User prompt
If person is personfree before time end show you win.
User prompt
let only Gamemusic1 after hiding sawface don't playthe intromusic1 when game is start or after hiding sawface!
User prompt
start Intromusic1 when intro and before game start only.
User prompt
add Gamemusic1 when game is start
User prompt
change the 7 clicks by knife, don't let the key appear only if clicked by knife and did the blood!
User prompt
Let the Intromusic1 for into only not when game is start
User prompt
change showing of the blood only when i click by knife not by cursor
User prompt
change showing of the blood only when i click by knife not by cursor
User prompt
add drag to knife and let it follow the cursor exactly at the same time as you did with key
Code edit (2 edits merged)
Please save this source code
User prompt
Add knife to the game beside person from the bottom left so close to him
User prompt
Add knife to the game beside person from the left so close to him
Code edit (1 edits merged)
Please save this source code
User prompt
when game start don't let anything can be clicked till 36 sec is passed
User prompt
when game start don't let anything can be clicked till 36 sec is passed
User prompt
when game start don't let anything can be clicked till 36 sec is passed
User prompt
when game start don't let anything can be clicked till 36 sec is passed
User prompt
when game start don't let anything can be clicked till 36 sec is passed
User prompt
change 'asset_background_room' to background2 when both lockclosed changed to lockopen
User prompt
make asset_background_room invisible
User prompt
Reorder Background2 to be before all assets and front of asset_background_room on the screen.
/**** * Initialize Game ****/ // Gold color for the key // No plugins are explicitly required for this game's core mechanics at this stage. // Character and Key classes have been removed as they're no longer needed for the game // Create the main game object. Background color is a fallback if no background asset is used or covers fully. var game = new LK.Game({ backgroundColor: 0x100806 // A very dark base color, suggesting a dim room }); /**** * Game Code ****/ // Global variables for game objects, drag state, and interaction states // The LK engine can automatically initialize assets based on LK.getAsset calls. // Defining them here with LK.init is for clarity and follows the example structure. // In a real project, these would typically be image assets (e.g., 'background_room.png'). // Using shapes as placeholders for development. // A dark, moody room color var key = null; var lockclosed1 = null, lockclosed2 = null; var lockopen1 = null, lockopen2 = null; var draggedObject = null; // Renamed from draggedKey to handle any draggable object var isLock1Open = false, isLock2Open = false; var bloodAsset = null; // Variable to hold the blood asset var person = null; // Will hold the person asset var personFreed = false; // Flag to track if the person has been changed to 'personfree' var keyImage = null; // Asset for the key image var signClickHere = null; // Asset for the "Click Here" sign var body = null; // Will hold the body asset, needs to be global for knife interaction var bodyTouchCount = 0; // Moved from setupInitialGameScene for clarity and proper scope var dragOffsetX = 0, dragOffsetY = 0; // Store offset of click within the key during drag var roomBackground = null; // Will hold the main game background asset var knifeAsset = null; // Will hold the knife asset // Global variables for game state and objects, for clarity and accessibility var timerDisplay = null; // Text2 object for showing the timer var gameUpdateTimerId = null; // ID for the LK.setInterval timer var secondsRemaining = 0; // Time left in the game var isGameActive = false; // Boolean flag to control game state (running, won, lost) // Game constants for easy tuning var GAME_DURATION_SECONDS = 180; // Total time in seconds (3 minutes) var VIRTUAL_GAME_WIDTH = 2048; // Standard LK virtual width var VIRTUAL_GAME_HEIGHT = 2732; // Standard LK virtual height var SAWRECORD1_ESTIMATED_DURATION_MS = 4000; // Estimated duration of Sawrecord1 sound in milliseconds (e.g., 4 seconds) // Helper function to create blood effects function createBloodEffectsAt(effectX, effectY) { var