User prompt
ADD Sticky note asset to the game
User prompt
move the close and open texts left with 250 units
User prompt
Please fix the bug: 'ReferenceError: catPaw is not defined' in or related to this line: 'game.setChildIndex(catPaw, game.children.length - 1);' Line Number: 223
User prompt
Please fix the bug: 'ReferenceError: catPaw is not defined' in or related to this line: 'game.setChildIndex(catPaw, game.children.length - 1);' Line Number: 223
User prompt
In the order of precedence, catpaw is ahead of close text
User prompt
the close text should not cover the catpaw!
User prompt
The close text should not cover the cat's paw!
User prompt
Move the "Open" text down with 50 units
User prompt
Reduce the text size by half and change the colours to black!
User prompt
Move the "Open" text down with 1400 units
User prompt
Move the "Open" text down with 1300 units
User prompt
Move the "Open" text down with 1000 units
User prompt
Add " Open" text to the game
User prompt
Add " Close" text to the game
User prompt
Add " Open" text to the center of the map
User prompt
Add " Open" text to the center of the map
User prompt
Move the 'Close' text down by 100 units
User prompt
Move the 'Close' text down by 400 units
User prompt
Move down the "close" text with 100 units
User prompt
Add " Close" text to the center of the map
User prompt
Add a "close" text and an "open" text to the map. Place the "close" text in the upper third of the woodenBox IMAGE in the middle. Place the "open" text in the lower third of the woodenBox IMAGE in the middle. ADJUST THE TEXTS NOT TO THE DIMENSIONS OF THE LOADED BOX BUT TO THE DIMENSIONS OF THE WOODENBOX IMAGE
User prompt
Add a "close" text and an "open" text to the map. Place the "close" text in the upper third of the woodenBox in the middle. Place the "open" text in the lower third of the woodenBox in the middle. FIX THEIR POSITION AT THIS POINT IN CASE THE GAME REFRESHES!
User prompt
Add a "close" text and an "open" text to the map. Place the "close" text in the upper third of the woodenBox in the middle. Place the text "open" in the lower third of the woodenBox in the middle.
User prompt
Add a "close" text and an "open" text to the map. Place the "close" text in the top third of the box in the middle. Place the "open" text in the middle of the lower third of the box.
User prompt
REMOVE AND DELETE CLOSE TEXT FROM THE MAP AND THE GAME!
/**** * Classes ****/ // Define a class for the Box Lid var BoxLid = Container.expand(function () { var self = Container.call(this); var boxLidGraphics = self.attachAsset('boxLid', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Center the box lid horizontally self.y = 2732 / 2 + 270; // Position the box lid to fit the bottom to the top of the box }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Define a class for the Cat var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2 + 190; }); // Define a class for the Cat Paw var CatPaw = Container.expand(function () { var self = Container.call(this); var pawGraphics = self.attachAsset('catPaw', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2 + 110 - 50 + 10 + 45 - 20 - 20; self.y = 2732 / 2 + 550; // Move the cat arm up by 10 units pawGraphics.rotation = Math.PI / 4; // Rotate the cat paw 45 degrees to the right }); // Define a class for the Ceiling Light var CeilingLight = Container.expand(function () { var self = Container.call(this); var lightGraphics = self.attachAsset('ceilingLight', { anchorX: 0.5, anchorY: 0.0 }); self.x = 2048 / 2; // Center the ceiling light horizontally self.y = 2732 / 2 - 1400; // Move the ceiling light up by 300 units // Initialize swaying properties self.swaySpeed = 0.005; self.swayDirection = 1; self.swaying = false; self.swayCount = 0; // Method to start swaying self.startSwaying = function () { if (!self.swaying) { self.swaying = true; self.swayCount = 0; self.swaySpeed = 0.01; // Reset sway speed to default } }; // Method to update swaying self.updateSwaying = function () { if (self.swaying) { self.rotation += self.swaySpeed * self.swayDirection; if (self.rotation > 0.349 || self.rotation < -0.349) { // 20 degrees in radians self.swayDirection *= -1; } self.swayCount++; if (self.swayCount > 120) { // 2 seconds at 60 FPS self.swaySpeed *= 0.99; // Gradually slow down if (Math.abs(self.rotation) < 0.01) { self.rotation = 0; // Reset to original position self.swaying = false; // Stop swaying } } } }; // Event handler for when the ceiling light is touched self.down = function (x, y, obj) { self.startSwaying(); self.clickCount = (self.clickCount || 0) + 1; // Increment click count if (self.clickCount >= 10) { self.fallToGround(); // Trigger the fall to ground method self.clickCount = 0; // Reset click count } self.swaySpeed *= 1.2; // Increase swaying speed self.swayCount = 0; // Reset sway count }; // Method to make the ceiling light fall to the ground self.fallToGround = function () { darkOverlay.toggle(); // Turn on the dark overlay var fallInterval = LK.setInterval(function () { if (self.y < 2732 / 2 + 1100) { self.y += 64; // Move the ceiling light down at double the previous speed } else { LK.clearInterval(fallInterval); // Stop the interval when it reaches the ground self.visible = false; // Hide the ceiling light } }, 16); // Approximately 