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add person to the game
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make the time 3:00
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Remove the player and key
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add this generated music from the other game to this game: https://upit.com/create/assets/sound/68164185690f2aa51d64f878
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Add this to list of music: https://upit.com/create/assets/sound/68164185690f2aa51d64f878?utm_medium=share&utm_source=link
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Add this to sound library: https://upit.com/create/assets/sound/682028318578d3fadb9cac9c?utm_medium=share&utm_source=link
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Add this sound to library: https://upit.com/create/assets/sound/682028318578d3fadb9cac9c
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Add this sound to library: https://upit.com/create/assets/sound/682028318578d3fadb9cac9c?utm_medium=share&utm_source=link
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get music/sound from this link: https://upit.com/create/assets/sound/682028318578d3fadb9cac9c?utm_medium=share&utm_source=link
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Please fix the bug: 'global is not defined' in or related to this line: 'global.gameCharacter = null; // Instance of the Character class' Line Number: 104
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Saw game similar to the movie saw, a background of old room have a person in chair his legs and hands locked by metal on the chair, and a key above his head, he must reach it to open the locks, clicking continuously on the top head of the person make him go up a bit to katch the key. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Initialized new game: Saw Escape
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Saw Escape
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Saw game similar to the movie saw, a background of old room have a person in chair his legs and hands locked by metal on the chair, and a key above his head, he must reach it to open the locks, clicking continuously on the top head of the person make him go up a bit to katch the key.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Character = Container.expand(function (initialY, keyVisualTopY) { var self = Container.call(this); var characterGraphics = null; // Will be initialized in setupGraphics self.isAscending = false; self.initialY = initialY; self.keyInteractionY = keyVisualTopY; // The Y-coordinate the character's top should aim for // Must define methods before they are called self.setupGraphics = function () { // Attach asset. Anchor point is center-middle. characterGraphics = self.attachAsset('character_asset', { anchorX: 0.5, anchorY: 0.5 // Center anchor for easier y calculation }); // Ensure graphics are loaded for height calculation, though LK handles this. // If characterGraphics.height is 0 initially, positions might be off until asset loads. // LK usually preloads assets defined with LK.init. }; self.ascend = function () { if (self.isAscending || !isGameActiveGlobal) { // Check global game state return; } if (!characterGraphics) return; // Graphics not ready tween.stop(self, { y: true }); // Stop any ongoing y-tween // Calculate targetY: move up by ASCEND_AMOUNT_GLOBAL, but don't go past the key's general area. // The character's center (this.y) should not go much higher than the key's center (this.keyInteractionY) // to keep the visual logic sensible. Intersection handles the actual win. var currentY = self.y; var potentialY = currentY - ASCEND_AMOUNT_GLOBAL; var targetY = Math.max(potentialY, self.keyInteractionY - characterGraphics.height / 3); // Allow slight overshoot for visual self.isAscending = true; tween(self, { y: targetY }, { duration: ASCEND_DURATION_GLOBAL, easing: tween.easeOut, onFinish: function onFinish() { self.isAscending = false; } }); }; self.down = function (x, y, obj) { // Call ascend when the character is tapped self.ascend(); }; self.resetToInitial = function () { self.y = self.initialY; self.isAscending = false; tween.stop(self, { y: true }); }; // Initialize graphics self.setupGraphics(); return self; }); /**** * Initialize Game ****/ // Game constants var game = new LK.Game({ backgroundColor: 0x222222 // A dark color for the "old room" vibe }); /**** * Game Code ****/ // Game constants // Game element dimensions and asset IDs - adjust these to your actual assets // Example dimensions // Example dimensions var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var