User prompt
haz que los botones de Jugar y Personajes del inicio no esten tan juntos, y mejora su diseño para que no parezca que esta bugeado
User prompt
haz que en el juego, haya un boton de pausa, si lo pulsas hay 2 botones, uno que sirve para volver al menu del juego, otro que sirve para ajustar la sensibilidad al momento de arrastrar al jugador ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
haz que los personajes se vean mas grandes pero no tanto
User prompt
rediseña el boton de jugar, hazlo un poco mas grande y con estilo de juego
User prompt
que al tocar el boton de "Personajes" salga un nuevo apartado de seleccion de personajes, en el cual al darle click a un personaje este se seleccione en el juego
User prompt
elimina los muebles, en la pantalla de inicio, agrega otro boton debajo de el de Jugar, que sirva para cambiarse de personaje, que el boton diga "Personajes"
User prompt
en la pantalla de inicio, agregale algunos efectos de neblina con un fondo que parezca una casa en el medio del bosque
User prompt
que en la pantalla de inicio antes de jugar, detras del boton de "jugar" se vea una pantalla Morada oscura con ambiente de terror
User prompt
ok entonces descartemos los controles de teclado, ahora necesito que hagas una pantalla de inicio, con un boton para jugar al juego
Code edit (1 edits merged)
Please save this source code
User prompt
Warm Room Explorer
Initial prompt
Haz una habitacion en perspectiva desde arriba un poco de frente al estilo de Deltarune, la habitacion debe tener rasgos calidos, el jugador debe ser un cuadro amarillo por ahora
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Decoration = Container.expand(function (decorationType) { var self = Container.call(this); var decorationGraphics = self.attachAsset('decoration', { anchorX: 0.5, anchorY: 0.5 }); if (decorationType === 'plant') { decorationGraphics.tint = 0x228B22; } else if (decorationType === 'lamp') { decorationGraphics.tint = 0xFFFF99; } else if (decorationType === 'book') { decorationGraphics.tint = 0x4169E1; decorationGraphics.scaleX = 0.8; decorationGraphics.scaleY = 0.6; } return self; }); var Furniture = Container.expand(function (furnitureType) { var self = Container.call(this); var furnitureGraphics = self.attachAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); // Different furniture types can have different colors if (furnitureType === 'table') { furnitureGraphics.tint = 0x8B4513; } else if (furnitureType === 'chair') { furnitureGraphics.tint = 0x654321; furnitureGraphics.scaleX = 0.7; furnitureGraphics.scaleY = 0.7; } else if (furnitureType === 'bed') { furnitureGraphics.scaleX = 1.5; furnitureGraphics.scaleY = 1.2; furnitureGraphics.tint = 0xDC143C; } return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset(selectedCharacter, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.characterType = selectedCharacter; self.update = function () { // Movement will be handled in the game's main update loop }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F1B14 }); /**** * Game Code ****/ // Game state management // Import storage for sensitivity settings var gameState = 'menu'; // 'menu', 'characters', 'playing', 'paused', or 'settings' var selectedCharacter = 'player'; // Default character var sensitivity = storage.sensitivity || 0.5; // Default sensitivity // Room dimensions var roomWidth = 1800; var roomHeight = 1400; var roomStartX = (2048 - roomWidth) / 2; var roomStartY = (2732 - roomHeight) / 2; // Create room background var floorTiles = []; var wallTiles = []; // Create floor tiles for (var x = 0; x < Math.ceil(roomWidth / 100); x++) { for (var y = 0; y < Math.ceil(roomHeight / 100); y++) { var floorTile = LK.getAsset('floor', { anchorX: 0, anchorY: 0 }); floorTile.x = roomStartX + x * 100; floorTile.y = roomStartY + y * 100; game.addChild(floorTile); floorTiles.push(floorTile); } } // Create walls around the room // Top wall for (var x = 0; x < Math.ceil(roomWidth / 100); x++) { var wallTile = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); wallTile.x = roomStartX + x * 100; wallTile.y = roomStartY - 100; game.addChild(wallTile); wallTiles.push(wallTile); } // Bottom wall for (var x = 0; x < Math.ceil(roomWidth / 100); x++) { var wallTile = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); wallTile.x = roomStartX + x * 100; wallTile.y = roomStartY + roomHeight; game.addChild(wallTile); wallTiles.push(wallTile); } // Left