Code edit (1 edits merged)
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make the jump up and down more obvious
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bg_scanline is not animating, fix it
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i want bg_scanlines to animate and jump a little bit up and down every few seconds and then reposition itself to x: 2048 / 2, y: 2732 / 2, for a rest
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fix it
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rather than moving erratically make bg scan lines jump up and down for a few seconds and then back to its original position, loop it
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bg_ScanLines is not moving fix it
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Please fix the bug: 'TypeError: scanLines.update is not a function' in or related to this line: 'scanLines.update();' Line Number: 213
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bg_ScanLines is not moving, make sure its updated
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i want bg_scanlines to move erratically every few seconds and then reposition itself to x: 2048 / 2, y: 2732 / 2, for a rest
Code edit (2 edits merged)
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Instantiate bg_ScanLines in the center of the playspace above bg_grain
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i want bg scan lines to create a seamless vertical effect where it repeats itself as it scrolls down
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Add bg_ScanLines in the center of the playspace and set its alpha to 20%
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lets try bg_grain alpha to 25%
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make the flicker sporadic, and random
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reduce the speed of the flicker
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animate bg_Grain alpha, make it flicker between 20% and 40% every few seconds like an old VCR
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set bg_Grain alpha to 20%
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add bg_Grain in the center of the playspace
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bg_Grain should be on the top layer infront of everything
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create a function called VCR and add bg_grain to it, make sure bg_grain is instantiated in the center of the playspace with an alpha of 20%
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make sure the snowflakes can only spawn from outside of the playspace at the top
/**** * Classes ****/ // Create a Snowflake class by using the LK expand method to extend Container. var Snowflake = Container.expand(function () { var self = Container.call(this); // Get and automatically addChild to self asset with id 'bg_Snowflake' with the anchor point set to .5, .5 var scale = Math.random() * 0.5 + 0.5; // Random scale between 0.5 and 1 var snowflakeGraphics = self.attachAsset('bg_Snowflake', { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale }); // Set snowflake speed self.speed = Math.random() * 0.5 + 0.5; // This is automatically called every game tick, if the snowflake is attached! self.update = function () { self.y += self.speed; // If the snowflake is off the screen, reset its position if (self.y > 2732 || self.x < 0) { self.y = -50; self.x = Math.random() * 2048; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Retrieve the 'bg_TitleScreen' asset and position it at the center of the playspace var titleScreen = game.addChild(LK.getAsset('bg_TitleScreen', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Play s_splashscreen when the game starts LK.setTimeout(function () { LK.playMusic('s_SplashScreen', { loop: true }); }, 1000); // Retrieve the 'bg_TornRope' asset and position it at the bottom middle of the playspace var tornRope = game.addChild(LK.getAsset('bg_TornRope', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2832 })); // Retrieve the 'bg_StartButton' asset and position it at the bottom left of the playspace var startButton = game.addChild(LK.getAsset('bg_StartButton', { anchorX: 0.0, anchorY: 1.0, x: 350, y: 2732 })); // Add a down event to the startButton startButton.down = function (x, y, obj) { // Disable how-to button howTo.down = null; // Stop all sounds LK.stopMusic(); // Play shutdownsound LK.getSound('s_ShutdownSound').play(); // Stop randomSound from playing timeElapsed = Infinity; // Move the destruction of all game elements inside the fadeInterval function var fadeInterval = LK.setInterval(function () { darkFilter.alpha += 0.01; if (darkFilter.alpha >= 1) { LK.clearInterval(fadeInterval); // Destroy all game elements including sounds after 1 second LK.setTimeout(function () { game.children.forEach(function (child) { child.destroy(); }); LK.stopMusic(); // Play s_KrampusLaugh01 2 seconds after bg_darkfilter is at 100% alpha only once if (!this.laughPlayed) { LK.setTimeout(function () { LK.getSound('s_KrampusLaugh01').play(); // Instantiate bg_Krampus in the center of the playspace var krampus = game.addChild(LK.getAsset('bg_Krampus', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Move bg_Krampus to the top layer game.setChildIndex(krampus, game.children.length - 1); }, 2000); this.laughPlayed = true; } }, 1000); } }, 10); // Retrieve the 'bg_DarkFilter' asset, position it at the center of the playspace and set its alpha to 0 var darkFilter = game.addChild(LK.getAsset('bg_DarkFilter', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Gradually fade in bg_darkfilter var fadeInterval = LK.setInterval(function () { darkFilter.alpha += 0.01; if (darkFilter.alpha >= 1) { LK.clearInterval(fadeInterval); } }, 10); }; // Retrieve the 'bg_HowTo' asset and position it at the bottom right of the playspace var howTo = game.addChild(LK.getAsset('bg_HowTo', { anchorX: 1.0, anchorY: 1.0, x: 1800, y: 2732 })); // Variable to track the state of bg_HelpMenu var helpMenuVisible = false; var helpMenu; // Add a down event to the howTo button howTo.down = function (x, y, obj) { if (!helpMenuVisible) { // Instantiate bg_HelpMenu in the center of the playspace helpMenu = game.addChild(LK.getAsset('bg_HelpMenu', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 150 })); helpMenuVisible = true; } else { // Destroy bg_HelpMenu helpMenu.destroy(); helpMenuVisible = false; } // Play s_CrumpledPaper sound LK.getSound('s_CrumpledPaper').play(); }; // Retrieve the 'bg_eyeflash' asset, position it at the center of the playspace and set its alpha to 50% var eyeFlash = game.addChild(LK.getAsset('bg_eyeflash', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 25, y: 2732 / 2 - 100, alpha: 0.20 })); // Add bg_Grain in the center of the playspace and set its alpha to 20% var grain = game.addChild(LK.getAsset('bg_Grain', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.2 })); // Create a variable to keep track of the flicker state var flickerState = false; // Create a variable to keep track of the time elapsed var timeElapsed = 0; // Add an update function to the game to create the flicker effect // Create an array to hold the snowflakes var snowflakes = []; // Add an update function to the game to create the snowflakes game.update = function () { // Check the current state of the flicker if (flickerState && timeElapsed % 120 == 0) { // If the state is true, set the alpha to 0.4 grain.alpha = 0.6; flickerState = !flickerState; } else if (!flickerState && timeElapsed % 120 == 0) { // If the state is false, set the alpha to 0.2 grain.alpha = 0.2; flickerState = !flickerState; } // Increment the time elapsed every tick timeElapsed++; // Play either s_manscream01, s_manscream02, s_womanscream01, s_womanscream02 every 10 to 20 seconds if (timeElapsed % (Math.floor(Math.random() * (1200 - 600 + 1)) + 600) == 0) { var randomSound = Math.floor(Math.random() * 4); switch (randomSound) { case 0: LK.getSound('s_ManScream01').play(); break; case 1: LK.getSound('s_ManScream02').play(); break; case 2: LK.getSound('s_WomanScream01').play(); break; case 3: LK.getSound('s_WomanScream02').play(); break; } } // Create a new snowflake every 90 ticks if (LK.ticks % 90 == 0) { var newSnowflake = new Snowflake(); // Ensure the snowflake spawns from the top of the playspace newSnowflake.x = Math.random() * 2048; newSnowflake.y = -50; snowflakes.push(newSnowflake); game.addChild(newSnowflake); } };
===================================================================
--- original.js
+++ change.js
@@ -174,9 +174,9 @@
game.update = function () {
// Check the current state of the flicker
if (flickerState && timeElapsed % 120 == 0) {
// If the state is true, set the alpha to 0.4
- grain.alpha = 0.4;
+ grain.alpha = 0.6;
flickerState = !flickerState;
} else if (!flickerState && timeElapsed % 120 == 0) {
// If the state is false, set the alpha to 0.2
grain.alpha = 0.2;
Eerie Christmas-inspired toy shop The only text on screen should be the title "Krampus Lockdown" centered on the image.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single cartoon snowflake. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple eerie christmas blank dirty ripped paper. Use christmas colors. Do not put text, just the dirty ripped paper so i can fill it myself with text. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. No text.
A heavily grainy screen filled with analog noise, washed-out colors, subtle scratches on the film, and a worn, nostalgic texture.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
horizontal scan lines, slightly distorted colors, subtle static noise, and faint glow around edges.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bloody christmas elf glove tapping at screen clipart. Just the glove. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 13 written in black. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
black gothic frame with a question mark inside silhouette. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas clown key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 28 written in black, make the numbers eerie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 7 written in black, make the numbers eerie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 0 written in black, make the numbers eerie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired room similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired bathroom similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon envelope with an toy elf on it holding a questionmark. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas bathroom key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired krampus lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired button as an arrow pointing right that says SKIP in a creepy font png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired garage similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple fuse inspired from a resident evil puzzle graphics Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
an eerie wall fusebox Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired hallway similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie creepy old rusty key with krampus face embossed on it png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas bathroom key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired mistletoe lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired tree lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas light key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired christmas light lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired lump of coal with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie flame similar to a resident evil asset, realistic Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired krampus statuette similar to a resident evil asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple eerie christmas blank dirty letter envelope. Use christmas colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. No text.
Eerie Christmas-inspired crypt room similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dark red cartoon christmas hat Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. No text.
cartoon mulled wine. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon christmas inspired question mark Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
krampus with a christmas hat coin embossed on it png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
mulled wine coin embossed on it png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired krampus doll sitting similar to a resident evil Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
old safe png grey with four buttons on the side. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
s_KrampusLaugh01
Sound effect
s_SplashScreen
Sound effect
s_KrampusLaugh02
Sound effect
s_WomanScream01
Sound effect
s_ManScream01
Sound effect
s_ManScream02
Sound effect
s_WomanScream02
Sound effect
s_LightBuzz
Sound effect
s_ShutdownSound
Sound effect
s_CrumpledPaper
Sound effect
s_Bathroom
Sound effect
s_GameOver
Sound effect
s_CartoonRun
Sound effect
s_GetItem
Sound effect
s_KrampusScream
Sound effect
s_UnlockSound
Sound effect
s_WindBlow
Sound effect
s_FuseBoxOn
Sound effect
s_GeneratorSound
Sound effect
s_Locked
Sound effect
s_Interior
Sound effect
s_DollDeath
Sound effect
s_Footsteps
Sound effect
s_DollLaugh01
Sound effect
s_DollLaugh02
Sound effect
s_DollDeath01
Sound effect
s_DollDeath02
Sound effect
s_EncounterMusic
Sound effect
s_FirstDollMusic
Sound effect
s_ChristmasMusic
Sound effect
s_BreakingSound
Sound effect
s_Collected
Sound effect
s_Extinguished
Sound effect
s_Appear
Sound effect
s_MulledWine
Sound effect
s_Slurping
Sound effect
s_SafeUnlocked
Sound effect
s_LockedSafe
Sound effect