ASCEND_AMOUNT_GLOBAL = 70; // Pixels character moves up per tap var ASCEND_DURATION_GLOBAL = 120; // Milliseconds for ascend animation var GAME_DURATION_SECONDS_GLOBAL = 30; // Game time in seconds // Global game variables var backgroundInstance = null; var characterInstance = null; var keyInstance = null; var timerDisplay = null; var gameTimerIntervalId = null; var timeLeftSecondsGlobal = GAME_DURATION_SECONDS_GLOBAL; var isGameActiveGlobal = false; // Function to set up the background function setupBackground() { backgroundInstance = LK.getAsset('background_asset', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2, width: GAME_WIDTH, // Ensure it covers the screen height: GAME_HEIGHT }); game.addChildAt(backgroundInstance, 0); // Add background behind other elements } // Function to set up the timer display function setupTimerDisplay() { timerDisplay = new Text2(String(timeLeftSecondsGlobal), { size: 100, fill: 0xFFFFFF // stroke: "#000000", // Optional stroke for better visibility // strokeThickness: 5 // Optional }); timerDisplay.anchor.set(0.5, 0); // Anchor top-center // Position it away from the very top edge, avoiding platform menu icon area timerDisplay.y = 120; LK.gui.top.addChild(timerDisplay); } // Function to set up character and key function setupCharacterAndKey() { // Key setup (anchor center) var keyAsset = LK.getAsset('key_asset', { anchorX: 0.5, anchorY: 0.5 }); keyInstance = game.addChild(keyAsset); keyInstance.x = GAME_WIDTH / 2; keyInstance.y = GAME_HEIGHT * 0.25; // Position key towards the top quarter // Character setup (anchor center) // Ensure characterGraphics.height is available for positioning. // We assume 'character_asset' provides its dimensions. var tempCharGraphics = LK.getAsset('character_asset', {}); // To get height for positioning var charInitialY = GAME_HEIGHT - tempCharGraphics.height / 2 - 200; // 200px from bottom to character's center // Pass the key's y-coordinate (its center) to the Character. // The character will try to ascend its center towards this y-value. characterInstance = new Character(charInitialY, keyInstance.y); game.addChild(characterInstance); characterInstance.x = GAME_WIDTH / 2; characterInstance.y = charInitialY; // Set initial position characterInstance.lastY = characterInstance.y; // Initialize lastY for any future checks characterInstance.lastIntersectingKey = false; // Initialize for intersection checks } // Function to start the game timer function startGameTimer() { isGameActiveGlobal = true; timeLeftSecondsGlobal = GAME_DURATION_SECONDS_GLOBAL; timerDisplay.setText(String(timeLeftSecondsGlobal)); if (gameTimerIntervalId) { LK.clearInterval(gameTimerIntervalId); } gameTimerIntervalId = LK.setInterval(function () { if (!isGameActiveGlobal) { return; } timeLeftSecondsGlobal--; timerDisplay.setText(String(timeLeftSecondsGlobal)); if (timeLeftSecondsGlobal <= 0) { isGameActiveGlobal = false; LK.clearInterval(gameTimerIntervalId); LK.showGameOver(); } }, 1000); } // Initialize game elements setupBackground(); setupTimerDisplay(); setupCharacterAndKey(); startGameTimer(); // Start the game immediately // Game update loop game.update = function () { if (!isGameActiveGlobal || !characterInstance || !keyInstance) { return; } // Intersection check: Character and Key // We care about the moment of intersection var currentlyIntersectingKey = characterInstance.intersects(keyInstance); if (!characterInstance.lastIntersectingKey && currentlyIntersectingKey) { isGameActiveGlobal = false; LK.clearInterval(gameTimerIntervalId); // Optional: A small visual effect for grabbing the key LK.effects.flashObject(keyInstance, 0xFFFF00, 300); // Flash key yellow LK.setTimeout(function () { // Slight delay before showing win screen LK.showYouWin(); }, 300); } characterInstance.lastIntersectingKey = currentlyIntersectingKey; // Note: Character movement is handled by its own 'down' event and tweening. }; // Clean up when game ends (LK handles reset, but good practice for intervals) // This is typically handled by LK's game lifecycle, but if manual cleanup is needed: // function cleanupGame() { // if (gameTimerIntervalId) { // LK.clearInterval(gameTimerIntervalId); // gameTimerIntervalId = null; // } // isGameActiveGlobal = false; // } // LK.on('gameOver', cleanupGame); // Example: if LK had such specific events exposed // LK.on('youWin', cleanupGame);
===================================================================
--- original.js
+++ change.js
@@ -1,213 +1,203 @@
/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
* Classes
****/
-// Gold color for the key
-// No plugins are explicitly required for this game's core mechanics at this stage.