wall for (var y = 0; y < Math.ceil(roomHeight / 100) + 2; y++) { var wallTile = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); wallTile.x = roomStartX - 100; wallTile.y = roomStartY - 100 + y * 100; game.addChild(wallTile); wallTiles.push(wallTile); } // Right wall for (var y = 0; y < Math.ceil(roomHeight / 100) + 2; y++) { var wallTile = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); wallTile.x = roomStartX + roomWidth; wallTile.y = roomStartY - 100 + y * 100; game.addChild(wallTile); wallTiles.push(wallTile); } // Add carpet in the center var carpet = LK.getAsset('carpet', { anchorX: 0.5, anchorY: 0.5 }); carpet.x = roomStartX + roomWidth / 2; carpet.y = roomStartY + roomHeight / 2; game.addChild(carpet); // Create furniture var furniture = []; // Create decorations var decorations = []; // Plant in corner var plant = new Decoration('plant'); plant.x = roomStartX + 100; plant.y = roomStartY + 100; game.addChild(plant); decorations.push(plant); // Lamp near bed var lamp = new Decoration('lamp'); lamp.x = roomStartX + roomWidth - 300; lamp.y = roomStartY + 100; game.addChild(lamp); decorations.push(lamp); // Books on table var book1 = new Decoration('book'); book1.x = roomStartX + 280; book1.y = roomStartY + roomHeight / 2 - 20; game.addChild(book1); decorations.push(book1); var book2 = new Decoration('book'); book2.x = roomStartX + 320; book2.y = roomStartY + roomHeight / 2 + 10; game.addChild(book2); decorations.push(book2); // More plants and decorations var plant2 = new Decoration('plant'); plant2.x = roomStartX + roomWidth - 100; plant2.y = roomStartY + roomHeight - 100; game.addChild(plant2); decorations.push(plant2); // Create player (but don't add to game yet) var player = new Player(); player.x = roomStartX + roomWidth / 2; player.y = roomStartY + roomHeight - 200; // Create dark purple horror background for menu var horrorBackground = LK.getAsset('floor', { anchorX: 0, anchorY: 0 }); horrorBackground.x = 0; horrorBackground.y = 0; horrorBackground.width = 2048; horrorBackground.height = 2732; horrorBackground.tint = 0x301934; // Dark purple color game.addChild(horrorBackground); // Create forest background with trees var forestElements = []; for (var i = 0; i < 15; i++) { var tree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 1 }); tree.x = Math.random() * 2048; tree.y = 1800 + Math.random() * 400; // Trees at bottom part tree.tint = 0x1a2e14; // Very dark green tree.alpha = 0.6; tree.scaleX = 0.8 + Math.random() * 0.8; tree.scaleY = 1 + Math.random() * 0.5; game.addChild(tree); forestElements.push(tree); } // Add more trees in background for (var i = 0; i < 10; i++) { var tree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 1 }); tree.x = Math.random() * 2048; tree.y = 1000 + Math.random() * 600; tree.tint = 0x0f1a0a; // Even darker green tree.alpha = 0.4; tree.scaleX = 0.5 + Math.random() * 0.6; tree.scaleY = 0.8 + Math.random() * 0.4; game.addChild(tree); forestElements.push(tree); } // Create spooky house in the center var spookyHouse = LK.getAsset('house', { anchorX: 0.5, anchorY: 0.5 }); spookyHouse.x = 2048 / 2; spookyHouse.y = 1600; spookyHouse.tint = 0x2a1f17; // Dark brown spookyHouse.alpha = 0.8; game.addChild(spookyHouse); forestElements.push(spookyHouse); // Add house windows (dark rectangles) var window1 = LK.getAsset('decoration', { anchorX: 0.5, anchorY: 0.5 }); window1.x = spookyHouse.x - 60; window1.y = spookyHouse.y - 20; window1.tint = 0x000000; window1.scaleX = 1.2; window1.scaleY = 1.5; game.addChild(window1); forestElements.push(window1); var window2 = LK.getAsset('decoration', { anchorX: 0.5, anchorY: 0.5 }); window2.x = spookyHouse.x + 60; window2.y = spookyHouse.y - 20; window2.tint = 0x000000; window2.scaleX = 1.2; window2.scaleY = 1.5; game.addChild(window2); forestElements.push(window2); // Create animated fog effects var fogElements = []; for (var i = 0; i < 12; i++) { var fog = LK.getAsset('fog', { anchorX: 0.5, anchorY: 0.5 }); fog.x = Math.random() * 2048; fog.y = 1200 + Math.random() * 800; fog.tint = 0x4a4a4a; // Gray fog fog.alpha = 0.2 + Math.random() * 0.3; fog.scaleX = 1 + Math.random() * 2; fog.scaleY = 0.8 + Math.random() * 1.2; fog.fogSpeed = 0.5 + Math.random() * 1; fog.fogDirection = Math.random() * Math.PI * 2; game.addChild(fog); fogElements.push(fog); } // Create multiple shadow/fog elements for horror atmosphere var shadowElements = []; for (var i = 0; i < 8; i++) { var