User prompt
Türkçede adı Çöp Adam olsun
User prompt
Henry Stickmin adını Stickman ile değiştir
User prompt
oyunun içinde lunge button yok
User prompt
oyuna bir buton koy bu buton dil butonu basınca dil değişisin sadce 2 dil olsun türkçe ingilizce ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
oyundaki butoları büyüt am a yazıları aynı kalsın
User prompt
hayır bulamaca değil henry stickmin in buradan çıkması için seçimler yapması lazım
Code edit (1 edits merged)
Please save this source code
User prompt
Henry Stickmin: Backrooms Escape
Initial prompt
Henry Stickmin : The Backrooms
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ChoiceButton = Container.expand(function (text, isCorrect) { var self = Container.call(this); var button = self.attachAsset('choiceButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(text, { size: 40, fill: 0xffffff }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.isCorrect = isCorrect; self.down = function (x, y, obj) { LK.getSound('choice_select').play(); handleChoice(self.isCorrect); }; return self; }); var LanguageButton = Container.expand(function () { var self = Container.call(this); var button = self.attachAsset('languageButton', { anchorX: 0.5, anchorY: 0.5 }); var currentLanguage = storage.language || 'en'; self.buttonText = new Text2(currentLanguage === 'en' ? 'EN' : 'TR', { size: 30, fill: 0xffffff }); self.buttonText.anchor.set(0.5, 0.5); self.addChild(self.buttonText); self.down = function (x, y, obj) { currentLanguage = currentLanguage === 'en' ? 'tr' : 'en'; storage.language = currentLanguage; self.buttonText.setText(currentLanguage === 'en' ? 'EN' : 'TR'); updateLanguage(); }; return self; }); var Scenario = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('scenarioBackground', { anchorX: 0.5, anchorY: 0.5 }); var henry = self.attachAsset('henry', { anchorX: 0.5, anchorY: 1.0, x: -200, y: 100 }); self.scenarioText = new Text2('', { size: 50, fill: 0x000000, wordWrap: true, wordWrapWidth: 1600 }); self.scenarioText.anchor.set(0.5, 0); self.scenarioText.x = 0; self.scenarioText.y = -500; self.addChild(self.scenarioText); self.choices = []; self.setScenario = function (text, choiceData) { self.scenarioText.setText(text); for (var i = 0; i < self.choices.length; i++) { self.choices[i].destroy(); } self.choices = []; for (var j = 0; j < choiceData.length; j++) { var choice = new ChoiceButton(choiceData[j].text, choiceData[j].correct); choice.x = 0; choice.y = 200 + j * 160; self.choices.push(choice); self.addChild(choice); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFF99 }); /**** * Game Code ****/ var currentLevel = 1; var scenario; var languageButton; var translations = { en: { level: 'Level: ', scenarios: [{ text: "Henry finds himself in the yellow hallways of the Backrooms. He hears strange noises ahead. What should he do?", choices: ["Investigate the noise cautiously", "Run away immediately", "Call out loudly"] }, { text: "Henry discovers a flickering light switch. The darkness ahead seems endless.", choices: ["Turn off the lights to hide", "Keep the lights on and proceed", "Break the light switch"] }, { text: "Henry encounters a door with strange markings. It's slightly ajar.", choices: ["Enter through the door carefully", "Slam the door shut", "Mark the door and continue"] }, { text: "Henry hears footsteps behind him but sees nothing when he turns around.", choices: ["Hide and wait quietly", "Shout 'Who's there?'", "Start running"] }, { text: "Henry finds a maintenance panel with buttons. One is glowing red.", choices: ["Press the glowing red button", "Look for another way around", "Try to break the panel"] }, { text: "Henry discovers an elevator. The buttons show floor -1, 0, and 1.", choices: ["Press floor 1 to go up", "Press