-// Character class representing the player locked in the chair
-var Character = Container.expand(function () {
+var Character = Container.expand(function (initialY, keyVisualTopY) {
var self = Container.call(this);
- // Properties
- self.visualAsset = null; // Stores the graphical representation of the character
- // Methods are defined at the top of the class structure for clarity
- /**
- * Initializes the character with a specific asset.
- * @param {string} assetId - The ID of the asset to use for the character.
- * @param {number} anchorX - The horizontal anchor point (0-1).
- * @param {number} anchorY - The vertical anchor point (0-1).
- */
- self.init = function (assetId, anchorX, anchorY) {
- self.visualAsset = self.attachAsset(assetId, {
- anchorX: anchorX,
- anchorY: anchorY
+ var characterGraphics = null; // Will be initialized in setupGraphics
+ self.isAscending = false;
+ self.initialY = initialY;
+ self.keyInteractionY = keyVisualTopY; // The Y-coordinate the character's top should aim for
+ // Must define methods before they are called
+ self.setupGraphics = function () {
+ // Attach asset. Anchor point is center-middle.
+ characterGraphics = self.attachAsset('character_asset', {
+ anchorX: 0.5,
+ anchorY: 0.5 // Center anchor for easier y calculation
});
- // Characters need to be interactive to receive 'down' events
- self.interactive = true;
+ // Ensure graphics are loaded for height calculation, though LK handles this.
+ // If characterGraphics.height is 0 initially, positions might be off until asset loads.
+ // LK usually preloads assets defined with LK.init.
};
- /**
- * Moves the character upwards by a specified amount.
- * @param {number} amount - The number of pixels to move upwards.
- */
- self.moveUp = function (amount) {
- // Ensure visualAsset is available before accessing its properties
- if (!self.visualAsset) {
- console.error("Character visual asset not initialized in moveUp.");
+ self.ascend = function () {
+ if (self.isAscending || !isGameActiveGlobal) {
+ // Check global game state
return;
}
- var newY = self.y - amount;
- // Prevent character from moving off the top of the screen.
- // Assumes anchorY for character is 1.0 (bottom of the asset).
- // The character's visual top is at self.y - self.visualAsset.height.
- var assetTopVisualY = newY - self.visualAsset.height;
- if (assetTopVisualY < 0) {
- // If the top of the asset goes above screen edge (y=0)
- newY = self.visualAsset.height; // Position character so its top is exactly at y=0
- }
- self.y = newY;
+ if (!characterGraphics) return; // Graphics not ready
+ tween.stop(self, {
+ y: true
+ }); // Stop any ongoing y-tween
+ // Calculate targetY: move up by ASCEND_AMOUNT_GLOBAL, but don't go past the key's general area.
+ // The character's center (this.y) should not go much higher than the key's center (this.keyInteractionY)
+ // to keep the visual logic sensible. Intersection handles the actual win.
+ var currentY = self.y;
+ var potentialY = currentY - ASCEND_AMOUNT_GLOBAL;
+ var targetY = Math.max(potentialY, self.keyInteractionY - characterGraphics.height / 3); // Allow slight overshoot for visual
+ self.isAscending = true;
+ tween(self, {
+ y: targetY
+ }, {
+ duration: ASCEND_DURATION_GLOBAL,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.isAscending = false;
+ }
+ });
};
- // Event handler for tap/press on the character instance.
- // This 'down' method is automatically invoked by the LK engine.
- self.down = function (x, y, eventObject) {
- if (global.isGameActive) {
- // Only allow movement if the game is currently active
- self.moveUp(global.CHARACTER_ASCEND_SPEED);
- // Future: Could add sound effect for jump/struggle here
- }
+ self.down = function (x, y, obj) {
+ // Call ascend when the character is tapped
+ self.ascend();
};
- return self; // Must return self for the class to be correctly defined
-});
-// Key class representing the escape key objective
-var Key = Container.expand(function () {
- var self = Container.call(this);
- // Properties
- self.visualAsset = null; // Stores the graphical representation of the key
- /**
- * Initializes the key with a specific asset.
- * @param {string} assetId - The ID of the asset to use for the key.
