, y, minDistance, [villagers, houses, shops, trees])) {
				object.x = x;
				object.y = y;
				// Store original position for camera calculations
				object.x0 = x;
				object.y0 = y;
				game.addChild(object);
				container.push(object);
				placed = true;
			}
			attempts++;
		}
	}
}
// 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);
		if (isPositionClear(x, y, VILLAGER_MIN_DIST, [villagers, houses, shops, trees])) {
			villager.x = x;
			villager.y = y;
			// Store original position for camera calculations
			villager.x0 = x;
			villager.y0 = 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);
// --- Place village objects ---
// Place houses, shops and trees first
placeObjects(House, NUM_HOUSES, 400, houses);
placeObjects(ShopStand, NUM_SHOPS, 320, shops);
placeObjects(Tree, NUM_TREES, 200, trees);
// --- Villagers ---
placeVillagers();
// --- Execute Button ---
// Place execute button in the bottom left corner of the screen
executeBtn = new ExecuteButton();
executeBtn.x = executeBtn.width * 0.7; // Position with some padding from left edge
executeBtn.y = LK.gui.bottomLeft.height - executeBtn.height * 0.7; // Position with some padding from bottom
LK.gui.bottomLeft.addChild(executeBtn);
// --- D-Pad Controls (fit to screen, always visible in bottom middle using LK.gui.bottom) ---
var dpadSize = Math.floor(LK.gui.bottom.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 bottom middle of the screen, moved higher up
var dpadCenterX = LK.gui.bottom.width / 2; // Center horizontally
var dpadCenterY = LK.gui.bottom.height - dpadSize * 3.5; // Position higher above 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.bottom.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.bottom.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.bottom.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.bottom.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.bottom.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.bottom.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.bottom.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 ---
LK.gui.bottomLeft.down = function (x, y, obj) {
	// Check if the click is within the execute button bounds
	if (executeBtn.visible && x >= executeBtn.x - executeBtn.width / 2 && x <= executeBtn.x + executeBtn.width / 2 && y >= executeBtn.y - executeBtn.height / 2 && y <= executeBtn.y + executeBtn.height / 2) {
		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;
		}
		// Calculate new position before actually moving
		var newWorldX = playerWorldX + dx * player.speed;
		var newWorldY = playerWorldY + dy * player.speed;
		// Check collision with village objects
		var playerBounds = {
			x: newWorldX - player.getBounds().width / 2,
			y: newWorldY - player.getBounds().height / 2,
			width: player.getBounds().width,
			height: player.getBounds().height
		};
		var canMove = true;
		// Check houses
		for (var i = 0; i < houses.length; i++) {
			var house = houses[i];
			var houseBounds = {
				x: house.x0 - house.width / 2,
				y: house.y0 - house.height / 2,
				width: house.width,
				height: house.height
			};
			if (aabbIntersect(playerBounds, houseBounds)) {
				canMove = false;
				break;
			}
		}
		// Check shops if we can still move
		if (canMove) {
			for (var i = 0; i < shops.length; i++) {
				var shop = shops[i];
				var shopBounds = {
					x: shop.x0 - shop.width / 2,
					y: shop.y0 - shop.height / 2,
					width: shop.width,
					height: shop.height
				};
				if (aabbIntersect(playerBounds, shopBounds)) {
					canMove = false;
					break;
				}
			}
		}
		// Check trees if we can still move
		if (canMove) {
			for (var i = 0; i < trees.length; i++) {
				var tree = trees[i];
				var treeBounds = {
					x: tree.x0 - tree.width / 2,
					y: tree.y0 - tree.height / 2,
					width: tree.width,
					height: tree.height
				};
				if (aabbIntersect(playerBounds, treeBounds)) {
					canMove = false;
					break;
				}
			}
		}
		// Only update position if no collision
		if (canMove) {
			// Store player's world coordinates separately from rendering position
			playerWorldX = newWorldX;
			playerWorldY = newWorldY;
		}
	}
	// 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 = 2048 / 2; // Use fixed resolution width
	var screenCenterY = 2732 / 2; // Use fixed resolution height
	// Calculate camera position to center player
	cameraX = playerWorldX - screenCenterX;
	cameraY = playerWorldY - screenCenterY;
	// Clamp camera to map bounds
	cameraX = clamp(cameraX, 0, VILLAGE_WIDTH - 2048);
	cameraY = clamp(cameraY, 0, VILLAGE_HEIGHT - 2732);
	// Move all game children (player, villagers, houses, shops, trees) 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 || obj instanceof House || obj instanceof ShopStand || obj instanceof Tree) {
			// Position objects 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;