floor -1 to go deeper", "Stay on floor 0"] }, { text: "Henry sees an entity in the distance. It hasn't noticed him yet.", choices: ["Quietly back away", "Try to communicate", "Throw something to distract it"] }, { text: "Henry finds a staircase leading up. There's also a ventilation shaft.", choices: ["Take the staircase", "Crawl through the vent", "Wait here for help"] }, { text: "Henry reaches what appears to be an exit, but it feels too easy.", choices: ["Examine the exit carefully first", "Rush through immediately", "Look for another exit"] }, { text: "Henry sees a bright light ahead. This could be his final escape from the Backrooms.", choices: ["Walk towards the light confidently", "Approach with extreme caution", "Turn back and find another way"] }] }, tr: { level: 'Seviye: ', scenarios: [{ text: "Henry kendini Backrooms'un sarı koridorlarında bulur. Önünden garip sesler duyar. Ne yapmalı?", choices: ["Sesi dikkatli bir şekilde araştır", "Hemen kaç", "Yüksek sesle bağır"] }, { text: "Henry yanıp sönen bir ışık anahtarı keşfeder. Önündeki karanlık sonsuz görünüyor.", choices: ["Saklanmak için ışıkları kapat", "Işıkları açık tut ve devam et", "Işık anahtarını kır"] }, { text: "Henry garip işaretleri olan bir kapıyla karşılaşır. Kapı hafif aralık.", choices: ["Kapıdan dikkatli bir şekilde gir", "Kapıyı sertçe kapat", "Kapıyı işaretle ve devam et"] }, { text: "Henry arkasından ayak sesleri duyar ama döndüğünde hiçbir şey görmez.", choices: ["Saklan ve sessizce bekle", "'Kim var orada?' diye bağır", "Koşmaya başla"] }, { text: "Henry düğmeleri olan bir bakım paneli bulur. Biri kırmızı yanıyor.", choices: ["Kırmızı düğmeye bas", "Başka bir yol ara", "Paneli kırmaya çalış"] }, { text: "Henry bir asansör keşfeder. Düğmeler -1, 0 ve 1. katları gösteriyor.", choices: ["Yukarı çıkmak için 1. kata bas", "Daha derine inmek için -1'e bas", "0. katta kal"] }, { text: "Henry uzakta bir varlık görür. Henüz onu fark etmemiş.", choices: ["Sessizce geri çekil", "İletişim kurmaya çalış", "Dikkatini dağıtmak için bir şey fırlat"] }, { text: "Henry yukarı çıkan bir merdiven bulur. Ayrıca bir havalandırma kanalı var.", choices: ["Merdiveni kullan", "Havalandırma kanalından sürün", "Burada yardım bekle"] }, { text: "Henry çıkış gibi görünen bir yere ulaşır, ama bu çok kolay görünüyor.", choices: ["Önce çıkışı dikkatli incele", "Hemen koşarak geç", "Başka bir çıkış ara"] }, { text: "Henry önünde parlak bir ışık görür. Bu Backrooms'tan son kaçışı olabilir.", choices: ["Işığa doğru güvenle yürü", "Aşırı dikkatli yaklaş", "Geri dön ve başka yol bul"] }] } }; function getCurrentLanguage() { return storage.language || 'en'; } function updateLanguage() { var lang = getCurrentLanguage(); levelText.setText(translations[lang].level + currentLevel); if (scenario && currentLevel <= translations[lang].scenarios.length) { var currentScenario = translations[lang].scenarios[currentLevel - 1]; scenario.setScenario(currentScenario.text, currentScenario.choices.map(function (choice, index) { return { text: choice, correct: scenarios[currentLevel - 1].choices[index].correct }; })); } } var scenarios = [{ text: "Henry finds himself in the yellow hallways of the Backrooms. He hears strange noises ahead. What should he do?", choices: [{ text: "Investigate the noise cautiously", correct: true }, { text: "Run away immediately", correct: false }, { text: "Call out loudly", correct: false }] }, { text: "Henry discovers a flickering light switch. The darkness ahead seems endless.", choices: [{ text: "Turn off the lights to hide", correct: false }, { text: "Keep the lights on and proceed", correct: true }, { text: "Break the light switch", correct: false }] }, { text: "Henry encounters a door with strange markings. It's slightly ajar.", choices: [{ text: "Enter through the door carefully", correct: true }, { text: "Slam the door shut", correct: false }, { text: "Mark the door and continue", correct: false }] }, { text: "Henry hears footsteps behind him but sees nothing when he turns around.", choices: [{ text: "Hide and wait quietly", correct: true }, { text: "Shout 'Who's there?'", correct: false }, { text: "Start running", correct: false }] }, { text: "Henry finds a maintenance panel with buttons. One is glowing red.", choices: [{ text: "Press the glowing red button", correct: false }, { text: "Look for another way around", correct: true }, { text: "Try to break the panel", correct: false }] }, { text: "Henry discovers an elevator. The buttons show floor -1, 0, and 1.", choices: [{ text: "Press floor 1 to go up", correct: true }, { text: "Press floor -1 to go deeper", correct: false }, { text: "Stay on floor 0", correct: false }] }, { text: "Henry sees an entity in the distance. It hasn't noticed him yet.", choices: [{ text: "Quietly back away", correct: true }, { text: "Try to communicate", correct: false }, { text: "Throw something to distract it", correct: false }] }, { text: "Henry finds a staircase leading up. There's also a ventilation shaft.", choices: [{ text: "Take the staircase", correct: true }, { text: "Crawl through the vent", correct: false }, { text: "Wait here for help", correct: false }] }, { text: "Henry reaches what appears to be an exit, but it feels too easy.", choices: [{ text: "Examine the exit carefully first", correct: true }, { text: "Rush through immediately", correct: false }, { text: "Look for another exit", correct: false }] }, { text: "Henry sees a bright light ahead. This could be his final escape from the Backrooms.", choices: [{ text: "Walk towards the light confidently", correct: true }, { text: "Approach with extreme caution", correct: false }, { text: "Turn back and find another way", correct: false }] }]; var levelText = new Text2('Level: 1', { size: 80, fill: 0x000000 }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); languageButton = new LanguageButton(); languageButton.x = -60; languageButton.y = 40; LK.gui.topRight.addChild(languageButton); function initializeScenario() { if (scenario) { scenario.destroy(); } scenario = game.addChild(new Scenario()); scenario.x = 1024; scenario.y = 1366; var lang = getCurrentLanguage(); levelText.setText(translations[lang].level + currentLevel); if (currentLevel <= scenarios.length) { var currentScenario = translations[lang].scenarios[currentLevel - 1]; var choiceData = currentScenario.choices.map(function (choice, index) { return { text: choice, correct: scenarios[currentLevel - 1].choices[index].correct }; }); scenario.setScenario(currentScenario.text, choiceData); } else { LK.showYouWin(); } } function handleChoice(isCorrect) { if (isCorrect) { LK.getSound('success_sound').play(); LK.effects.flashScreen(0x00ff00, 500); currentLevel++; var lang = getCurrentLanguage(); levelText.setText(translations[lang].level + currentLevel); if (currentLevel > scenarios.length) { LK.showYouWin(); } else { LK.setTimeout(function () { initializeScenario(); }, 1000); } } else { LK.getSound('fail_sound').play(); LK.effects.flashScreen(0xff0000, 500); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } initializeScenario(); game.update = function () {};
===================================================================
--- original.js
+++ change.js
@@ -313,10 +313,10 @@
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
languageButton = new LanguageButton();
-languageButton.x = 2048 - 150;
-languageButton.y = 150;
+languageButton.x = -60;
+languageButton.y = 40;
LK.gui.topRight.addChild(languageButton);
function initializeScenario() {
if (scenario) {
scenario.destroy();