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Que el profesor sea lento
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Elimina los muebles
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Que el jugador se mueva
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que los muebles tengan colision
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Que en la puerta haiga una pregunta con varias obsiones la pregunta es 7×2 cuanto es obciones 13 obcion 2 14 obsion correcta 2
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = student.x - self.x;' Line Number: 32
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Que el profesor bregue matar al alumno
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Please fix the bug: 'Student is not defined' in or related to this line: 'var student = new Student();' Line Number: 154
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Que el profesor brege matar a el alumno
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Please fix the bug: 'Student is not defined' in or related to this line: 'var student = new Student();' Line Number: 154
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Please fix the bug: 'Student is not defined' in or related to this line: 'var student = new Student();' Line Number: 154
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que el profesor brege matar a el jugador
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Que por cuarto haiga una puerta
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Que haiga un colegio como el de baldi
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Que la camara este atras del personaje
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Que el mapa sea de un colegio que sea muy grande cancha y de todo
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Pero has un juego en 3 persona
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Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 75
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 155
Code edit (1 edits merged)
Please save this source code
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San Luis: El Monstruo del Colegio
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Juego de un colegio escondite de un profesor monstruoso y que este basado en el sanluis yarumal
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Basado en el colegio sanluis de yarumal
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Un juego de supervivencia esconderse de un monstruo en un colegio
/**** * Classes ****/ // ProfesorMonster class: AI-driven monster that chases the student var ProfesorMonster = Container.expand(function () { var self = Container.call(this); // Attach profesor asset var profesorSprite = self.attachAsset('profesor', { anchorX: 0.5, anchorY: 0.5 }); // Track last position for event logic self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; // Update method: chase the student self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Use global student variable if (typeof student === "undefined" || !student) return; // Simple AI: move towards the student var dx = student.x - self.x; var dy = student.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 12; // profesor speed, slightly slower than student // Predict next position var nextX = self.x; var nextY = self.y; if (dist > speed) { nextX += dx / dist * speed; nextY += dy / dist * speed; } else { nextX = student.x; nextY = student.y; } // List of all furniture and wall objects to check collision var colliders = [wallTop, wallBottom, wallLeft, wallRight, classroom1, classroom2, classroom3, classroom4, library, chapel, cancha, furniture3, furniture4, furniture5]; // Try moving in X, then Y, blocking if collision var oldX = self.x; var oldY = self.y; // Try X movement self.x = nextX; var collided = false; for (var i = 0; i < colliders.length; i++) { if (self.intersects(colliders[i])) { collided = true; break; } } if (collided) { self.x = oldX; // revert X } // Try Y movement self.y = nextY; collided = false; for (var i = 0; i < colliders.length; i++) { if (self.intersects(colliders[i])) { collided = true; break; } } if (collided) { self.y = oldY; // revert Y } }; return self; }); // Student class: controllable player character var Student = Container.expand(function () { var self = Container.call(this); // Attach student asset var studentSprite = self.attachAsset('student', { anchorX: 0.5, anchorY: 0.5 }); // Initial target position is current position self.targetX = 300; self.targetY = 2732 / 2; // Track last position for event logic self.lastX = self.x; self.lastY = self.y; // Update method: move towards target position self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Move towards targetX, targetY var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 18; // pixels per frame // Predict next position var nextX = self.x; var nextY = self.y; if (dist > speed) { nextX += dx / dist * speed; nextY += dy / dist * speed; } else { nextX = self.targetX; nextY = self.targetY; } // List of all furniture and wall objects to check collision var colliders = [wallTop, wallBottom, wallLeft, wallRight, classroom1, classroom2, classroom3, classroom4, library, chapel, cancha, furniture3, furniture4, furniture5]; // Try moving in X, then Y, blocking if collision var oldX = self.x; var oldY = self.y; // Try X movement self.x = nextX; var collided = false; for (var i = 0; i < colliders.length; i++) { if (self.intersects(colliders[i])) { collided = true; break; } } if (collided) { self.x = oldX; // revert X } // Try Y movement self.y = nextY; collided = false; for (var i = 0; i < colliders.length; i++) { if (self.intersects(colliders[i])) { collided = true; break; } } if (collided) { self.y = oldY; // revert Y } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Main floor (covers the whole map) // Expand the map: create a large school with multiple areas var floor = LK.getAsset('floor', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(floor); // Top and bottom walls (main corridor) var wallTop = LK.getAsset('wall', { x: 0, y: 0, anchorX: 0, anchorY: 0 }); var wallBottom = LK.getAsset('wall', { x: 0, y: 2732 - 40, anchorX: 0, anchorY: 0 }); game.addChild(wallTop); game.addChild(wallBottom); // Left and right walls (vertical boundaries) var wallLeft = LK.getAsset('wall', { width: 40, height: 2732, x: 0, y: 0, anchorX: 0, anchorY: 0 }); var wallRight = LK.getAsset('wall', { width: 40, height: 2732, x: 2048 - 40, y: 0, anchorX: 0, anchorY: 0 }); game.addChild(wallLeft); game.addChild(wallRight); // Classrooms (rectangular furniture blocks) var classroom1 = LK.getAsset('furniture', { x: 300, y: 400, anchorX: 0.5, anchorY: 0.5 }); var classroom2 = LK.getAsset('furniture', { x: 300, y: 900, anchorX: 0.5, anchorY: 0.5 }); var classroom3 = LK.getAsset('furniture', { x: 300, y: 1400, anchorX: 0.5, anchorY: 0.5 }); var classroom4 = LK.getAsset('furniture', { x: 300, y: 2000, anchorX: 0.5, anchorY: 0.5 }); game.addChild(classroom1); game.addChild(classroom2); game.addChild(classroom3); game.addChild(classroom4); // Library (bigger furniture block) var library = LK.getAsset('furniture', { x: 800, y: 400, width: 400, height: 200, anchorX: 0.5, anchorY: 0.5 }); game.addChild(library); // Chapel (bigger furniture block) var chapel = LK.getAsset('furniture', { x: 1700, y: 400, width: 300, height: 200, anchorX: 0.5, anchorY: 0.5 }); game.addChild(chapel); // Sports field (large open area, visually represented by a big furniture block) var cancha = LK.getAsset('furniture', { x: 1200, y: 2000, width: 700, height: 400, anchorX: 0.5, anchorY: 0.5 }); game.addChild(cancha); // More hiding furniture (lockers, benches, etc.) var furniture3 = LK.getAsset('furniture', { x: 600, y: 1200, anchorX: 0.5, anchorY: 0.5 }); var furniture4 = LK.getAsset('furniture', { x: 1800, y: 1800, anchorX: 0.5, anchorY: 0.5 }); var furniture5 = LK.getAsset('furniture', { x: 1000, y: 2500, anchorX: 0.5, anchorY: 0.5 }); game.addChild(furniture3); game.addChild(furniture4); game.addChild(furniture5); // Add door (exit) at far right, near the sports field var door = LK.getAsset('door', { x: 2048 - 200, y: 2200, anchorX: 0, anchorY: 0 }); game.addChild(door); // Add student (player) and center camera on them var student = new Student(); student.x = 300; student.y = 2732 / 2; game.addChild(student); // Add profesor (monster) as an AI-driven monster var profesor = new ProfesorMonster(); profesor.x = 1600; profesor.y = 2732 / 2; game.addChild(profesor); // Camera offset for 3rd person (centered on student) var cameraOffsetX = 1024; // half width var cameraOffsetY = 1366; // half height // Camera follow logic game.update = function () { // Update student if (student.update) student.update(); // Update profesor monster AI if (profesor.update) profesor.update(); // Check for kill: profesor touches student (collision) var isIntersecting = profesor.intersects(student); if (!profesor.lastWasIntersecting && isIntersecting) { // Profesor kills student: show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } profesor.lastWasIntersecting = isIntersecting; // Check if student reaches the door (first time) if ((typeof showMathQuestion === "undefined" || !showMathQuestion) && // Only trigger once student.lastX + 60 < door.x && // 60 is half student width, so center student.x + 60 >= door.x && // Crossed the door's X Math.abs(student.y - (door.y + 100)) < 120 // Y is close to door center (door height is 200) ) { showMathQuestion = true; // Pause student and profesor movement studentPaused = true; profesorPaused = true; // Create question UI if (typeof mathQuestionGroup !== "undefined" && mathQuestionGroup) { mathQuestionGroup.destroy(); } mathQuestionGroup = new Container(); // Question text var questionText = new Text2("¿Cuánto es 7 × 2?", { size: 100, fill: "#fff" }); questionText.anchor.set(0.5, 0); questionText.x = 2048 / 2; questionText.y = 400; mathQuestionGroup.addChild(questionText); // Option 1: 13 var option1 = new Text2("1) 13", { size: 90, fill: "#fff" }); option1.anchor.set(0.5, 0); option1.x = 2048 / 2; option1.y = 600; mathQuestionGroup.addChild(option1); // Option 2: 14 (correct) var option2 = new Text2("2) 14", { size: 90, fill: "#fff" }); option2.anchor.set(0.5, 0); option2.x = 2048 / 2; option2.y = 800; mathQuestionGroup.addChild(option2); // Option 3: 2 var option3 = new Text2("3) 2", { size: 90, fill: "#fff" }); option3.anchor.set(0.5, 0); option3.x = 2048 / 2; option3.y = 1000; mathQuestionGroup.addChild(option3); // Add to GUI overlay (centered) LK.gui.center.addChild(mathQuestionGroup); // Option selection logic mathQuestionGroup.down = function (x, y, obj) { // Convert to local coordinates var localY = y; // Option 1 if (localY >= option1.y && localY < option1.y + 150) { // Incorrect LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); } // Option 2 (correct) else if (localY >= option2.y && localY < option2.y + 150) { // Correct LK.effects.flashScreen(0x00ff00, 600); LK.showYouWin(); } // Option 3 else if (localY >= option3.y && localY < option3.y + 150) { // Incorrect LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); } }; // Forward events to group LK.gui.center.down = function (x, y, obj) { if (mathQuestionGroup && mathQuestionGroup.down) { mathQuestionGroup.down(x, y, obj); } }; } // Track lastX for student for event logic student.lastX = student.x; student.lastY = student.y; // Camera follows student from behind (3rd person, offset behind student direction) var dx = student.targetX - student.x; var dy = student.targetY - student.y; var dist = Math.sqrt(dx * dx + dy * dy); var camBehindDist = 350; // Distance behind the student var camX, camY; if (dist > 10) { // Camera is offset behind the student, in the opposite direction of movement camX = student.x - dx / dist * camBehindDist; camY = student.y - dy / dist * camBehindDist; } else { // If not moving, camera stays slightly above/behind camX = student.x - camBehindDist; camY = student.y; } // Clamp camera to map bounds camX = Math.max(0, Math.min(camX, 2048 - 2048)); camY = Math.max(0, Math.min(camY, 2732 - 2732)); game.x = -camX; game.y = -camY; }; // Drag-to-move logic (touch/mouse) game.down = function (x, y, obj) { // Move student to touch position (convert to game coordinates) student.targetX = x; student.targetY = y; }; game.move = function (x, y, obj) { student.targetX = x; student.targetY = y; }; game.up = function (x, y, obj) { // No-op for now };
===================================================================
--- original.js
+++ change.js
Modern App Store icon, high definition, square with rounded corners, for a game titled "San Luis: El Monstruo del Colegio" and with the description "Juego de escondite en el colegio San Luis de Yarumal, donde debes evitar a un profesor monstruoso y escapar del colegio.". No text on icon!
Puerta. In-Game asset. 2d. High contrast. No shadows
Piso liso. In-Game asset. 2d. High contrast. No shadows
Un solo pupitre. In-Game asset. 2d. High contrast. No shadows
Niño pequeño con uniforme blanco y sudadera azul. In-Game asset. 2d. High contrast. No shadows
Suelo de concreto. In-Game asset. 2d. High contrast. No shadows