			// Hide objects that are completely outside the visible area
			if (obj.x < -300 || obj.x > 2348 || obj.y < -300 || obj.y > 3032) {
				obj.visible = false;
			}
		}
	}
	// --- 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 all village objects (for camera) ---
function storeVillagerPositions() {
	// Store villager positions
	for (var i = 0; i < villagers.length; ++i) {
		villagers[i].x0 = villagers[i].x;
		villagers[i].y0 = villagers[i].y;
	}
	// Store house positions
	for (var i = 0; i < houses.length; ++i) {
		houses[i].x0 = houses[i].x;
		houses[i].y0 = houses[i].y;
	}
	// Store shop positions
	for (var i = 0; i < shops.length; ++i) {
		shops[i].x0 = shops[i].x;
		shops[i].y0 = shops[i].y;
	}
	// Store tree positions
	for (var i = 0; i < trees.length; ++i) {
		trees[i].x0 = trees[i].x;
		trees[i].y0 = trees[i].y;
	}
}
// Store initial positions
storeVillagerPositions();
// --- Initial camera position ---
cameraX = mapCenterX - 2048 / 2; // Start camera centered on the player using fixed width
cameraY = mapCenterY - 2732 / 2; // Start camera centered on the player using fixed height
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 instanceof House || obj instanceof ShopStand || obj instanceof Tree) {
		obj.x = obj.x0 - cameraX;
		obj.y = obj.y0 - cameraY;
	}
} ===================================================================
--- original.js
+++ change.js
@@ -77,8 +77,11 @@
 		x: self.base.width * 0.25,
 		y: -self.base.height * 0.1
 	});
 	self.window.tint = 0xADD8E6; // Light blue window
+	// Set collision size for the house
+	self.width = self.base.width * 3.6; // Match the base scale
+	self.height = self.base.height * 2.8; // Match the base scale
 	return self;
 });
 // Plague Doctor (player) class
 var PlagueDoctor = Container.expand(function () {
@@ -132,8 +135,11 @@
 		// Random item colors
 		var colors = [0xFFFF00, 0xFF0000, 0x00FF00]; // Yellow, red, green
 		item.tint = colors[i];
 	}
+	// Set collision size for the shop stand
+	self.width = self.base.width * 2.6; // Match the base scale
+	self.height = self.base.height * 1.4; // Match the base scale
 	return self;
 });
 // Tree class
 var Tree = Container.expand(function () {
@@ -154,8 +160,11 @@
 		scaleY: 2.4,
 		y: -80
 	});
 	self.foliage.tint = 0x228B22; // Forest green
+	// Set collision size for the tree (using foliage as main collision area)
+	self.width = self.foliage.width * 2.0; // Slightly smaller than actual foliage for better gameplay
+	self.height = self.foliage.height * 2.0; // Slightly smaller than actual foliage for better gameplay
 	return self;
 });
 // Villager class
 var Villager = Container.expand(function () {
@@ -516,11 +525,71 @@
 		if (len > 0) {
 			dx /= len;
 			dy /= len;
 		}
-		// Store player's world coordinates separately from rendering position
-		playerWorldX += dx * player.speed;
-		playerWorldY += dy * player.speed;
+		// Calculate new position before actually moving
+		var newWorldX = playerWorldX + dx * player.speed;
+		var newWorldY = playerWorldY + dy * player.speed;
+		// Check collision with village objects
+		var playerBounds = {
+			x: newWorldX - player.getBounds().width / 2,
+			y: newWorldY - player.getBounds().height / 2,
+			width: player.getBounds().width,
+			height: player.getBounds().height
+		};
+		var canMove = true;
+		// Check houses
+		for (var i = 0; i < houses.length; i++) {
+			var house = houses[i];
+			var houseBounds = {
+				x: house.x0 - house.width / 2,
+				y: house.y0 - house.height / 2,
+				width: house.width,
+				height: house.height
+			};
+			if (aabbIntersect(playerBounds, houseBounds)) {
+				canMove = false;
+				break;
+			}
+		}
+		// Check shops if we can still move
+		if (canMove) {
+			for (var i = 0; i < shops.length; i++) {
+				var shop = shops[i];
+				var shopBounds = {
+					x: shop.x0 - shop.width / 2,
+					y: shop.y0 - shop.height / 2,
+					width: shop.width,
+					height: shop.height
+				};
+				if (aabbIntersect(playerBounds, shopBounds)) {
+					canMove = false;
+					break;
+				}
+			}
+		}
+		// Check trees if we can still move
+		if (canMove) {
+			for (var i = 0; i < trees.length; i++) {
+				var tree = trees[i];
+				var treeBounds = {
+					x: tree.x0 - tree.width / 2,
+					y: tree.y0 - tree.height / 2,
+					width: tree.width,
+					height: tree.height
+				};
+				if (aabbIntersect(playerBounds, treeBounds)) {
+					canMove = false;
+					break;
+				}
+			}
+		}
+		// Only update position if no collision
+		if (canMove) {
+			// Store player's world coordinates separately from rendering position
+			playerWorldX = newWorldX;
+			playerWorldY = newWorldY;
+		}
 	}
 	// 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);
 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
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 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