User prompt
Play 'ls' sound when the player touches the lightswitch asset
User prompt
Play 'ts' sound when the player touches the lightswitch asset
User prompt
Play 'ts' sound when the player reach the toggleSwitch asset
User prompt
Play 'ts' sound when the catpaw touches the toggleSwitch asset
User prompt
play ts asset sound when the player touches toggleswitch asset
User prompt
play ts asset sound when the the player or the catpaw touches toggleswitch asset
User prompt
Ensure darkOverlay does not darken the ledLight asset by adjusting rendering order
User prompt
Ensure that darkoverlay asset Do not darken the ledlight asset
User prompt
Ensure that darkoverlay asset not effective to the ledlight asset
User prompt
Ensure that ledlight asset is only visible, when the darkOverlay asset is active
User prompt
Make LED light visible only when darkOverlay is active
User prompt
ledLight asset only visible when the darkOverlay asset is active
User prompt
Please fix the bug: 'lightSwitch is undefined' in or related to this line: 'ledLight.x = lightSwitch.x; // Align LED light with the light switch' Line Number: 304
User prompt
place ledlight asset onto the lightswitch asset
User prompt
Add led light asset to the game
User prompt
when the cat and the paw are hidedm then hide boxlid too.
User prompt
You operate completely stupid! Finally fix the box lock to a real one!
User prompt
Swap Open and Close Texts
User prompt
Change the close and the open texts
User prompt
when the toggleswitch is not activated hide the boxlid from the map
User prompt
Move the lidbox bottom to the top of the box
User prompt
The boxlid is visible only when the toggleswitch is on state.
User prompt
The boxlid is visible only when the toggleswitch is on.
User prompt
move boxlid bottom to the top of the box
User prompt
Add boxlid to the map
/****
* 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 BoxLid
var BoxLid = Container.expand(function () {
var self = Container.call(this);
var lidGraphics = self.attachAsset('boxLid', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 2048 / 2; // Center the box lid horizontally
self.y = 2732 / 2 + 720; // Position the box lid on top of the wooden box
// Method to hide the box lid
self.hide = function () {
self.visible = false;
};
// Method to show the box lid
self.show = function () {
self.visible = true;
};
});
// 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;
// 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);
// 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());
// Add the box lid to the game
var boxLid = game.addChild(new BoxLid());
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: 0x000000
});
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: 0x000000
});
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) {
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.
fehΓ©r fΓ©nyΕ± mennyezeti lΓ‘mpa.
yellow stickyNote with "Let the cat sleep! Xoxo!" text and a red-stain.
thin, black, up and down arrow.