shadow = LK.getAsset('decoration', { anchorX: 0.5, anchorY: 0.5 }); shadow.x = Math.random() * 2048; shadow.y = Math.random() * 2732; shadow.tint = 0x1a0d1f; // Very dark purple shadow.alpha = 0.3; shadow.scaleX = Math.random() * 3 + 2; shadow.scaleY = Math.random() * 3 + 2; game.addChild(shadow); shadowElements.push(shadow); } // Create start screen elements var titleText = new Text2('Warm Room Explorer', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 3; var playButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); playButton.x = 2048 / 2; playButton.y = 2732 / 2 - 100; // Move play button up playButton.tint = 0x228B22; // Forest green playButton.scaleX = 2.5; // Much larger playButton.scaleY = 1.8; // Taller // Add border effect with second button behind var playButtonBorder = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); playButtonBorder.x = playButton.x; playButtonBorder.y = playButton.y; playButtonBorder.tint = 0x000000; // Black border playButtonBorder.scaleX = 2.6; // Slightly larger for border playButtonBorder.scaleY = 1.9; game.addChild(playButtonBorder); game.addChild(playButton); // Add main button after border var playButtonText = new Text2('JUGAR', { size: 100, // Larger text fill: 0xFFD700 // Gold color }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = playButton.x; playButtonText.y = playButton.y; var charactersButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); charactersButton.x = 2048 / 2; charactersButton.y = 2732 / 2 + 200; // More spacing from play button charactersButton.tint = 0x4169E1; // Royal blue charactersButton.scaleX = 2.2; // Larger and more consistent with play button charactersButton.scaleY = 1.5; // Better proportions // Add border for characters button var charactersButtonBorder = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); charactersButtonBorder.x = charactersButton.x; charactersButtonBorder.y = charactersButton.y; charactersButtonBorder.tint = 0x000000; // Black border charactersButtonBorder.scaleX = 2.3; // Slightly larger for border charactersButtonBorder.scaleY = 1.6; game.addChild(charactersButtonBorder); game.addChild(charactersButton); var charactersButtonText = new Text2('PERSONAJES', { size: 80, //{26} // Larger text size fill: 0xFFD700 //{27} // Gold color to match play button }); charactersButtonText.anchor.set(0.5, 0.5); charactersButtonText.x = charactersButton.x; charactersButtonText.y = charactersButton.y; // Add start screen elements game.addChild(titleText); game.addChild(playButton); game.addChild(playButtonText); game.addChild(charactersButton); game.addChild(charactersButtonText); // Store references for easy removal (including horror elements) var menuElements = [horrorBackground, titleText, playButtonBorder, playButton, playButtonText, charactersButtonBorder, charactersButton, charactersButtonText].concat(shadowElements).concat(forestElements).concat(fogElements); // Character selection screen elements var characterScreenElements = []; var characterSelectionTitle = new Text2('Selecciona tu Personaje', { size: 100, fill: 0xFFD700 }); characterSelectionTitle.anchor.set(0.5, 0.5); characterSelectionTitle.x = 2048 / 2; characterSelectionTitle.y = 600; // Character selection buttons var character1Button = LK.getAsset('character1', { anchorX: 0.5, anchorY: 0.5 }); character1Button.x = 2048 / 2 - 300; character1Button.y = 1200; character1Button.scaleX = 2.0; character1Button.scaleY = 2.0; character1Button.tint = 0xFF6B6B; // Red tint for character 1 var character2Button = LK.getAsset('character2', { anchorX: 0.5, anchorY: 0.5 }); character2Button.x = 2048 / 2; character2Button.y = 1200; character2Button.scaleX = 2.0; character2Button.scaleY = 2.0; character2Button.tint = 0x4ECDC4; // Teal tint for character 2 var character3Button = LK.getAsset('character3', { anchorX: 0.5, anchorY: 0.5 }); character3Button.x = 2048 / 2 + 300; character3Button.y = 1200; character3Button.scaleX = 2.0; character3Button.scaleY = 2.0; character3Button.tint = 0x95E1D3; // Light green tint for character 3 // Character names var char1Text = new Text2('Explorador', { size: 60, fill: 0xFFFFFF }); char1Text.anchor.set(0.5, 0.5); char1Text.x = character1Button.x; char1Text.y = character1Button.y + 100; var char2Text = new Text2('Aventurero', { size: 60, fill: 0xFFFFFF }); char2Text.anchor.set(0.5, 0.5); char2Text.x = character2Button.x; char2Text.y = character2Button.y + 100; var char3Text = new Text2('Cazador', { size: 60, fill: 0xFFFFFF }); char3Text.anchor.set(0.5, 0.5); char3Text.x = character3Button.x; char3Text.y = character3Button.y + 100; // Back button for character selection var backButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backButton.x = 2048 / 2; backButton.y = 1800; backButton.tint = 0x888888; backButton.scaleX = 1.2; backButton.scaleY = 0.8; var backButtonText = new Text2('VOLVER', { size: 60, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; characterScreenElements = [characterSelectionTitle, character1Button, character2Button, character3Button, char1Text, char2Text, char3Text, backButton, backButtonText]; // Create pause button (only visible during gameplay) var pauseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); pauseButton.x = 2048 - 100; pauseButton.y = 150; pauseButton.tint = 0x666666; pauseButton.scaleX = 0.8; pauseButton.scaleY = 0.8; var pauseButtonText = new Text2('||', { size: 60, fill: 0xFFFFFF }); pauseButtonText.anchor.set(0.5, 0.5); pauseButtonText.x = pauseButton.x; pauseButtonText.y = pauseButton.y; // Pause menu elements var pauseMenuElements = []; var pauseMenuBackground = LK.getAsset('floor', { anchorX: 0, anchorY: 0 }); pauseMenuBackground.x = 0; pauseMenuBackground.y = 0; pauseMenuBackground.width = 2048; pauseMenuBackground.height = 2732; pauseMenuBackground.tint = 0x000000; pauseMenuBackground.alpha = 0.8; var pauseTitle = new Text2('PAUSA', { size: 120, fill: 0xFFD700 }); pauseTitle.anchor.set(0.5, 0.5); pauseTitle.x = 2048 / 2; pauseTitle.y = 800; var resumeButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); resumeButton.x = 2048 / 2; resumeButton.y = 1200; resumeButton.tint = 0x228B22; resumeButton.scaleX = 2; resumeButton.scaleY = 1.2; var resumeButtonText = new Text2('CONTINUAR', { size: 80, fill: 0xFFFFFF }); resumeButtonText.anchor.set(0.5, 0.5); resumeButtonText.x = resumeButton.x; resumeButtonText.y = resumeButton.y; var menuButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); menuButton.x = 2048 / 2; menuButton.y = 1400; menuButton.tint = 0x4169E1; menuButton.scaleX = 2; menuButton.scaleY = 1.2; var menuButtonText = new Text2('MENU PRINCIPAL', { size: 70, fill: 0xFFFFFF }); menuButtonText.anchor.set(0.5, 0.5); menuButtonText.x = menuButton.x; menuButtonText.y = menuButton.y; var settingsButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); settingsButton.x = 2048 / 2; settingsButton.y = 1600; settingsButton.tint = 0x888888; settingsButton.scaleX = 2; settingsButton.scaleY = 1.2; var settingsButtonText = new Text2('SENSIBILIDAD', { size: 70, fill: 0xFFFFFF }); settingsButtonText.anchor.set(0.5, 0.5); settingsButtonText.x = settingsButton.x; settingsButtonText.y = settingsButton.y; pauseMenuElements = [pauseMenuBackground, pauseTitle, resumeButton, resumeButtonText, menuButton, menuButtonText, settingsButton, settingsButtonText]; // Settings screen elements var settingsScreenElements = []; var settingsTitle = new Text2('AJUSTAR SENSIBILIDAD', { size: 100, fill: 0xFFD700 }); settingsTitle.anchor.set(0.5, 0.5); settingsTitle.x = 2048 / 2; settingsTitle.y = 800; var sensitivityText = new Text2('Sensibilidad: ' + Math.round(sensitivity * 100) + '%', { size: 80, fill: 0xFFFFFF }); sensitivityText.anchor.set(0.5, 0.5); sensitivityText.x = 2048 / 2; sensitivityText.y = 1200; var decreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); decreaseButton.x = 2048 / 2 - 200; decreaseButton.y = 1400; decreaseButton.tint = 0xFF4444; decreaseButton.scaleX = 1.5; decreaseButton.scaleY = 1.2; var decreaseButtonText = new Text2('-', { size: 100, fill: 0xFFFFFF }); decreaseButtonText.anchor.set(0.5, 0.5); decreaseButtonText.x = decreaseButton.x; decreaseButtonText.y = decreaseButton.y; var increaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); increaseButton.x = 2048 / 2 + 200; increaseButton.y = 1400; increaseButton.tint = 0x44FF44; increaseButton.scaleX = 1.5; increaseButton.scaleY = 1.2; var increaseButtonText = new Text2('+', { size: 100, fill: 0xFFFFFF }); increaseButtonText.anchor.set(0.5, 0.5); increaseButtonText.x = increaseButton.x; increaseButtonText.y = increaseButton.y; var backFromSettingsButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backFromSettingsButton.x = 2048 / 2; backFromSettingsButton.y = 1700; backFromSettingsButton.tint = 0x888888; backFromSettingsButton.scaleX = 1.8; backFromSettingsButton.scaleY = 1.2; var backFromSettingsButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backFromSettingsButtonText.anchor.set(0.5, 0.5); backFromSettingsButtonText.x = backFromSettingsButton.x; backFromSettingsButtonText.y = backFromSettingsButton.y; settingsScreenElements = [pauseMenuBackground, settingsTitle, sensitivityText, decreaseButton, decreaseButtonText, increaseButton, increaseButtonText, backFromSettingsButton, backFromSettingsButtonText]; // Function to show character selection screen function showCharacterSelection() { gameState = 'characters'; // Remove menu elements for (var i = 0; i < menuElements.length; i++) { game.removeChild(menuElements[i]); } // Add character selection elements for (var i = 0; i < characterScreenElements.length; i++) { game.addChild(characterScreenElements[i]); } } // Function to go back to main menu function backToMenu() { gameState = 'menu'; // Remove character selection elements for (var i = 0; i < characterScreenElements.length; i++) { game.removeChild(characterScreenElements[i]); } // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } } // Function to start the game function startGame() { gameState = 'playing'; // Remove menu elements for (var i = 0; i < menuElements.length; i++) { game.removeChild(menuElements[i]); } // Add player to game game.addChild(player); // Add pause button game.addChild(pauseButton); game.addChild(pauseButtonText); } // Function to show pause menu function showPauseMenu() { gameState = 'paused'; // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to resume game function resumeGame() { gameState = 'playing'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } } // Function to show settings screen function showSettings() { gameState = 'settings'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Add settings elements for (var i = 0; i < settingsScreenElements.length; i++) { game.addChild(settingsScreenElements[i]); } } // Function to go back to pause menu from settings function backToPauseMenu() { gameState = 'paused'; // Remove settings elements for (var i = 0; i < settingsScreenElements.length; i++) { game.removeChild(settingsScreenElements[i]); } // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to return to main menu from pause function returnToMainMenu() { gameState = 'menu'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Remove game elements game.removeChild(player); game.removeChild(pauseButton); game.removeChild(pauseButtonText); // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } } // Movement controls var keys = { up: false, down: false, left: false, right: false }; // Touch/mouse controls var isDragging = false; var lastTouchX = 0; var lastTouchY = 0; game.down = function (x, y, obj) { if (gameState === 'menu') { // Check if play button was clicked var playButtonBounds = { left: playButton.x - playButton.width * playButton.scaleX / 2, right: playButton.x + playButton.width * playButton.scaleX / 2, top: playButton.y - playButton.height * playButton.scaleY / 2, bottom: playButton.y + playButton.height * playButton.scaleY / 2 }; if (x >= playButtonBounds.left && x <= playButtonBounds.right && y >= playButtonBounds.top && y <= playButtonBounds.bottom) { startGame(); } // Check if characters button was clicked var charactersButtonBounds = { left: charactersButton.x - charactersButton.width * charactersButton.scaleX / 2, right: charactersButton.x + charactersButton.width * charactersButton.scaleX / 2, top: charactersButton.y - charactersButton.height * charactersButton.scaleY / 2, bottom: charactersButton.y + charactersButton.height * charactersButton.scaleY / 2 }; if (x >= charactersButtonBounds.left && x <= charactersButtonBounds.right && y >= charactersButtonBounds.top && y <= charactersButtonBounds.bottom) { showCharacterSelection(); } } else if (gameState === 'characters') { // Character selection logic var char1Bounds = { left: character1Button.x - character1Button.width * character1Button.scaleX / 2, right: character1Button.x + character1Button.width * character1Button.scaleX / 2, top: character1Button.y - character1Button.height * character1Button.scaleY / 2, bottom: character1Button.y + character1Button.height * character1Button.scaleY / 2 }; var char2Bounds = { left: character2Button.x - character2Button.width * character2Button.scaleX / 2, right: character2Button.x + character2Button.width * character2Button.scaleX / 2, top: character2Button.y - character2Button.height * character2Button.scaleY / 2, bottom: character2Button.y + character2Button.height * character2Button.scaleY / 2 }; var char3Bounds = { left: character3Button.x - character3Button.width * character3Button.scaleX / 2, right: character3Button.x + character3Button.width * character3Button.scaleX / 2, top: character3Button.y - character3Button.height * character3Button.scaleY / 2, bottom: character3Button.y + character3Button.height * character3Button.scaleY / 2 }; var backBounds = { left: backButton.x - backButton.width * backButton.scaleX / 2, right: backButton.x + backButton.width * backButton.scaleX / 2, top: backButton.y - backButton.height * backButton.scaleY / 2, bottom: backButton.y + backButton.height * backButton.scaleY / 2 }; if (x >= char1Bounds.left && x <= char1Bounds.right && y >= char1Bounds.top && y <= char1Bounds.bottom) { selectedCharacter = 'character1'; player = new Player(); // Recreate player with new character player.x = roomStartX + roomWidth / 2; player.y = roomStartY + roomHeight - 200; backToMenu(); } else if (x >= char2Bounds.left && x <= char2Bounds.right && y >= char2Bounds.top && y <= char2Bounds.bottom) { selectedCharacter = 'character2'; player = new Player(); // Recreate player with new character player.x = roomStartX + roomWidth / 2; player.y = roomStartY + roomHeight - 200; backToMenu(); } else if (x >= char3Bounds.left && x <= char3Bounds.right && y >= char3Bounds.top && y <= char3Bounds.bottom) { selectedCharacter = 'character3'; player = new Player(); // Recreate player with new character player.x = roomStartX + roomWidth / 2; player.y = roomStartY + roomHeight - 200; backToMenu(); } else if (x >= backBounds.left && x <= backBounds.right && y >= backBounds.top && y <= backBounds.bottom) { backToMenu(); } } else if (gameState === 'playing') { // Check if pause button was clicked var pauseButtonBounds = { left: pauseButton.x - pauseButton.width * pauseButton.scaleX / 2, right: pauseButton.x + pauseButton.width * pauseButton.scaleX / 2, top: pauseButton.y - pauseButton.height * pauseButton.scaleY / 2, bottom: pauseButton.y + pauseButton.height * pauseButton.scaleY / 2 }; if (x >= pauseButtonBounds.left && x <= pauseButtonBounds.right && y >= pauseButtonBounds.top && y <= pauseButtonBounds.bottom) { showPauseMenu(); } else { isDragging = true; lastTouchX = x; lastTouchY = y; } } else if (gameState === 'paused') { // Handle pause menu interactions var resumeButtonBounds = { left: resumeButton.x - resumeButton.width * resumeButton.scaleX / 2, right: resumeButton.x + resumeButton.width * resumeButton.scaleX / 2, top: resumeButton.y - resumeButton.height * resumeButton.scaleY / 2, bottom: resumeButton.y + resumeButton.height * resumeButton.scaleY / 2 }; var menuButtonBounds = { left: menuButton.x - menuButton.width * menuButton.scaleX / 2, right: menuButton.x + menuButton.width * menuButton.scaleX / 2, top: menuButton.y - menuButton.height * menuButton.scaleY / 2, bottom: menuButton.y + menuButton.height * menuButton.scaleY / 2 }; var settingsButtonBounds = { left: settingsButton.x - settingsButton.width * settingsButton.scaleX / 2, right: settingsButton.x + settingsButton.width * settingsButton.scaleX / 2, top: settingsButton.y - settingsButton.height * settingsButton.scaleY / 2, bottom: settingsButton.y + settingsButton.height * settingsButton.scaleY / 2 }; if (x >= resumeButtonBounds.left && x <= resumeButtonBounds.right && y >= resumeButtonBounds.top && y <= resumeButtonBounds.bottom) { resumeGame(); } else if (x >= menuButtonBounds.left && x <= menuButtonBounds.right && y >= menuButtonBounds.top && y <= menuButtonBounds.bottom) { returnToMainMenu(); } else if (x >= settingsButtonBounds.left && x <= settingsButtonBounds.right && y >= settingsButtonBounds.top && y <= settingsButtonBounds.bottom) { showSettings(); } } else if (gameState === 'settings') { // Handle settings interactions var decreaseButtonBounds = { left: decreaseButton.x - decreaseButton.width * decreaseButton.scaleX / 2, right: decreaseButton.x + decreaseButton.width * decreaseButton.scaleX / 2, top: decreaseButton.y - decreaseButton.height * decreaseButton.scaleY / 2, bottom: decreaseButton.y + decreaseButton.height * decreaseButton.scaleY / 2 }; var increaseButtonBounds = { left: increaseButton.x - increaseButton.width * increaseButton.scaleX / 2, right: increaseButton.x + increaseButton.width * increaseButton.scaleX / 2, top: increaseButton.y - increaseButton.height * increaseButton.scaleY / 2, bottom: increaseButton.y + increaseButton.height * increaseButton.scaleY / 2 }; var backFromSettingsButtonBounds = { left: backFromSettingsButton.x - backFromSettingsButton.width * backFromSettingsButton.scaleX / 2, right: backFromSettingsButton.x + backFromSettingsButton.width * backFromSettingsButton.scaleX / 2, top: backFromSettingsButton.y - backFromSettingsButton.height * backFromSettingsButton.scaleY / 2, bottom: backFromSettingsButton.y + backFromSettingsButton.height * backFromSettingsButton.scaleY / 2 }; if (x >= decreaseButtonBounds.left && x <= decreaseButtonBounds.right && y >= decreaseButtonBounds.top && y <= decreaseButtonBounds.bottom) { sensitivity = Math.max(0.1, sensitivity - 0.1); storage.sensitivity = sensitivity; sensitivityText.setText('Sensibilidad: ' + Math.round(sensitivity * 100) + '%'); } else if (x >= increaseButtonBounds.left && x <= increaseButtonBounds.right && y >= increaseButtonBounds.top && y <= increaseButtonBounds.bottom) { sensitivity = Math.min(1.0, sensitivity + 0.1); storage.sensitivity = sensitivity; sensitivityText.setText('Sensibilidad: ' + Math.round(sensitivity * 100) + '%'); } else if (x >= backFromSettingsButtonBounds.left && x <= backFromSettingsButtonBounds.right && y >= backFromSettingsButtonBounds.top && y <= backFromSettingsButtonBounds.bottom) { backToPauseMenu(); } } }; game.move = function (x, y, obj) { if (gameState === 'playing' && isDragging) { var deltaX = x - lastTouchX; var deltaY = y - lastTouchY; // Move player based on touch movement with sensitivity var newX = player.x + deltaX * sensitivity; var newY = player.y + deltaY * sensitivity; // Check boundaries if (newX >= roomStartX + 30 && newX <= roomStartX + roomWidth - 30) { player.x = newX; } if (newY >= roomStartY + 30 && newY <= roomStartY + roomHeight - 30) { player.y = newY; } lastTouchX = x; lastTouchY = y; } }; game.up = function (x, y, obj) { if (gameState === 'playing') { isDragging = false; } }; // Check collision with furniture function checkFurnitureCollision(newX, newY) { var playerBounds = { left: newX - 30, right: newX + 30, top: newY - 30, bottom: newY + 30 }; for (var i = 0; i < furniture.length; i++) { var item = furniture[i]; var itemBounds = { left: item.x - 60, right: item.x + 60, top: item.y - 40, bottom: item.y + 40 }; if (playerBounds.left < itemBounds.right && playerBounds.right > itemBounds.left && playerBounds.top < itemBounds.bottom && playerBounds.bottom > itemBounds.top) { return true; } } return false; } // Main game update game.update = function () { // Animate fog elements in menu if (gameState === 'menu') { for (var i = 0; i < fogElements.length; i++) { var fog = fogElements[i]; fog.x += Math.cos(fog.fogDirection) * fog.fogSpeed; fog.y += Math.sin(fog.fogDirection) * fog.fogSpeed * 0.3; fog.alpha += Math.sin(LK.ticks * 0.02 + i) * 0.01; // Keep fog within bounds and wrap around if (fog.x < -100) fog.x = 2148; if (fog.x > 2148) fog.x = -100; if (fog.y < 1000) fog.y = 2200; if (fog.y > 2200) fog.y = 1000; } } if (gameState === 'playing') { // Alternative movement for non-touch devices (basic directional movement) var moveSpeed = player.speed; var newX = player.x; var newY = player.y; // Simple AI movement for demonstration (player moves slightly) if (LK.ticks % 180 === 0) { var randomDirection = Math.floor(Math.random() * 4); var testX = player.x; var testY = player.y; switch (randomDirection) { case 0: testY -= moveSpeed * 5; break; // up case 1: testY += moveSpeed * 5; break; // down case 2: testX -= moveSpeed * 5; break; // left case 3: testX += moveSpeed * 5; break; // right } // Check boundaries and collisions if (testX >= roomStartX + 30 && testX <= roomStartX + roomWidth - 30 && testY >= roomStartY + 30 && testY <= roomStartY + roomHeight - 30 && !checkFurnitureCollision(testX, testY)) { player.x = testX; player.y = testY; } } } };
===================================================================
--- original.js
+++ change.js
@@ -305,9 +305,9 @@
anchorX: 0.5,
anchorY: 0.5
});
playButton.x = 2048 / 2;
-playButton.y = 2732 / 2;
+playButton.y = 2732 / 2 - 100; // Move play button up
playButton.tint = 0x228B22; // Forest green
playButton.scaleX = 2.5; // Much larger
playButton.scaleY = 1.8; // Taller
// Add border effect with second button behind
@@ -334,15 +334,28 @@
anchorX: 0.5,
anchorY: 0.5
});
charactersButton.x = 2048 / 2;
-charactersButton.y = 2732 / 2 + 150;
