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when game start don't let anything can be clicked till 36 sec is passed
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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
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when game start don't let anything can be clicked till 36 sec is passed
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change 'asset_background_room' to background2 when both lockclosed changed to lockopen
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make asset_background_room invisible
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Reorder Background2 to be before all assets and front of asset_background_room on the screen.
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Reorder 'Background2' to be before all assets and front of 'asset_background_room' on the screen
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change to background2 when locks are open
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Hide 'asset_background_room' when both locks are touched by key and change to Background2.
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make asset_background_room invisible when lockclosed changed to lockopen.
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The background didn't changed!
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When both lockclosed changed to lockopen change asset_background_room to background2.
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remove Door asset
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add Door in the middle of the screen
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change to this: // Add pic1 asset at the middle left of the screen, avoiding 300x600 area from left side
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Add pic1 to the game
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when show blood show blood1 around it random small sizes
/**** * 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 objects, drag state, and interaction states var key = null; var lockclosed1 = null, lockclosed2 = null; var lockopen1 = null, lockopen2 = null; var draggedKey = null; 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 bodyTouchCount = 0; // Moved from setupInitialGameScene for clarity and proper scope var dragOffsetX = 0, dragOffsetY = 0; // Store offset of click within the key during drag // 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) // 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); // Add pic1 asset at the top right corner, avoiding the top left 100x100 area var pic1 = LK.getAsset('pic1', { anchorX: 1, anchorY: 0, x: VIRTUAL_GAME_WIDTH - 40, // 40px margin from right edge y: 120 // 120px from top to avoid menu area }); game.addChild(pic1); // 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 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 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 // 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 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 to create blood asset body.down = function (x, y, obj) { // Create and position the blood asset where the body was clicked bloodAsset = LK.getAsset('blood', { anchorX: 4, // Center anchor anchorY: -6, // Center anchor x: body.x, // Position at the body's current x y: body.y // Position at the body's current y }); game.addChild(bloodAsset); // Add to the game scene // Show several blood1 assets around blood with random small sizes var blood1Assets = []; for (var i = 0; i < 4 + Math.floor(Math.random() * 3); i++) { // 4-6 blood1 splats var angle = Math.random() * Math.PI * 2; var dist = 40 + Math.random() * 30; // 40-70 px away from center var size = 30 + Math.random() * 40; // 30-70 px size var blood1 = LK.getAsset('blood1', { anchorX: 6, anchorY: -10, x: body.x + Math.cos(angle) * dist, y: body.y + Math.sin(angle) * dist, width: size, height: size }); game.addChild(blood1); blood1Assets.push(blood1); } // Optional: Make the blood asset and blood1 splats temporary using a timeout LK.setTimeout(function () { if (bloodAsset) { bloodAsset.destroy(); bloodAsset = null; } for (var i = 0; i < blood1Assets.length; i++) { if (blood1Assets[i]) { blood1Assets[i].destroy(); } } blood1Assets = []; }, 500); // Remove after 500ms 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 } } }; // 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 (key.visible) { // Start dragging the key draggedKey = key; // 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 (draggedKey) { // Position the key's anchor so that the point originally clicked on the key follows the cursor. // 'x' and 'y' are global cursor coordinates from the game.move event. draggedKey.x = x - dragOffsetX; draggedKey.y = y - dragOffsetY; // Check for intersection with the first lock if (!isLock1Open && lockclosed1.visible && draggedKey.intersects(lockclosed1)) { 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 && draggedKey.intersects(lockclosed2)) { 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 } } }; // Event listener on the main game stage to handle release of the drag game.up = function (x, y, eventObj) { if (draggedKey) { // If a key was being dragged // Set the key's final position maintaining the drag offset. // 'x' and 'y' are global cursor coordinates from the game.up event. draggedKey.x = x - dragOffsetX; draggedKey.y = y - dragOffsetY; // Perform a final intersection check on release, in case the last 'move' event didn't catch it if (!isLock1Open && lockclosed1.visible && draggedKey.intersects(lockclosed1)) { lockclosed1.visible = false; if (lockopen1) { lockopen1.visible = true; } isLock1Open = true; checkAndFreePerson(); // Check if person should be freed } if (!isLock2Open && lockclosed2.visible && draggedKey.intersects(lockclosed2)) { lockclosed2.visible = false; if (lockopen2) { lockopen2.visible = true; } isLock2Open = true; checkAndFreePerson(); // Check if person should be freed } draggedKey = null; // Release the key, 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; } // 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 } }, 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
@@ -110,8 +110,17 @@
});
// Make the background asset visible
roomBackground.visible = true;
game.addChildAt(roomBackground, 0);
+ // Add pic1 asset at the top right corner, avoiding the top left 100x100 area
+ var pic1 = LK.getAsset('pic1', {
+ anchorX: 1,
+ anchorY: 0,
+ x: VIRTUAL_GAME_WIDTH - 40,
+ // 40px margin from right edge
+ y: 120 // 120px from top to avoid menu area
+ });
+ game.addChild(pic1);
// 2. Body (player) - centered horizontally, near the bottom of the room
var body = LK.getAsset('Body', {
anchorX: 0.7,
anchorY: -0.5
@@ -259,10 +268,10 @@
var angle = Math.random() * Math.PI * 2;
var dist = 40 + Math.random() * 30; // 40-70 px away from center
var size = 30 + Math.random() * 40; // 30-70 px size
var blood1 = LK.getAsset('blood1', {
- anchorX: 4,
- anchorY: -6,
+ anchorX: 6,
+ anchorY: -10,
x: body.x + Math.cos(angle) * dist,
y: body.y + Math.sin(angle) * dist,
width: size,
height: size
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