User prompt
Akkor miért nem tűnik el boxlid, ha a macska már eltűnt?
User prompt
hide boxLid visibility logic when cat and catPaw are invisible
User prompt
Akkor miért nem működik a 3. és 4. feltétel a leírásban?
User prompt
When the toggleswitch is up then the boxlid is visible
User prompt
És akkor miért nem rejted el a macska után?
User prompt
Pont hogy te nehezíted meg a dolgomat , mert akadályoztatod a doboztető zárásának rendes működését azzal, hogy nem rejted el a macska után...
User prompt
Akkor írd meg magadtól a játék logikáját, de működjön rendesen benne minden, működjön rendesen a kapcsoló, zárjon a doboztető, a macska a macskamancsa akkor nyúljon a kapcsolóhoz ha a doboztető látszik.
User prompt
WHY DONT HIDE THE LIDBOX?
User prompt
RESET LIDBOX LOGIC FROM THE GAME
User prompt
NA AKKOR MOST REJTSD EL A LIDBOXOT EBBEN AZ ESETBEN!!!!!
User prompt
WHY?! WHY NOT WORK?!
User prompt
when the toggleswith is near to close the boxlid is invisible
User prompt
dont show boxlid when the toggleswitch in at close state
User prompt
Swap the positions of 'Close' and 'Open' text on the box
User prompt
Please fix the bug: 'ReferenceError: openText is not defined' in or related to this line: 'openText.x = 2048 / 2 + 350; // Move right by 600 units' Line Number: 324
User prompt
cseréld meg a close and open szövegeket a dobozon
User prompt
Change close and open texts on box
User prompt
dont show boxlid on the map when the cat and catpaw are invisible
User prompt
Set boxLid.visible to false when the toggleswitch arm direction is on down
User prompt
When `cat` and `catPaw` to become invisible, you should also set `boxLid.visible = false
User prompt
HIDE BOXLID WHEN CAT AND CATPAW ARE HIDE
User prompt
MIÉRT NEM MŰKÖDIK?????????????????????????????????????????????
User prompt
Dont show boxlid after cat and catpaw disappear
User prompt
Akkor csináld is meg így!
User prompt
when cat and cat paw are not visible, then box lid is also invisible
/****
* Classes
****/
// Define a class for the Arrow
var Arrow = Container.expand(function () {
var self = Container.call(this);
var arrowGraphics = self.attachAsset('arrows', {
anchorX: 0.5,
anchorY: 0.66
});
self.x = 2048 / 2 + 350; // Move the arrow right by 350 units
self.y = 2732 / 2 + 720; // Move the arrow down by 720 units
});
// 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);
// Method to animate the cat paw stretching towards the toggle switch
self.stretchPaw = function () {
var targetX = toggleSwitch.x;
var targetY = toggleSwitch.y;
var stretchInterval = LK.setInterval(function () {
if (catPaw.x < targetX) {
catPaw.x += 5; // Move the paw towards the toggle switch
}
if (catPaw.y > targetY) {
catPaw.y -= 5; // Move the paw upwards towards the toggle switch
}
if (Math.abs(catPaw.x - targetX) < 5 && Math.abs(catPaw.y - targetY) < 5) {
LK.clearInterval(stretchInterval); // Stop the interval when the paw reaches the toggle switch
catPaw.visible = false; // Hide the cat paw
toggleSwitch.isTouched = true; // Set toggle switch as touched
}
}, 16); // Approximately 60 FPS
};
var catGraphics = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 2048 / 2;
self.y = 2732 / 2 + 950; // Move the cat down by 950 units
});
// 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 + 70;
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 StickyNote
var StickyNote = Container.expand(function () {
var self = Container.call(this);
var stickyNoteGraphics = self.attachAsset('stickyNote', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 2048 / 2 - 300; // Move the sticky note left by 300 units
self.y = 2732 / 2 + 700; // Move the sticky note up by 500 units
self.touchCount = 0; // Initialize touch counter
// Method to handle touch events
self.down = function (x, y, obj) {
self.touchCount++;
if (self.touchCount >= 3) {
self.fallToBottom();
self.touchCount = 0; // Reset touch counter
}
};
// Method to animate falling to the bottom
self.fallToBottom = function () {
var fallInterval = LK.setInterval(function () {
if (self.y < 2732 / 2 + 1100) {
self.y += 5; // Move the sticky note down
} else {
LK.clearInterval(fallInterval); // Stop the interval when it reaches the bottom
}
}, 16); // Approximately 60 FPS
};
});
// 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 + 750; // Move the toggle switch down by 50 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
if (boxLid.visible) {
LK.setTimeout(function () {
cat.visible = boxLid.visible; // Make the cat visible only if the box lid is visible
var targetY = 2732 / 2 + 100; // Target position for the cat
var moveInterval = LK.setInterval(function () {
if (cat.y > targetY) {
cat.y -= 10; // Move the cat upwards at double speed
} else {
LK.clearInterval(moveInterval); // Stop the interval when the cat reaches the target position
cat.stretchPaw(); // Trigger the paw stretch animation
catPaw.visible = true; // Show the cat paw when the toggle switch is open
switchGraphics.scale.y *= -1; // Flip the toggle switch vertically
LK.setTimeout(function () {
catPaw.visible = false; // Hide the cat paw after half a second
cat.y = 2732 / 2 + 950; // Move the cat back behind the box
}, 500);
}
}, 16); // Approximately 60 FPS
}, 500);
} else {
cat.visible = false; // Hide the cat when the box lid is not visible
catPaw.visible = false; // Hide the cat paw when the toggle switch is closed
boxLid.visible = false; // Ensure the box lid is also invisible
}
// 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());
boxLid.visible = false; // Ensure the box lid is initially invisible when the game starts
// Initialize game elements
var cat = game.addChild(new Cat());
cat.visible = true; // Ensure the cat is visible when the game starts
// 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());
toggleSwitch.isTouched = false; // Ensure toggle switch is in close state when the game starts
var lightSwitch = game.addChild(new LightSwitch());
var catPaw = game.addChild(new CatPaw());
catPaw.visible = false; // Ensure the cat's paw is initially invisible when the game starts
game.setChildIndex(catPaw, game.children.length - 1);
// Add the sticky note to the game
var stickyNote = game.addChild(new StickyNote());
// Add the arrow to the game
var arrow = game.addChild(new Arrow());
// 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: 75,
fill: "#000000"
});
closeText.anchor.set(0.5, 0.5); // Center the text
closeText.x = 2048 / 2 + 350; // Move right by 600 units
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: 75,
fill: "#000000"
});
openText.anchor.set(0.5, 0.5); // Center the text
openText.x = 2048 / 2 + 350; // Move right by 600 units
openText.y = 2732 / 2 - 500 + 1400 + 50; // Move down by 1450 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
// Move the cat down by 600 units
if (toggleSwitch.isTouched) {
if (!boxLid.visible) {
cat.y = 2732 / 2 + 790; // Ensure the cat's position is set correctly when visible
}
toggleSwitch.isTouched = false; // Reset the switch state
}
};
// 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
}
// Check if the touch is on the sticky note
if (stickyNote.intersects({
x: localPos.x,
y: localPos.y,
width: 1,
height: 1
})) {
stickyNote.down(x, y, obj);
}
};
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.