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
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add sawrecord1 when after the game start by 3 sec.
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Add intromusic1 for the intro before game start
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position startbutton close to bottom
Code edit (1 edits merged)
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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 ****/ // 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 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 /** * 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 }); // Set the background to invisible roomBackground.visible = false; game.addChildAt(roomBackground, 0); // 2. Body (player) - centered horizontally, near the bottom of the room var body = LK.getAsset('Body', { anchorX: 0.6, anchorY: 1 }); 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: 0.5, anchorY: 0.5 }); person.x = VIRTUAL_GAME_WIDTH / 2; person.y = VIRTUAL_GAME_HEIGHT / 2; // Center the person game.addChild(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 // Character and key interaction removed } /** * 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();
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--- original.js
+++ change.js
@@ -51,8 +51,16 @@
});
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: 0.5,
+ anchorY: 0.5
+ });
+ person.x = VIRTUAL_GAME_WIDTH / 2;
+ person.y = VIRTUAL_GAME_HEIGHT / 2; // Center the person
+ game.addChild(person);
// 4. Timer Display
secondsRemaining = GAME_DURATION_SECONDS;
// Format initial time as minutes:seconds (3:00 format)
var minutes = Math.floor(secondsRemaining / 60);
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