mainBloodSplat = LK.getAsset('blood', { anchorX: 4, // Using original anchor from body.down for visual consistency anchorY: -6, // Using original anchor x: effectX, y: effectY }); game.addChild(mainBloodSplat); var bloodSplatterArray = []; for (var i = 0; i < 4 + Math.floor(Math.random() * 3); i++) { // 4-6 splats var angle = Math.random() * Math.PI * 2; var dist = 40 + Math.random() * 30; // 40-70 px away var size = 30 + Math.random() * 40; // 30-70 px size var blood1 = LK.getAsset('blood1', { anchorX: 6, // Original anchor anchorY: -10, // Original anchor x: effectX + Math.cos(angle) * dist, y: effectY + Math.sin(angle) * dist, width: size, height: size }); game.addChild(blood1); bloodSplatterArray.push(blood1); } LK.setTimeout(function () { if (mainBloodSplat && mainBloodSplat.parent) { // Check if asset still exists before destroying mainBloodSplat.destroy(); } for (var j = 0; j < bloodSplatterArray.length; j++) { if (bloodSplatterArray[j] && bloodSplatterArray[j].parent) { bloodSplatterArray[j].destroy(); } } }, 500); // Blood effects last for 500ms } var canInteract = false; // Flag to control if elements can be clicked after game starts var canInteract = false; // Flag to control if elements can be clicked after game starts // Global variables for intro screen var introBackground = null; var introActive = true; // To ensure intro logic runs only once // Display intro background as soon as game code runs // It's assumed VIRTUAL_GAME_WIDTH and VIRTUAL_GAME_HEIGHT are available here. introBackground = LK.getAsset('Background0', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: VIRTUAL_GAME_WIDTH, // Make it full screen height: VIRTUAL_GAME_HEIGHT }); game.addChild(introBackground); // Add to the main game stage // Play intro music if (introActive) { // Start intro music only if the intro phase is active LK.playMusic('Intromusic1'); } // Add start button to intro var startButton = LK.getAsset('Startbutton', { anchorX: 0.5, anchorY: 0.5, x: VIRTUAL_GAME_WIDTH / 2, y: VIRTUAL_GAME_HEIGHT * 0.85 // Place button closer to the bottom, at 85% of screen height }); game.addChild(startButton); // Set up a global tap listener to start the game only if start button is pressed game.down = function (x, y, obj) { if (introActive) { // Only start if tap is inside startButton bounds if (startButton && x >= startButton.x - startButton.width / 2 && x <= startButton.x + startButton.width / 2 && y >= startButton.y - startButton.height / 2 && y <= startButton.y + startButton.height / 2) { // Remove intro assets if (introBackground) { introBackground.destroy(); introBackground = null; } if (startButton) { startButton.destroy(); startButton = null; } // Stop intro music when starting the game LK.stopMusic(); introActive = false; setupInitialGameScene(); // Note: If setupInitialGameScene or subsequent game logic defines its own game.down handler, // it will automatically replace this one. This is typically the desired behavior, // as the intro tap is a one-time action. } } }; /** * Sets up all the initial elements and state for the game. * This function is called once when the game starts. */ function setupInitialGameScene() { LK.stopMusic(); // Ensure Intromusic1 is stopped when game scene initializes // Gamemusic1 will now be played after the sawface sequence. // 1. Background // The background is added first to ensure it's rendered behind all other game elements. roomBackground = LK.getAsset('asset_background_room', { anchorX: 0, // Anchor at top-left anchorY: 0, x: 0, // Position at screen origin (0,0) y: 0 }); // Make the background asset visible roomBackground.visible = true; game.addChildAt(roomBackground, 0); // Add pic1 asset at the middle left of the screen, avoiding 500px area from left side var pic1 = LK.getAsset('pic1', { anchorX: 0.5, //{m} // Anchor at its left edge anchorY: 1, //{n} // Anchor at its vertical center x: 500, // Position its left edge 500px from the screen's left y: VIRTUAL_GAME_HEIGHT / 2 // Position its vertical center at the screen's middle }); game.addChild(pic1); // 2. Body (player) - centered horizontally, near the bottom of the room body = LK.getAsset('Body', { anchorX: 0.7, anchorY: -0.5 }); body.x = VIRTUAL_GAME_WIDTH / 2; // Place the person so their feet