60 FPS }; }); // Define a class for the DarkOverlay var DarkOverlay = Container.expand(function () { var self = Container.call(this); var overlayGraphics = LK.getAsset('darkOverlay', { anchorX: 0.0, anchorY: 0.0, width: 2048, height: 2732, alpha: 0.95 }); self.addChild(overlayGraphics); self.visible = false; // Initially hidden // Method to toggle visibility self.toggle = function () { self.visible = !self.visible; }; }); // Define a class for the LightSwitch var LightSwitch = Container.expand(function () { var self = Container.call(this); var switchGraphics = self.attachAsset('lightswitch', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2 + 800; self.y = 2732 / 2 - 500; // Move the light switch up by 500 units self.isTouched = false; // Event handler for when the switch is touched self.down = function (x, y, obj) { self.isTouched = true; // Mirror the light switch vertically switchGraphics.scale.y *= -1; }; }); // Define a class for the Table var Table = Container.expand(function () { var self = Container.call(this); var tableGraphics = self.attachAsset('table', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Center the table horizontally self.y = 2732 / 2 + 2200; // Move the table down by 2000 units }); // Define a class for the Toggle Switch var ToggleSwitch = Container.expand(function () { var self = Container.call(this); var switchGraphics = self.attachAsset('toggleSwitch', { anchorX: 0.5, anchorY: 0.33 }); self.x = 2048 / 2; self.y = 2732 / 2 + 700; // Move the toggle switch up by 20 units self.isTouched = false; // Event handler for when the switch is touched self.down = function (x, y, obj) { self.isTouched = true; boxLid.visible = !boxLid.visible; // Toggle the visibility of the box lid // Mirror the toggle switch vertically switchGraphics.scale.y *= -1; }; }); // Define a class for the Wallpaper var Wallpaper = Container.expand(function () { var self = Container.call(this); var wallpaperGraphics = self.attachAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2 - 10; // Move the wallpaper left by 10 units self.y = 2732 / 2 - 300; // Move the wallpaper up by 300 units }); // Define a class for the Wooden Box var WoodenBox = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('woodenBox', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Center the wooden box horizontally self.y = 2732 / 2 + 720; // Move the wooden box down by 220 units }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Add the wallpaper to the game var wallpaper = game.addChild(new Wallpaper()); // Add the ceiling light to the game, ensuring it is in front of the wallpaper ceilingLight = game.addChild(new CeilingLight()); game.setChildIndex(ceilingLight, game.children.length - 1); // Add the box lid to the game var boxLid = game.addChild(new BoxLid()); // Initialize game elements var cat = game.addChild(new Cat()); // Add the table to the game var table = game.addChild(new Table()); // Add the wooden box to the game var woodenBox = game.addChild(new WoodenBox()); var toggleSwitch = game.addChild(new ToggleSwitch()); var lightSwitch = game.addChild(new LightSwitch()); var catPaw = game.addChild(new CatPaw()); // Add the dark overlay to the game darkOverlay = game.addChild(new DarkOverlay()); // Add 'Close' text to the center of the map var closeText = new Text2('Close', { size: 150, fill: "#ffffff" }); closeText.anchor.set(0.5, 0.5); // Center the text closeText.x = 2048 / 2; // Center horizontally closeText.y = 2732 / 2 + 500; // Move down by 500 units game.addChild(closeText); // Add 'Open' text to the game var openText = new Text2('Open', { size: 150, fill: "#ffffff" }); openText.anchor.set(0.5, 0.5); // Center the text openText.x = 2048 / 2; // Center horizontally openText.y = 2732 / 2 + 800; // Move down by 1300 units game.addChild(openText); // Game update loop game.update = function () { // Check if the light switch is touched if (lightSwitch.isTouched && ceilingLight.visible) { darkOverlay.toggle(); // Toggle the dark overlay lightSwitch.isTouched = false; // Reset the switch state } ceilingLight.updateSwaying(); // Update swaying effect for ceiling light }; // Handle touch events on the game game.down = function (x, y, obj) { // Convert global coordinates to local game coordinates var localPos = game.toLocal(obj.global); // Check if the touch is on the light switch if (lightSwitch.intersects({ x: localPos.x, y: localPos.y, width: 1, height: 1 })) { lightSwitch.down(x, y, obj); LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // End the game } };
===================================================================
--- original.js
+++ change.js
@@ -224,9 +224,9 @@
fill: "#ffffff"
});
openText.anchor.set(0.5, 0.5); // Center the text
openText.x = 2048 / 2; // Center horizontally
-openText.y = 2732 / 2 + 500; // Move down by 1000 units
+openText.y = 2732 / 2 + 800; // Move down by 1300 units
game.addChild(openText);
// Game update loop
game.update = function () {
// Check if the light switch is touched
Tricolor cat face view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple coffee table front view.
matte white rockerSwitch front view.
fehér fényű mennyezeti lámpa.
yellow stickyNote with "Let the cat sleep! Xoxo!" text and a red-stain.
thin, black, up and down arrow.