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MOVE THE BOXLID DOWN WITH 600 UNITS WHEN THE CAT IS HIDED BEHIND THE BOX
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MOVE THE BOXLID DOWN WITH 600 UNITS
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MOZGSD A BOXLIDET A BOX MŐGÉ AMIKOR A MACSKA IS MÖGÖTTE VAN
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Végezd el a 2. pontban leírt javaslatod, hogy működjön a boxlid elrejtése
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AKKOR CSINÁLD IS MEG VÉGRE!!!
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Akkor a boxlid elrejtési időzítését változasd meg, hogy a macskával és a catpaw-al egyszerre tűnjön el
User prompt
távoltsd el a boxlidet a pályáról, ha a cat and catpaw már újra nemlátszódnak
User prompt
Módosítsd a játék logikáját erre: ha a macska és a catpaw már újra nem látszódnak, akkor a boxlidet is tűntesd el arra az időre.
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ha a játékos minden második alkalommal megnyomja a toggleswitchet, akkor a boxlid ne látszódjon
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Why not working???
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still not working...
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4. **Animation and Timing**: - The `boxLid` visibility changes are synchronized with the animations of the `cat` and `catPaw`. For example, after the `cat` stretches its paw and the animation completes, the `cat` and `catPaw` are hidden, which in turn hides the `boxLid`. The last part does not work, the boxlid asset does not disappear. Fix it to disappear
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Ensure boxLid is vanish when cat and catPaw are too
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Ameddig a játékos oda-vissza kapcsolgatja a toggleswitchet, addig ne bújjon elő a macska és a catpaw
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Ameddig a játékos oda-vissza kapcsolgatja a toggleswitchet, addig ne bújjon el a macska és a catpaw
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Ensure boxLid is hidden when both cat and catPaw are hidden behind the box
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Ensure boxLid is hidden when both cat and catPaw are they were already hiding
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Ensure boxLid is hidden when both cat and catPaw are hided
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Ensure boxLid is hidden when both cat and catPaw are invisible
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de csak miután visszahúzódott a macska és a catpaw
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Még mindig nem működik
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Ensure boxLid invisible is correctly updated when cat and catPaw are invisible
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miért futsz hibára a nyelv szótól???
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Add cat tongue asset to the game
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Még mindig nem tűnik el a boxlid a macskával együtt
/**** * 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 if (!cat.visible && !catPaw.visible) { boxLid.visible = false; // Hide the box lid when both cat and catPaw are invisible } else { boxLid.visible = true; // Ensure box lid is visible if either cat or catPaw is visible } 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; if (!cat.visible && !catPaw.visible) { boxLid.visible = false; } else { boxLid.visible = true; } if (!boxLid.visible) { cat.visible = false; catPaw.visible = false; } 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 = cat.visible || catPaw.visible; // Ensure box lid is hidden when both cat and cat paw are 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 + 1400 + 50; // Move down by 1450 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; // Move down by 500 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 } else { boxLid.visible = true; // Ensure box lid is visible if cat is 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); } };
===================================================================
--- original.js
+++ change.js
@@ -40,8 +40,10 @@
LK.clearInterval(stretchInterval); // Stop the interval when the paw reaches the toggle switch
catPaw.visible = false; // Hide the cat paw
if (!cat.visible && !catPaw.visible) {
boxLid.visible = false; // Hide the box lid when both cat and catPaw are invisible
+ } else {
+ boxLid.visible = true; // Ensure box lid is visible if either cat or catPaw is visible
}
toggleSwitch.isTouched = true; // Set toggle switch as touched
}
}, 16); // Approximately 60 FPS
@@ -339,8 +341,10 @@
// 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
+ } else {
+ boxLid.visible = true; // Ensure box lid is visible if cat is visible
}
toggleSwitch.isTouched = false; // Reset the switch state
}
};
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.