are 150px above the bottom edge (to avoid being flush with the edge) game.addChild(body); // 3. Person - Add the person asset to the game scene person = LK.getAsset('Person', { // Assign to global 'person' anchorX: 1, anchorY: -0.5 }); person.x = VIRTUAL_GAME_WIDTH / 2; person.y = VIRTUAL_GAME_HEIGHT / 2; // Center the person game.addChild(person); // Add the knife asset to the game scene, beside the person (bottom left) knifeAsset = LK.getAsset('knife', { anchorX: -1.5, // Anchor at its right edge for easier positioning to the left of person anchorY: 1.2 // Anchor at its top edge for easier positioning below person }); // Position the knife to the bottom-left of the person // Person's origin is its center due to anchorX: 1, anchorY: -0.5 in its creation // So, person's visual left edge is person.x - person.width * (1 - person.anchor.x) // and person's visual bottom edge is person.y + person.height * (1 - person.anchor.y) // Let's adjust based on person's anchor (1, -0.5 makes x center, y as if anchored at -0.5*height above actual center) // Visual left of person: person.x (since anchorX is 1, it's effectively centered on its right edge, so person.x is its right edge. person.x - person.width is left edge) // Visual bottom of person: person.y + person.height * 1.5 (since anchorY is -0.5, the visual bottom is tricky, let's use person.y + person.height/2 as a simpler reference if person was 0.5,0.5 anchored) // Corrected positioning relative to person's visual center and size // Person's visual center X: person.x - person.width * (person.anchor.x - 0.5) // Person's visual center Y: person.y + person.height * (person.anchor.y - 0.5) (Note: this is tricky with negative anchorY) // Let's use the person's x, y (which are set to VIRTUAL_GAME_WIDTH / 2, VIRTUAL_GAME_HEIGHT / 2) // And assume person asset is roughly centered around this point for visual placement knifeAsset.x = person.x - person.width / 2 + knifeAsset.width * 0.5; // Place it left of person's center, then adjust by knife's width knifeAsset.y = person.y + person.height / 2 - knifeAsset.height * 0.5; // Place it bottom of person's center, then adjust // Fine-tuning to be "close" and "bottom left" // If person's anchor is (1, -0.5), person.x is its right edge, person.y is above its visual center. // Let's target person's visual bottom left. // Person visual left edge approx person.x - person.width // Person visual bottom edge approx person.y + person.height (given -0.5 anchor) knifeAsset.x = person.x - person.width + knifeAsset.width * 0.2; // A bit to the right of person's absolute left knifeAsset.y = person.y + person.height * 0.5 - knifeAsset.height * 0.2; // A bit above person's absolute bottom (considering anchor) game.addChild(knifeAsset); // Make knifeAsset interactive and set up its drag listener knifeAsset.interactive = true; knifeAsset.down = function (x, y, obj) { if (!canInteract) { return; } // Do nothing if interaction is not yet allowed // Start dragging the knife draggedObject = knifeAsset; // Store the offset of the click relative to the knife's anchor point. dragOffsetX = x; dragOffsetY = y; // The knife's position will be updated in game.move. }; // Add the body asset beside the person from the right body.x = person.x + body.width / 2 + person.width / 2; // Position body to the right of person body.y = person.y; // Align body vertically with person // Add Sign_clickhere asset to guide tapping on the body signClickHere = LK.getAsset('Sign_clickhere', { anchorX: 2.4, // Center anchor anchorY: 3 // Center anchor }); // Calculate the visual center of the body asset to position the sign accurately // body.anchor.x and body.anchor.y are set by LK.getAsset var bodyVisualCenterX = body.x + body.width * (0.5 - body.anchor.x); var bodyVisualCenterY = body.y + body.height * (0.5 - body.anchor.y); signClickHere.x = bodyVisualCenterX; // Position the sign so its bottom edge is roughly at the body's visual center, making it appear on top signClickHere.y = bodyVisualCenterY - signClickHere.height * 0.5; game.addChild(signClickHere); signClickHere.visible = true; // Make sure the sign is visible initially // Add KeyImage asset below the sign keyImage = LK.getAsset('Keyimage', { anchorX: 3, // Center horizontally on the body anchorY: 