- * @param {number} anchorX - The horizontal anchor point (0-1).
- * @param {number} anchorY - The vertical anchor point (0-1).
- */
- self.init = function (assetId, anchorX, anchorY) {
- self.visualAsset = self.attachAsset(assetId, {
- anchorX: anchorX,
- anchorY: anchorY
+ self.resetToInitial = function () {
+ self.y = self.initialY;
+ self.isAscending = false;
+ tween.stop(self, {
+ y: true
});
};
- // The key is a static object in this design, so no complex methods are needed here.
- return self; // Must return self
+ // Initialize graphics
+ self.setupGraphics();
+ return self;
});
/****
* Initialize Game
****/
-// Create the main game object. Background color is a fallback if no background asset is used or covers fully.
+// Game constants
var game = new LK.Game({
- backgroundColor: 0x100806 // A very dark base color, suggesting a dim room
+ backgroundColor: 0x222222 // A dark color for the "old room" vibe
});
/****
* Game Code
****/
-// Placeholder for character in chair
-// 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 state and objects, prefixed with 'global' for clarity and accessibility
-global.gameCharacter = null; // Instance of the Character class
-global.escapeKey = null; // Instance of the Key class
-global.timerDisplay = null; // Text2 object for showing the timer
-global.gameUpdateTimerId = null; // ID for the LK.setInterval timer
-global.secondsRemaining = 0; // Time left in the game
-global.isGameActive = false; // Boolean flag to control game state (running, won, lost)
-// Game constants for easy tuning
-global.CHARACTER_ASCEND_SPEED = 40; // Pixels the character moves up per tap
-global.GAME_DURATION_SECONDS = 40; // Total time in seconds for the player to escape
-global.VIRTUAL_GAME_WIDTH = 2048; // Standard LK virtual width
-global.VIRTUAL_GAME_HEIGHT = 2732; // Standard LK virtual height
-/**
-* Sets up all the initial elements and state for the game.
-* This function is called once when the game starts.
-*/
-function setupInitialGameScene() {
- // 1. Background
- // The background is added first to ensure it's rendered behind all other game elements.
- var roomBackground = game.addChild(LK.getAsset('asset_background_room', {
- anchorX: 0,
- // Anchor at top-left
- anchorY: 0,
- x: 0,
- // Position at screen origin (0,0)
- y: 0
- }));
- // 2. Player Character
- global.gameCharacter = new Character();
- // Initialize with asset ID and anchor points (0.5 for X-center, 1.0 for Y-bottom)
- global.gameCharacter.init('asset_character_locked', 0.5, 1.0);
- game.addChild(global.gameCharacter);
- // Position character: horizontally centered, vertically near the bottom of the screen
- global.gameCharacter.x = global.VIRTUAL_GAME_WIDTH / 2;
- // Character's Y is its bottom edge. Place it 180px from the screen bottom.
- global.gameCharacter.y = global.VIRTUAL_GAME_HEIGHT - 180;
- // 3. Escape Key
- global.escapeKey = new Key();
- // Initialize with asset ID and anchor points (0.5, 0.5 for center-center)
- global.escapeKey.init('asset_key_overhead', 0.5, 0.5);
- game.addChild(global.escapeKey);
- // Position key: horizontally centered, vertically above the character's initial head position
- global.escapeKey.x = global.VIRTUAL_GAME_WIDTH / 2;
- // Calculate visual top of character (Y-origin minus asset height, due to anchorY=1.0)
- var characterVisualTopY = global.gameCharacter.y - global.gameCharacter.visualAsset.height;
- global.escapeKey.y = characterVisualTopY - 300; // Position key 300px above character's head
- // Ensure key is not off-screen at the top, providing minimum padding
- var keyMinY = global.escapeKey.visualAsset.height / 2 + 70; // Min 70px padding from top
- if (global.escapeKey.y < keyMinY) {
- global.escapeKey.y = keyMinY;
- }
- // 4. Timer Display
- global.secondsRemaining = global.GAME_DURATION_SECONDS;
- global.timerDisplay = new Text2('Time: ' + global.secondsRemaining, {
- size: 75,
- // Font size for the timer
- fill: 0xE0E0E0 // Light grey color for visibility against dark background
+// Game constants
+// Game element dimensions and asset IDs - adjust these to your actual assets
+// Example dimensions
+// Example dimensions
