User prompt
Remove all backgrounds from assets and game
User prompt
Fix backgrounds by level
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Adjust screen for background1 in level1
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Remove background1 from level 2 and 3
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Separate the backgrounds by level
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Adjust the screen for background3
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Adjust the screen to fit background2 in level2
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Adjust the screen to fit background1
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Make it behind walls in the screen not in the front
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Make the background1 fit to screen
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Add the backgrounds to game
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Make the background behind the walls
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Fit the background1 to screen in level1
Code edit (1 edits merged)
Please save this source code
User prompt
Separate the background2 of background3
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Fit the background3 to screen
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Fit the background2 to screen
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Fit the background1 to screen
Code edit (1 edits merged)
Please save this source code
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Fit the background 1 2 3 to screen
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Don't fit the backgrounds to screen
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Fit all the backgrounds 1 2 3 to screen
User prompt
Don't fit all th background to 1 screen
User prompt
Fit the backgrounds of each level to screen
Code edit (1 edits merged)
Please save this source code
/**** * Classes ****/ var BottomWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y -= 5; if (self.y < 0) { self.destroy(); } }; }); var HorizontalTopWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5, scaleX: 3 // Increase width to make it even wider }); self.update = function () { self.y += 5; // Move downwards if (self.y > 2732) { self.destroy(); } }; }); var LeftWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= 5; if (self.x < 0) { self.destroy(); } }; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { for (var i = 0; i < mazeWalls.length; i++) { if (self.intersects(mazeWalls[i]) && mazeWalls[i].parent) { var dx = self.x - mazeWalls[i].x; var dy = self.y - mazeWalls[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.width / 2 + mazeWalls[i].width / 2) { LK.showGameOver(); } } } }; }); var RightWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += 5; if (self.x > 2048) { self.destroy(); } }; }); var TopWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var VerticalWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5, scaleY: 2 // Increase height to make it taller }); self.update = function () { self.y += 5; if (self.y > 2732) { self.y = 0; } else if (self.y < 0) { self.y = 2732; } }; }); var Wall1 = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, // Make it thinner scaleY: 2 // Make it taller }); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var Wall2 = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5, scaleY: Math.random() * 0.5 + 0.5 // Random height between 0.5 and 1 }); self.update = function () { self.x -= 5; if (self.x < 0) { self.destroy(); } }; }); var Wall3 = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall3', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.5 + 0.5, // Random width between 0.5 and 1 scaleY: Math.random() * 2 + 1 // Random height between 1 and 3 }); self.update = function () { self.y -= 5; // Move upwards if (self.y < 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ // Removed maze regeneration and player reinitialization // Removed player movement and click event listener related to the maze // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add event listener for player movement // Update game loop to move maze walls game.move = function (x, y, obj) { player.x = Math.max(player.width / 2, Math.min(2048 - player.width / 2, x)); player.y = Math.max(player.height / 2, Math.min(2732 - player.height / 2, y)); }; var mazeWalls = []; moveMazeWalls(); // Removed duplicate interval creation for generateMazeWall function generateMazeWall() { var wall; if (level === 1) { var background = LK.getAsset('background1', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 700, // Fit to screen width scaleY: 2732 / 700, // Fit to screen height // Fit to screen height // Fit to screen height x: 2048 / 2, // Center horizontally y: 2732 / 2 // Center vertically }); game.addChildAt(background, 0); if (Math.random() > 0.5) { wall = new Wall1(); wall.scaleX = Math.random() * 0.5 + 0.5; // Randomize thickness between 0.5 and 1 wall.scaleY = Math.random() * 0.5 + 0.5; // Randomize height between 0.5 and 1 wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; // Random x position within bounds wall.y = 0; // Start from the top } else { wall = new LeftWall(); wall.scaleX = Math.random() * 2 + 1; // Random width between 1 and 3 wall.scaleY = Math.random() * 2 + 1; // Random height between 1 and 3 wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; // Random y position within bounds wall.x = 2048; // Start from the right } } else if (level === 2) { var background = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 700, // Fit to screen width scaleY: 2732 / 700, // Fit to screen height x: 2048 / 2, // Center horizontally y: 2732 / 2 // Center vertically }); game.addChildAt(background, 0); if (Math.random() > 0.5) { wall = new Wall2(); wall.scaleX = Math.random() * 2 + 1; // Random width between 1 and 3 wall.scaleY = Math.random() * 3 + 1; // Random height between 1 and 4 wall.x = 2048; // Start from the right wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; // Random y position within bounds } else { wall = new Wall1(); wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; // Random x position within bounds wall.y = 0; // Start from the top } } else if (level === 3) { var background = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 700, // Fit to screen width scaleY: 2732 / 700, // Fit to screen height // Original scale for height x: 2048 / 2, // Center horizontally y: 2732 / 2 // Center vertically }); game.addChildAt(background, 0); if (Math.random() > 0.3) { wall = new Wall1(); wall.scaleX = Math.random() * 3 + 2; // Random width between 2 and 5 wall.scaleY = Math.random() * 0.2 + 0.2; // Random height between 0.2 and 0.4 wall.x = 0; // Start from the left wall.update = function () { this.x += 5; // Move to the right if (this.x > 2048) { this.destroy(); } }; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; // Random y position within bounds } else { wall = new Wall3(); wall.scaleX = Math.random() * 1.5 + 0.5; // Random width between 0.5 and 2 wall.scaleY = Math.random() * 1.5 + 0.5; // Random height between 0.5 and 2 wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; // Random x position within bounds wall.y = 2732; // Start from the bottom } } mazeWalls.push(wall); game.addChild(wall); } function moveMazeWalls() { // Removed wall update logic } LK.setInterval(generateMazeWall, 300); // Update timer every second LK.setInterval(function () { timer--; var seconds = timer; timerText.setText('Time: ' + (seconds < 10 ? '0' : '') + seconds); // If time is up, go to next level if (timer <= 0) { level++; if (level == 3) { timer = 10; // 10 seconds for level 3 } else if (level == 10) { LK.showGameOver(); // End the game at level 10 } levelText.setText('Level: ' + level); } // Remove lag when reach 5 sec // Removed premature interval clearing logic }, 1000); var player = new Player(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize timer and level variables var timer = 10; // 10 seconds for level 1 and level 2 var level = 1; // Add level text to the top right corner var levelText = new Text2('Level: 1', { size: 100, fill: 0x808080 // Grey color }); levelText.anchor.set(1, 0); // Sets anchor to the top right corner of the text. LK.gui.topRight.addChild(levelText); // Add timer text to the top left corner var timerText = new Text2('Time: 10', { size: 100, fill: 0x808080 // Grey color }); timerText.anchor.set(0, 0); // Sets anchor to the top left corner of the text. LK.gui.topLeft.addChild(timerText); ;
===================================================================
--- original.js
+++ change.js
@@ -208,9 +208,8 @@
scaleX: 2048 / 700,
// Fit to screen width
scaleY: 2732 / 700,
// Fit to screen height
- // Original scale for height
x: 2048 / 2,
// Center horizontally
y: 2732 / 2 // Center vertically
});