2.8 // Position the top edge below the sign }); keyImage.x = signClickHere.x; // Center horizontally on the sign's new position // Position the key image below the sign with some spacing keyImage.y = signClickHere.y + signClickHere.height * 0.5 + keyImage.height * 0.1; game.addChild(keyImage); keyImage.visible = true; // Make sure the key image is visible initially // 4. Timer Display secondsRemaining = GAME_DURATION_SECONDS; // Format initial time as minutes:seconds (3:00 format) var minutes = Math.floor(secondsRemaining / 60); var seconds = secondsRemaining % 60; // Add leading zero for seconds less than 10 var formattedTime = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerDisplay = new Text2('Time: ' + formattedTime, { size: 75, // Font size for the timer fill: 0xE0E0E0 // Light grey color for visibility against dark background }); timerDisplay.anchor.set(0.5, 0); // Anchor text at its top-center point // Add timer to the GUI layer, positioning at top-center LK.gui.top.addChild(timerDisplay); // Offset Y slightly to avoid extreme top edge and platform menu icon area timerDisplay.y = 70; // 70px down from the top edge of the GUI container // 5. Start Game Logic isGameActive = true; // Set game state to active startCountdown(); // Initialize and start the game timer // Disable interactions initially and enable after 36 seconds canInteract = false; LK.setTimeout(function () { if (isGameActive) { // Check if game is still running canInteract = true; // You could add a subtle visual cue here if desired, like a quick flash } }, 36000); // 36000 milliseconds = 36 seconds // Disable interactions initially and enable after 36 seconds canInteract = false; LK.setTimeout(function () { if (isGameActive) { // Check if game is still running canInteract = true; // You could add a subtle visual cue here if desired, like a quick flash } }, 36000); // 36000 milliseconds = 36 seconds // 5. Sawface var sawface = LK.getAsset('Sawface', { anchorX: -3.1, anchorY: 3, visible: false // Initially hidden }); sawface.x = VIRTUAL_GAME_WIDTH / 2 - 200; // Position it to the left of the center sawface.y = VIRTUAL_GAME_HEIGHT / 2; // Vertically centered game.addChild(sawface); // 6. Start Game Logic isGameActive = true; // Set game state to active startCountdown(); // Initialize and start the game timer // Play Sawrecord1 sound, show Sawface 3 seconds after game start, then hide Sawface after sound finishes. LK.setTimeout(function () { if (isGameActive) { // Check if game is still active, e.g. not game over immediately var sawSound = LK.getSound('Sawrecord1'); if (sawSound) { sawSound.play(); } if (sawface) { // Ensure sawface asset exists sawface.visible = true; // Show the sawface // Hide sawface 33 seconds after Sawrecord1 sound starts LK.setTimeout(function () { if (sawface) { sawface.visible = false; } // Start Gamemusic1 now that the sawface sequence is complete if (isGameActive) { // Only play if the game is still supposed to be running LK.playMusic('Gamemusic1'); } }, 33000); // 33000 milliseconds = 33 seconds } } }, 3000); // 3000 milliseconds = 3 seconds // Character and key interaction removed // Add a tap listener to the body body.down = function () { bodyTouchCount++; if (bodyTouchCount >= 7) { key.visible = true; // Show the key after 7 touches if (signClickHere) { // Check if the sign asset exists signClickHere.visible = false; // Hide the "Click Here" sign } if (keyImage) { // Check if the key image asset exists keyImage.visible = false; // Hide the key image } } }; // 7. Key - Add the key to the game scene, attached to the body key = LK.getAsset('key', { // Assign to global 'key' anchorX: 1.5, // Anchor key at its center anchorY: -4.5 // Anchor key at its center }); // Position the key on the body. // (Positioning comments from original code retained for context) key.x = body.x - body.width * (body.anchor.x - 0.5) - key.width * 0.1; // Slightly to the left on the body key.y = body.y + body.height * (0.5 + body.anchor.y); // Centered vertically on the body graphic game.addChild(key); key.visible = false; // Initially hide the key key.interactive = true; // Make key interactive for dragging // Add a tap listener to the body. Direct taps no longer reveal key or create blood. body.down = function (x, y, obj) { if (!canInteract) { return; } // Do nothing if interaction is not yet allowed // Key reveal and blood effects are now handled when the knife is used on the body (in game.up). }; // 8. Locks - Add lock assets to the game scene // Lock 1 lockclosed1 = LK.getAsset('Lockclosed', { // Assign to global 'lockclosed1' anchorX: 13.5, anchorY: -11.5 }); lockclosed1.x = body.x - body.width * 0.15; // Position on the body lockclosed1.y = body.y + body.height * (0.1 + body.anchor.y); game.addChild(lockclosed1); lockopen1 = LK.getAsset('Lockopen', { // Corresponding open state for lock1 anchorX: 13.5, // Same anchor as lockclosed1 for proper alignment anchorY: -11.5 }); lockopen1.x = lockclosed1.x; // Position identically to lockclosed1 lockopen1.y = lockclosed1.y; lockopen1.visible = false; // Initially hidden game.addChild(lockopen1); // Lock 2 lockclosed2 = LK.getAsset('Lockclosed', { // Assign to global 'lockclosed2' anchorX: 11.5, anchorY: -11 }); lockclosed2.x = body.x + body.width * 0.15; // Position on the body lockclosed2.y = body.y + body.height * (0.1 + body.anchor.y); game.addChild(lockclosed2); lockopen2 = LK.getAsset('Lockopen', { // Corresponding open state for lock2 anchorX: 11.5, // Same anchor as lockclosed2 anchorY: -11 }); lockopen2.x = lockclosed2.x; // Position identically to lockclosed2 lockopen2.y = lockclosed2.y; lockopen2.visible = false; // Initially hidden game.addChild(lockopen2); // Initialize lock states (flags to ensure they open only once) isLock1Open = false; isLock2Open = false; // Original comment about key as child of body: // Make key a child of body so it moves with the body, if body were a Container. // Since body is an LK.getAsset(), it's a DisplayObject, not a Container by default. // If we need the key to move with the body and body itself moves, we'd need to update key's position in game.update relative to body. // For now, assuming body is static after initial placement. If body moves, this needs adjustment or body needs to be a Container. // 9. Key dragging and lock interaction logic // Event listener on the key itself to initiate dragging key.down = function (x, y, obj) { if (!canInteract) { return; } // Do nothing if interaction is not yet allowed if (!canInteract) { return; } // Do nothing if interaction is not yet allowed if (key.visible) { // Start dragging the key draggedObject = key; // Use generalized draggedObject // Store the offset of the click relative to the key's anchor point. // 'x' and 'y' are the pointer coordinates in the local space of the key (relative to its anchor). dragOffsetX = x; dragOffsetY = y; // The key's position will be updated in game.move, so it doesn't jump on click. } }; // Add a tap listener to the key to create blood asset // Event listener on the main game stage to handle movement while dragging game.move = function (x, y, eventObj) { if (draggedObject) { //{2b} // Use generalized draggedObject // Position the dragged object's anchor so that the point originally clicked on it follows the cursor. // 'x' and 'y' are global cursor coordinates from the game.move event. draggedObject.x = x - dragOffsetX; draggedObject.y = y - dragOffsetY; // If the dragged object is the key, check for lock interactions if (draggedObject === key) { // Check for intersection with the first lock if (!isLock1Open && lockclosed1.visible && key.intersects(lockclosed1)) { //{2e} // Ensure using 'key' for intersection lockclosed1.visible = false; // Hide the closed lock if (lockopen1) { lockopen1.visible = true; } // Show the open lock isLock1Open = true; // Mark this lock as opened checkAndFreePerson(); // Check if person should be freed } // Check for intersection with the second lock if (!isLock2Open && lockclosed2.visible && key.intersects(lockclosed2)) { //{2k} // Ensure using 'key' for intersection lockclosed2.visible = false; // Hide the closed lock if (lockopen2) { lockopen2.visible = true; } // Show the open lock isLock2Open = true; // Mark this lock as opened checkAndFreePerson(); // Check if person should be freed } } // Future: if (draggedObject === knifeAsset) { /* knife-specific move logic */ } } }; // Event listener on the main game stage to handle release of the drag game.up = function (x, y, eventObj) { if (draggedObject) { //{2s} // Use