User prompt
Add lockclosed x2 to the game
User prompt
Hide the key and if body touched 7 times show key again
Code edit (10 edits merged)
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User prompt
add key to the game on the body
User prompt
Hide sawface after 33 sec from the start of sawrecord1 sound.
User prompt
when time of Sawrecord1 sound is end hide the Sawface.
User prompt
Don't hide the sawface till the sawrecord1 end.
User prompt
Hide sawface after sawrecord1 sound is finished.
User prompt
Show the sawface after 3 sec from starting the game
Code edit (1 edits merged)
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User prompt
add sawface to the game
User prompt
add sawrecord1 when after the game start by 3 sec.
User prompt
Add intromusic1 for the intro before game start
User prompt
position startbutton close to bottom
Code edit (1 edits merged)
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User prompt
Add startbutton in the intro before game start
Code edit (4 edits merged)
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Add background0 for intro before game start
Code edit (3 edits merged)
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make the background visible again
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add the body beside it from the right
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add person and body to the game after asset_background_room
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make the background invisible
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reorder them to be after the background of room
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Add person and body 800x800
/**** * 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 state and objects, for clarity and accessibility // 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 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) // 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 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() { // 1. Background // The background is added first to ensure it's rendered behind all other game elements. var 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); // 2. Body (player) - centered horizontally, near the bottom of the room var 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 var person = LK.getAsset('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 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 // 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 // 5. Sawface var sawface = LK.getAsset('Sawface', { anchorX: -2.9, anchorY: 2.5, 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; } }, 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 } }; // 7. Key - Add the key to the game scene, attached to the body var key = LK.getAsset('key', { anchorX: 1.5, // Anchor key at its center anchorY: -4.5 // Anchor key at its center }); // Position the key on the body. // The body's anchor is (0.7, -0.5). This means its origin is effectively offset. // We want to place the key visually on the "chest" or "belt" area of the body. // Given body.anchorY is -0.5, body.y is the top of the body. // We'll place the key slightly below body.x (adjusting for body's anchorX) and around the vertical center of the visible body part. // Body's origin is at body.x, body.y. // Since body.anchorX = 0.7, its visual center-left is to the right of body.x. // Since body.anchorY = -0.5, its visual top is at body.y. // Let's assume the body graphic is roughly square for simplicity of placement. // We'll place the key slightly to the left of the body's anchor point and vertically centered on the body graphic. 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); // Add two lockclosed assets to the body var lockclosed1 = LK.getAsset('Lockclosed', { anchorX: 0.5, anchorY: 0.5 }); var lockclosed2 = LK.getAsset('Lockclosed', { anchorX: 0.5, anchorY: 0.5 }); // Position the locks on the body (for example, left and right of the key) lockclosed1.x = body.x - body.width * 0.15; lockclosed1.y = body.y + body.height * (0.1 + body.anchor.y); lockclosed2.x = body.x + body.width * 0.15; lockclosed2.y = body.y + body.height * (0.1 + body.anchor.y); game.addChild(lockclosed1); game.addChild(lockclosed2); // 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. key.visible = false; // Initially hide the key var bodyTouchCount = 0; // Initialize touch counter for the body } /** * 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 } }, 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 state and objects, for clarity and accessibility
+// 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 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)
@@ -187,12 +187,28 @@
// Body's origin is at body.x, body.y.
// Since body.anchorX = 0.7, its visual center-left is to the right of body.x.
// Since body.anchorY = -0.5, its visual top is at body.y.
// Let's assume the body graphic is roughly square for simplicity of placement.
- // We'll place the key slightly to the left of the body's anchor point and vertically centered on the body image.
+ // We'll place the key slightly to the left of the body's anchor point and vertically centered on the body graphic.
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);
+ // Add two lockclosed assets to the body
+ var lockclosed1 = LK.getAsset('Lockclosed', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var lockclosed2 = LK.getAsset('Lockclosed', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Position the locks on the body (for example, left and right of the key)
+ lockclosed1.x = body.x - body.width * 0.15;
+ lockclosed1.y = body.y + body.height * (0.1 + body.anchor.y);
+ lockclosed2.x = body.x + body.width * 0.15;
+ lockclosed2.y = body.y + body.height * (0.1 + body.anchor.y);
+ game.addChild(lockclosed1);
+ game.addChild(lockclosed2);
// 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.
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