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+var ASCEND_AMOUNT_GLOBAL = 70; // Pixels character moves up per tap
+var ASCEND_DURATION_GLOBAL = 120; // Milliseconds for ascend animation
+var GAME_DURATION_SECONDS_GLOBAL = 30; // Game time in seconds
+// Global game variables
+var backgroundInstance = null;
+var characterInstance = null;
+var keyInstance = null;
+var timerDisplay = null;
+var gameTimerIntervalId = null;
+var timeLeftSecondsGlobal = GAME_DURATION_SECONDS_GLOBAL;
+var isGameActiveGlobal = false;
+// Function to set up the background
+function setupBackground() {
+ backgroundInstance = LK.getAsset('background_asset', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_WIDTH / 2,
+ y: GAME_HEIGHT / 2,
+ width: GAME_WIDTH,
+ // Ensure it covers the screen
+ height: GAME_HEIGHT
});
- global.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(global.timerDisplay);
- // Offset Y slightly to avoid extreme top edge and platform menu icon area
- global.timerDisplay.y = 70; // 70px down from the top edge of the GUI container
- // 5. Start Game Logic
- global.isGameActive = true; // Set game state to active
- startCountdown(); // Initialize and start the game timer
- // Initialize 'last state' for intersection detection in game.update
- global.gameCharacter.lastWasIntersectingKey = false;
+ game.addChildAt(backgroundInstance, 0); // Add background behind other elements
}
-/**
-* Manages the game's countdown timer.
-*/
-function startCountdown() {
- // Clear any previously existing timer to prevent duplicates
- if (global.gameUpdateTimerId) {
- LK.clearInterval(global.gameUpdateTimerId);
+// Function to set up the timer display
+function setupTimerDisplay() {
+ timerDisplay = new Text2(String(timeLeftSecondsGlobal), {
+ size: 100,
+ fill: 0xFFFFFF
+ // stroke: "#000000", // Optional stroke for better visibility
+ // strokeThickness: 5 // Optional
+ });
+ timerDisplay.anchor.set(0.5, 0); // Anchor top-center
+ // Position it away from the very top edge, avoiding platform menu icon area
+ timerDisplay.y = 120;
+ LK.gui.top.addChild(timerDisplay);
+}
+// Function to set up character and key
+function setupCharacterAndKey() {
+ // Key setup (anchor center)
+ var keyAsset = LK.getAsset('key_asset', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ keyInstance = game.addChild(keyAsset);
+ keyInstance.x = GAME_WIDTH / 2;
+ keyInstance.y = GAME_HEIGHT * 0.25; // Position key towards the top quarter
+ // Character setup (anchor center)
+ // Ensure characterGraphics.height is available for positioning.
+ // We assume 'character_asset' provides its dimensions.
+ var tempCharGraphics = LK.getAsset('character_asset', {}); // To get height for positioning
+ var charInitialY = GAME_HEIGHT - tempCharGraphics.height / 2 - 200; // 200px from bottom to character's center
+ // Pass the key's y-coordinate (its center) to the Character.
+ // The character will try to ascend its center towards this y-value.
+ characterInstance = new Character(charInitialY, keyInstance.y);
+ game.addChild(characterInstance);
+ characterInstance.x = GAME_WIDTH / 2;
+ characterInstance.y = charInitialY; // Set initial position
+ characterInstance.lastY = characterInstance.y; // Initialize lastY for any future checks
+ characterInstance.lastIntersectingKey = false; // Initialize for intersection checks
+}
+// Function to start the game timer
+function startGameTimer() {
+ isGameActiveGlobal = true;
+ timeLeftSecondsGlobal = GAME_DURATION_SECONDS_GLOBAL;
+ timerDisplay.setText(String(timeLeftSecondsGlobal));
+ if (gameTimerIntervalId) {
+ LK.clearInterval(gameTimerIntervalId);
}
- // Create a new interval timer that fires every second
- global.gameUpdateTimerId = LK.setInterval(function () {
- if (!global.isGameActive) {
- // If game is no longer active (win/loss), stop the timer
- LK.clearInterval(global.gameUpdateTimerId);
+ gameTimerIntervalId = LK.setInterval(function () {
+ if (!isGameActiveGlobal) {
return;
}
- global.secondsRemaining--; // Decrement time
- global.timerDisplay.setText('Time: ' + global.secondsRemaining); // Update display
- if (global.secondsRemaining <= 0) {
- // Time's up!