generalized draggedObject // If an object was being dragged // Set the object's final position maintaining the drag offset. // 'x' and 'y' are global cursor coordinates from the game.up event. draggedObject.x = x - dragOffsetX; draggedObject.y = y - dragOffsetY; // If the dragged object was the key, perform a final intersection check if (draggedObject === key) { if (!isLock1Open && lockclosed1.visible && key.intersects(lockclosed1)) { //{2v} // Ensure using 'key' for intersection lockclosed1.visible = false; if (lockopen1) { lockopen1.visible = true; } isLock1Open = true; checkAndFreePerson(); // Check if person should be freed } if (!isLock2Open && lockclosed2.visible && key.intersects(lockclosed2)) { //{2B} // Ensure using 'key' for intersection lockclosed2.visible = false; if (lockopen2) { lockopen2.visible = true; } isLock2Open = true; checkAndFreePerson(); // Check if person should be freed } } // Else, if the dragged object was the knife, check for interaction with the body else if (draggedObject === knifeAsset) { // Ensure body and knifeAsset are not null before checking intersection if (body && knifeAsset && knifeAsset.intersects(body)) { // Create blood effects centered on the body's current position. // The createBloodEffectsAt function is defined globally. createBloodEffectsAt(body.x, body.y); // Increment touch count for knife interaction bodyTouchCount++; // Check if key should be revealed if (bodyTouchCount >= 7) { if (key) { key.visible = true; // Show the key after 7 successful knife uses } if (signClickHere) { signClickHere.visible = false; // Hide the "Click Here" sign } if (keyImage) { keyImage.visible = false; // Hide the key image } } } // Other knife-specific logic on release could go here if needed in the future. } draggedObject = null; // Release the object, stop dragging } }; // Note: The 'bodyTouchCount' variable is now global and initialized to 0. // The 'body.down' listener (defined earlier in setupInitialGameScene) will use this global variable. /** * Checks if both locks are open and changes the person asset to 'personfree'. */ function checkAndFreePerson() { if (isLock1Open && isLock2Open && !personFreed) { if (person) { var oldX = person.x; var oldY = person.y; var oldAnchorX = person.anchor.x; var oldAnchorY = person.anchor.y; // To maintain drawing order, ideally we'd get the index. // For simplicity, we'll re-add; adjust if z-order becomes an issue. // var personIndex = game.getChildIndex(person); person.destroy(); // Remove the old person asset person = LK.getAsset('personfree', { anchorX: oldAnchorX, anchorY: oldAnchorY, x: oldX, y: oldY }); game.addChild(person); // Add the new 'personfree' asset // if (personIndex !== -1) game.addChildAt(person, personIndex); // else game.addChildAt(person, personIndex); // else game.addChild(person); personFreed = true; // Set flag to prevent this from running again // Hide the open locks if (lockopen1) { lockopen1.visible = false; } if (lockopen2) { lockopen2.visible = false; } // Change the background to Background2 if (roomBackground) { roomBackground.destroy(); // Destroy the old background asset } roomBackground = LK.getAsset('Background2', { anchorX: 0, // Match original background's anchor anchorY: 0, // Match original background's anchor x: 0, // Match original background's position y: 0 // Match original background's position // Width and height will be taken from the 'Background2' asset definition }); game.addChildAt(roomBackground, 0); // Add new background at the bottom layer (index 0) // Optional: Play a success sound or trigger other 'win' related events here // LK.getSound('someSuccessSound').play(); } } } } /** * Manages the game's countdown timer. */ function startCountdown() { // Clear any previously existing timer to prevent duplicates if (gameUpdateTimerId) { LK.clearInterval(gameUpdateTimerId); } // Create a new interval timer that fires every second gameUpdateTimerId = LK.setInterval(function () { if (!isGameActive) { // If game is no longer active (win/loss), stop the timer LK.clearInterval(gameUpdateTimerId); return; } secondsRemaining--; // Decrement time // Format time as minutes:seconds (3:00 format) var minutes = Math.floor(secondsRemaining / 60); var seconds = secondsRemaining % 