-charactersButton.tint = 0x4169E1;
-charactersButton.scaleX = 1.5;
-charactersButton.scaleY = 1;
+charactersButton.y = 2732 / 2 + 200; // More spacing from play button
+charactersButton.tint = 0x4169E1; // Royal blue
+charactersButton.scaleX = 2.2; // Larger and more consistent with play button
+charactersButton.scaleY = 1.5; // Better proportions
+// Add border for characters button
+var charactersButtonBorder = LK.getAsset('furniture', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+charactersButtonBorder.x = charactersButton.x;
+charactersButtonBorder.y = charactersButton.y;
+charactersButtonBorder.tint = 0x000000; // Black border
+charactersButtonBorder.scaleX = 2.3; // Slightly larger for border
+charactersButtonBorder.scaleY = 1.6;
+game.addChild(charactersButtonBorder);
+game.addChild(charactersButton);
var charactersButtonText = new Text2('PERSONAJES', {
- size: 60,
- fill: 0xFFFFFF
+ size: 80,
+ //{26} // Larger text size
+ fill: 0xFFD700 //{27} // Gold color to match play button
});
charactersButtonText.anchor.set(0.5, 0.5);
charactersButtonText.x = charactersButton.x;
charactersButtonText.y = charactersButton.y;
@@ -352,9 +365,9 @@
game.addChild(playButtonText);
game.addChild(charactersButton);
game.addChild(charactersButtonText);
// Store references for easy removal (including horror elements)
-var menuElements = [horrorBackground, titleText, playButtonBorder, playButton, playButtonText, charactersButton, charactersButtonText].concat(shadowElements).concat(forestElements).concat(fogElements);
+var menuElements = [horrorBackground, titleText, playButtonBorder, playButton, playButtonText, charactersButtonBorder, charactersButton, charactersButtonText].concat(shadowElements).concat(forestElements).concat(fogElements);
// Character selection screen elements
var characterScreenElements = [];
var characterSelectionTitle = new Text2('Selecciona tu Personaje', {
size: 100,
Niebla terrorifica. In-Game asset. 2d. High contrast. No shadows
marco de boton de inicio sin palabras en el. In-Game asset. 2d. High contrast. No shadows
una estrella hermosa con cara kawai que en su frente diga Dazai. In-Game asset. 2d. High contrast. No shadows
una luna redondita kawai con lentes de sol, en su frente lleva una sinta que dice STAR. In-Game asset. 2d. High contrast. No shadows
sacale el fondo de color negro, dejando solo al personaje con el redondeado rojo
un oso redondo. In-Game asset. 2d. High contrast. No shadows
un monito en una imagen redonda, el monito lleva gafas de sol, es de plastico y tiene una sonrisa. In-Game asset. 2d. High contrast. No shadows
un oso redondito, con una aureola, cara kawai y con los brazitos juntitos como rezando y cantando. In-Game asset. 2d. High contrast. No shadows
Nube realista de noche. In-Game asset. 2d. High contrast. No shadows
un edificio pixel art por la noche. In-Game asset. 2d. High contrast. No shadows
un boton color rojo, dentro de el hay un dibujo de dos flechas como indicando que se mezcla algo. In-Game asset. 2d. High contrast. No shadows
un boton redondo color amarillo, dentro de el hay un dinujo de una corona brillante. In-Game asset. 2d. High contrast. No shadows
una tabla de madera alargada como si fuese de una cocina. In-Game asset. 2d. High contrast. No shadows
Una luna brillante. In-Game asset. 2d. High contrast. No shadows
un corazon pixeleado al estilo de DELTARUNE u Undertale. In-Game asset. 2d. High contrast. No shadows
Jevil, un jefe del capitulo 1 de deltarune, es pixleado y el fondo detras de este es color blanco. In-Game asset. 2d. High contrast. No shadows
un diamante, es pixeleado, solo mejora su calidad, no cambies su forma
haz que este trebol blanco, sea pixeleado de 16x16
Jevil de deltarune capitulo uno siendo golpeado en el estomago echandose un poco para atras aunque con una risa loca en su rostro (pixeleado con fondo blanco). In-Game asset. 2d. High contrast. No shadows
Una caja sorpresa cerrada en blanco y negro pixeleado en 16x16 pixeles, en la caja hay un dibujo de unos ojos y sonrisa de Jevil de deltarune. el fondo de la imagen es de color rojo
un corazon de color blanco con bordes negros, el mismo que lanza Jevil en deltarune capitulo 1, el corazon es pixeleado 16x16 (el fondo de la imagen sea roja). In-Game asset. 2d. High contrast. No shadows
una bomba redonda, color blanco con bordes de color negro, es pixeleada de 16x16 (la imagen tiene fondo rojo). In-Game asset. 2d. High contrast. No shadows