- global.isGameActive = false; // Set game state to inactive
- LK.clearInterval(global.gameUpdateTimerId); // Stop this timer
- LK.showGameOver(); // Trigger LK's game over sequence
+ timeLeftSecondsGlobal--;
+ timerDisplay.setText(String(timeLeftSecondsGlobal));
+ if (timeLeftSecondsGlobal <= 0) {
+ isGameActiveGlobal = false;
+ LK.clearInterval(gameTimerIntervalId);
+ LK.showGameOver();
}
- }, 1000); // Interval of 1000 milliseconds (1 second)
+ }, 1000);
}
-// Main game loop, automatically called by the LK engine approximately 60 times per second
+// Initialize game elements
+setupBackground();
+setupTimerDisplay();
+setupCharacterAndKey();
+startGameTimer(); // Start the game immediately
+// Game update loop
game.update = function () {
- if (!global.isGameActive) {
- return; // If game is not active, skip updates
+ if (!isGameActiveGlobal || !characterInstance || !keyInstance) {
+ return;
}
- // Collision/Win Condition Check: Player Character reaching the Key
- // This requires character and key assets to be initialized and have dimensions.
- if (global.gameCharacter && global.gameCharacter.visualAsset && global.escapeKey && global.escapeKey.visualAsset) {
- var currentlyIntersectsKey = global.gameCharacter.intersects(global.escapeKey);
- // Win condition: if intersection just started (was false last frame, true this frame)
- if (!global.gameCharacter.lastWasIntersectingKey && currentlyIntersectsKey) {
- global.isGameActive = false; // Set game state to inactive
- if (global.gameUpdateTimerId) {
- // Stop the game timer
- LK.clearInterval(global.gameUpdateTimerId);
- }
- LK.showYouWin(); // Trigger LK's "You Win" sequence
- }
- // Store current intersection state for the next frame's check
- global.gameCharacter.lastWasIntersectingKey = currentlyIntersectsKey;
+ // Intersection check: Character and Key
+ // We care about the moment of intersection
+ var currentlyIntersectingKey = characterInstance.intersects(keyInstance);
+ if (!characterInstance.lastIntersectingKey && currentlyIntersectingKey) {
+ isGameActiveGlobal = false;
+ LK.clearInterval(gameTimerIntervalId);
+ // Optional: A small visual effect for grabbing the key
+ LK.effects.flashObject(keyInstance, 0xFFFF00, 300); // Flash key yellow
+ LK.setTimeout(function () {
+ // Slight delay before showing win screen
+ LK.showYouWin();
+ }, 300);
}
+ characterInstance.lastIntersectingKey = currentlyIntersectingKey;
+ // Note: Character movement is handled by its own 'down' event and tweening.
};
-// Initialize and set up all game elements and logic when the script loads
-setupInitialGameScene();
\ No newline at end of file
+// Clean up when game ends (LK handles reset, but good practice for intervals)
+// This is typically handled by LK's game lifecycle, but if manual cleanup is needed:
+// function cleanupGame() {
+// if (gameTimerIntervalId) {
+// LK.clearInterval(gameTimerIntervalId);
+// gameTimerIntervalId = null;
+// }
+// isGameActiveGlobal = false;
+// }
+// LK.on('gameOver', cleanupGame); // Example: if LK had such specific events exposed
+// LK.on('youWin', cleanupGame);
\ 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
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
same person without anything no chair or any locks on the image and he is facing the screen by its back.
3D building from inside have tall road similar to saw movie rooms, floor going front of the screen, horror taller area have 2 walls on the sides with sharp metals protecting the way and horizontal bars on all of the 2 walls on the sides. In-Game asset. High contrast. No shadows. 3D