60; // Add leading zero for seconds less than 10 var formattedTime = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerDisplay.setText('Time: ' + formattedTime); // Update display with formatted time if (secondsRemaining <= 0) { // Time's up! isGameActive = false; // Set game state to inactive LK.clearInterval(gameUpdateTimerId); // Stop this timer LK.showGameOver(); // Trigger LK's game over sequence } else if (personFreed) { // Check if the person is freed isGameActive = false; // Set game state to inactive LK.clearInterval(gameUpdateTimerId); // Stop this timer LK.showYouWin(); // Trigger LK's game win sequence } }, 1000); // Interval of 1000 milliseconds (1 second) } // Main game loop, automatically called by the LK engine approximately 60 times per second game.update = function () { if (!isGameActive) { return; // If game is not active, skip updates } // Character and key collision detection removed - no game win condition }; // Initialize and set up all game elements and logic when the script loads // setupInitialGameScene(); // Game start is now deferred to user tap on the intro screen;
===================================================================
--- original.js
+++ change.js
@@ -11,14 +11,14 @@
/****
* Game Code
****/
-// A dark, moody room color
-// Using shapes as placeholders for development.
-// In a real project, these would typically be image assets (e.g., 'background_room.png').
-// Defining them here with LK.init is for clarity and follows the example structure.
-// The LK engine can automatically initialize assets based on LK.getAsset calls.
// Global variables for game objects, drag state, and interaction states
+// The LK engine can automatically initialize assets based on LK.getAsset calls.
+// Defining them here with LK.init is for clarity and follows the example structure.
+// In a real project, these would typically be image assets (e.g., 'background_room.png').
+// Using shapes as placeholders for development.
+// A dark, moody room color
var key = null;
var lockclosed1 = null,
lockclosed2 = null;
var lockopen1 = null,
@@ -612,8 +612,13 @@
// Time's up!
isGameActive = false; // Set game state to inactive
LK.clearInterval(gameUpdateTimerId); // Stop this timer
LK.showGameOver(); // Trigger LK's game over sequence
+ } else if (personFreed) {
+ // Check if the person is freed
+ isGameActive = false; // Set game state to inactive
+ LK.clearInterval(gameUpdateTimerId); // Stop this timer
+ LK.showYouWin(); // Trigger LK's game win sequence
}
}, 1000); // Interval of 1000 milliseconds (1 second)
}
// Main game loop, automatically called by the LK engine approximately 60 times per second
@@ -623,5 +628,5 @@
}
// Character and key collision detection removed - no game win condition
};
// Initialize and set up all game elements and logic when the script loads
-// setupInitialGameScene(); // Game start is now deferred to user tap on the intro screen
\ No newline at end of file
+// setupInitialGameScene(); // Game start is now deferred to user tap on the intro screen;
\ No newline at end of file
a person in site position chair and scared and his hands on the to woods of the chair (torturing chair) tied similar to saw room scene In-Game asset. High contrast. No shadows. 3D
dead body on the ground, a chain on his leg (no ground). In-Game asset. High contrast. No shadows. 3D
saw face have film effect. In-Game asset. 2d. High contrast. No shadows
key. In-Game asset. High contrast. No shadows. 3D
Scary sign have galvanized wires for message with description "find me!!!".red color text In-Game asset. High contrast. No shadows. 3D
a drawing pic by pen about a dead body have paper on his stomach have key painting and "!!!" beside it, red color of "!!!". In-Game asset. 2d. High contrast. No shadows
same pic of the chair with tied and 2 locks are on the sides of is woods they are opened and same person but the person is standed up and it's free from tiedes and shocked
blood. In-Game asset. 2d. High contrast. No shadows
blood. In-Game asset. 2d. High contrast. No shadows
a drawing pic showing key is inside stomach of the body.red lines of the body! In-Game asset. 2d. High contrast. No shadows
same pic but door closed
Mora knife classic. In-Game asset. 2d. High contrast. No shadows